Pachinko machine

The gaming machine addresses the lack of engagement in virtual moving body displays by incorporating display and effect execution means that enhance the display and player interest, resulting in a more exciting gaming experience.

JP7693282B2Active Publication Date: 2025-06-17SANKYO CO LTD
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Patent Information

Application Number
JP2020066421
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 virtual moving body displays, leading to a lack of engagement and excitement for players.

Method used

A gaming machine that includes display means capable of moving and displaying a pseudo-movable body from one position to another, along with effect execution means that can execute special, specific, and movable body effects to enhance the display and player engagement.

Benefits of technology

The enhanced display and effects increase player engagement and interest, providing a more advantageous and exciting gaming experience.

✦ 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 in which by causing a virtual moving body display to move, an effect similar to an effect of moving a moving body as a structure can be executed (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 virtual moving body in the same way as a moving 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 virtual moving 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, display means, effect execution means capable of executing an effect, a movable body movable from a first position to a second position, and is provided with the effect execution means is capable of executing a special effect for notifying that it is controlled to the advantageous state, is capable of executing a specific effect before the special effect is executed, is capable of executing a movable body effect for moving the movable body from the first position to the second position, The moving body effect can be executed at a start timing different from that of the special effect, the display means 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 it from the specific second display position, and it is possible to display a suggestion image suggesting the execution of the special performance 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 it from the special second display position to the special first display position and then make it non-displayed. After moving and displaying the specific pseudo-movable object display from the specific first display position to the specific second display position, the specific pseudo-movable object display can be moved and displayed in a direction different from the direction in which the specific pseudo-movable object display moves from the specific first display position to the specific second display position. 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, the modes of the special pseudo-movable object display can be made different. 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 After the specific pseudo-movable object display is moved and displayed from the specific first display position to the specific second display position in the specific performance and then made non-displayed without being moved from the specific second display position, the movable object performance can be executed. This is the characteristic. Furthermore, the gaming machine of means 1 This is the characteristic. This is the characteristic. This is the characteristic. This is the characteristic. This is the characteristic. and the moving body effect is executed such that there are a first case where it is executed and a second case where it is not executed, This is the characteristic. and This is the characteristic. the moving body effect can be executed such that the ratio of being controlled to the advantageous state is higher in the first case than in the second case. This is the characteristic. Furthermore, the gaming machine of means 1 It is possible to control to an advantageous state (e.g., a jackpot gaming state) that is advantageous to the player, and it is also possible to control to a special state (e.g., a time-saving state (high probability high base state or low probability high base state)) that is easier to control from the normal state to the advantageous state than the normal state. A gaming machine (e.g., pachinko gaming machine 1), A game control means (e.g., CPU 103) capable of controlling the progress of the game, An effect control means (e.g., effect control CPU 120) capable of controlling effects based on control information (e.g., the effect control command shown in FIG. 11-2) transmitted from the game control means, When the number of times of the advantageous state that has occurred during an advantageous period (e.g., the period of consecutive wins) in which the game 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), an update means (e.g., the part where CPU 103 executes the ball output state determination process shown in FIG. 11-13) capable of updating a predetermined numerical data from a first value (e.g., "0") to a second value (e.g., "1" or "2"), Adjusting means (e.g., as shown in FIGS. 11-13 and 11-21, the part where CPU 103 sets the ball output state flag value to "1" or "2" in the ball output state determination process to extend the fanfare effect period, interval period, and ending effect period during the jackpot game) for adjusting so that the giving speed of the game value given 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., as shown in FIG. 11-13, the part where CPU 103 executes the transmission setting of the ball output state designation command in the process of step 162SGS17 and then executes the command control process shown in FIG. 5), The performance control means can execute performance 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, in the preview performance determination process, the performance control CPU 120 identifies the winning state from the received winning state designation command, and uses a preview performance type determination table corresponding to the identified winning state to determine whether to execute a preview performance during variable display and the type of the preview performance to be executed). The adjustment means adjusts so that the inapplicable period for granting the advantageous state, which is controlled when the predetermined numerical data is the second value, is longer than the inapplicable period for granting the advantageous state, which is controlled when the predetermined numerical data is the first value (for example, as shown in FIG. 11-21, when the value of the winning state flag is "1" or "2", the fanfare performance period, the interval period, and the ending period during the big win game are set longer than when the value of the winning state flag is "0"). 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 movable from a first position to a second position different from the first position; performance execution means capable of executing a performance; and is provided with The performance execution means executes a pseudo-movable body display performance for moving and displaying the pseudo-movable body display from the first display position to the second display position; executes a movable body performance for moving the movable body from the first position to the second position; and can execute When the movable body performance and the pseudo-movable body display performance are executed by the performance execution means during a predetermined period, the ratio of being controlled to the advantageous state is higher than when only the pseudo-movable body display performance is executed without the movable body performance being executed by the performance execution means during the predetermined period. This is the gist of the present invention. According to this feature, when the predetermined numerical data is the second value, an adjustment is performed to reduce the rate of granting game value. Therefore, it is possible to prevent excessive game value from being granted in a short period of time when the predetermined numerical data is the second value, which would otherwise cause excessive enhancement of the gambling nature. At the same time, since production 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 production and the pseudo-movable body display production.

[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 later include the invention related to the following gaming machine (A). Conventionally, in a gaming machine, as shown in Japanese Patent Application Laid-Open No. 2019-92949, it has been possible to execute an effect using an operable movable body, and by moving and displaying a pseudo-movable body display, it has been possible to execute an effect similar to the effect of moving a movable body as a structure. However, in such a gaming machine, 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 that can enhance 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, production execution means capable of executing a production, and is provided with the production 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, are executable, when the movable body effect and the pseudo-movable body display effect are executed by the effect execution means within a predetermined period, the ratio of being controlled to the more 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 within the predetermined period, which 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] Note that this invention may have only the invention specific matters described in the claims of this invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of this invention.

Brief Description of the Drawings

[0011]

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Mode for Carrying Out the Invention

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

[0013] [Mode] The gaming machine of Mode 1 is capable of being controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player, and is also capable of being controlled to a special state (e.g., time-saving state (high-probability high-base state or low-probability high-base state)) that is easier to control from the normal state to the advantageous state than the normal state. For example, the pachinko gaming machine 1, when the number of times of the advantageous state that has occurred during an advantageous period (e.g., the period of consecutive wins) in which the 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 (e.g., when the number of consecutive wins is 5 or more, which is the first determination number of times), there is an update means (e.g., the part where the CPU 103 executes the ball payout state determination process shown in FIGS. 11-13) capable of updating predetermined numerical data from a first value (e.g., "0") to a second value (e.g., "1" or "2"), and adjustment means (e.g., 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 production period, interval period, and ending production period during the jackpot gaming) for adjusting so that the granting speed of the gaming value granted in a unit period decreases when the predetermined numerical data is the second value, and, When the end condition is satisfied, the updating means updates the predetermined numerical data from the second value to the first value (for example, as shown in FIGS. 11-13, when the CPU 103 sets the payout state flag to "1", the payout state flag is set to "0" based on the fact that the variable display remaining number of times set at the same time becomes 0 after the determination), which is characterized by this. According to this feature, since an 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 an excessive game value from being granted in a short period of time and the probability of winning 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, which executes variable display and can be controlled to the advantageous state when the variable display result becomes a specific result (for example, a big win), The adjustment means adjusts so that the variable display period of the variable display executed when the predetermined numerical data is the second value becomes 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 FIGS. 11-8, when the value of the payout state flag is "1" or "2" (when it is the first high payout state or the second high payout state), the special figure variable display time in each variation pattern is set longer than when the value of the payout state flag is "0" (when it is the low payout state)), which is characterized by this. According to this feature, since the variable display period becomes longer, the time interval of the advantageous state generated when the predetermined numerical data is the second value can be lengthened, so the granting speed of the game value when the predetermined numerical data is the second value can be reduced without reducing the game value granted 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 a 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 FIGS. 11-20) and a non-grantable period during which a game value cannot be granted (for example, during a fanfare effect period, an interval period, and an ending effect period in which the big winning opening is in a closed state as shown in FIGS. 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 a game value is not granted, the granting speed of the 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 is provided with advantageous state type determination means capable of determining whether the advantageous state is either a first advantageous state (for example, a certain probability jackpot B) or a second advantageous state (for example, a certain probability jackpot A) in which the magnitude of the game value granted is greater than that of the first advantageous state (for example, the part where the CPU 103 executes a process (step 162SGS154) of determining the jackpot type in the special symbol normal process shown in FIG. 11-16). The adjustment means adjusts such 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 Modification Example 162SG-1, when the payout state is a high payout state, the determination ratio of the certain-variable big win A as the big win type is decreased and the determination ratio of the certain-variable big win B is increased compared to the case where the payout state is a low payout state), which is characterized by this. According to this feature, when the predetermined numerical data is the second value, the first advantageous state with a small game value to be given is likely to be determined. Therefore, since the size of the game value given when the predetermined numerical data is the second value can be reduced, as a result, the speed at which the game value is given when the predetermined numerical data is the second value can be decreased.

[0017] The gaming machine of Form 5 of Feature Part 162SG is a gaming machine described in any of Forms 1 to 4, and 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 where the ratio of determining the big win type as a non-certain-variable big win is increased in the high payout state compared to the low payout state, or the part where the ratio of winning the fall lottery is increased in the high payout state compared to the low payout state), which 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 via the special state can be reduced. As a result, the speed at which the game value is given when the predetermined numerical data is the second value can be decreased.

[0018] The gaming machine of form 6 of feature section 162SG is a gaming machine described in any of forms 1 to 5, wherein the end condition is that the number of occurrences of the advantageous state that occurred during the advantageous period after the predetermined numerical data was updated from the first value to the second value by the updating means has reached the end determination number of times (for example, as shown in modification example 162SG-3, the first high payout state or the second high payout state is controlled 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), which is characterized by this. According to this feature, adjustment can be terminated when the advantageous state of the end determination number of times occurs during the advantageous period after the predetermined numerical data has been updated from the first value to the second value.

[0019] The gaming machine of form 7 of feature section 162SG is a gaming machine described in any of forms 1 to 6, which is a gaming machine capable of executing variable display and controlling to the advantageous state when the variable display result becomes a specific result (for example, a big win), wherein the end condition is that the number of times of variable display executed after the predetermined numerical data was updated from the first value to the second value by the updating means has reached the end determination number of times (for example, the value "100" set as the remaining number of variable displays after determination becomes "0" by executing 100 variable displays), which is characterized by this. According to this feature, adjustment can be terminated when the variable display of the end determination number of times is executed after the predetermined numerical data has been updated from the first value to the second value.

[0020] The gaming machine of form 8 of feature section 162SG is a gaming machine described in any of forms 1 to 7, The end condition is that after the predetermined numerical data is updated from the first value to the second value by the updating means, the magnitude of the game value used in the game reaches the magnitude of the end determination. (For example, as shown in Modification Example 162SG-4, after setting the value of the ball appearance state flag to "1", based on the fact that the total number of game balls that won in each winning opening or entered the out opening during the period of consecutive dealer states reaches a predetermined number (for example, 1000 balls), the value of the ball appearance state flag is set to "0".), It is characterized by this. According to this feature, it is possible to end the adjustment when the magnitude of the game value used in the game reaches the magnitude of the 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 Feature Part 162SG is a gaming machine described in any of Forms 1 to 8, a 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, and an initialization means for initializing the stored content of the storage means based on the establishment of a predetermined condition when the power supply to the gaming machine is started (for example, when the CPU103 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 parts that execute the processes of step S6a and step S6b), and is provided with when the stored content of the storage means is initialized by the initialization means, the first value is set to the predetermined numerical data (for example, as shown in FIG. 11-11, the part where the CPU103 sets "0" corresponding to the low ball appearance state as the value of the ball appearance state flag in the process of step S6b), It is characterized by this. According to this feature, it is possible to prevent the adjustment from being performed at the start of the power supply.

[0022] The gaming machine of Form 10 of Feature Part 162SG is a gaming machine described in any of Forms 1 to 9, It is provided with a storage means (for example, RAM102) capable of retaining the value of the predetermined numerical data even when the power supply to the gaming machine is stopped. When the power supply to the gaming machine is started, the predetermined numerical data is restored based on the value of the predetermined numerical data retained in the storage means (for example, when the CPU103 executes the main game control process shown in FIG. 11-11 at the start of the pachinko gaming machine 1, if the restoration condition is satisfied (step S3; Y), the restoration process (step S4) including the update process of the out ball state flag by the backup data is executed, so that when it was in a high out ball state at the time of power failure, it is restored to the high out ball state, and when it was in a low out ball state at the time of power failure, it is restored to the low out ball state). It is characterized by this. According to this feature, if the predetermined numerical data at the time of power failure is the second value, the adjustment can be continued at the time of power failure recovery.

[0023] The gaming machine of form 11 of the feature part 162SG is the gaming machine described in any of forms 1 to 10, It is provided with notification means (for example, as shown in FIG. 11-13, after the CPU103 sets the value of the out ball state flag to "1" in the process of step S162SG06 in the out ball state determination process, the part where the lighting of the high out ball state notification LED162SG071 is started in the process of step 162SG08) capable of notifying that the predetermined numerical data is the second value. It is characterized by this. It is possible to recognize that an adjustment is being made because the predetermined numerical data is the second value.

[0024] The gaming machine of form 12 of the feature part 162SG is the gaming machine described in form 11, It is provided with game control means (for example, CPU103) capable of controlling the progress of the game, It is provided with light emitting means having a plurality of light emitting parts (for example, the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the high out ball state notification LED162SG071) whose light emission is controlled by the game control means. The notification is performed by causing the light emitting unit to emit light (for example, the part that notifies the high jackpot state by lighting the high jackpot state notification LED 162SG071). It is characterized by this. According to this feature, the notification can be performed by light emission control common to other light emitting units by the game control means.

[0025] The gaming machine of form 13 of feature part 162SG is a gaming machine described in any of forms 1 to 12, a game control means (for example, CPU 103) capable of controlling the progress of the game, an effect control means (for example, effect control CPU 120) capable of controlling an effect based on control information (for example, the effect control command shown in FIG. 11-2) transmitted from the game control means, and is provided with 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 (for example, as shown in FIG. 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 capable of specifying 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 specifies the out ball state from the received out ball state designation command in the preview effect determination process, and can determine whether to execute a preview effect during variable display and the type of preview effect to be executed using a preview effect type determination table corresponding to the specified 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 feature part 162SG is a gaming machine described in any of forms 1 to 13, An effect execution means (e.g., an effect control CPU 120) capable of executing a specific effect (e.g., a reach effect) that can suggest a high possibility of being controlled to the advantageous state, and a preview effect (e.g., a pre-read preview effect) that previews 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 FIGS. 11-23, the effect control CPU 120 determines whether the remaining number of variable displays after determination is less than or equal to the pre-read limit number in the process of step 162SGS242b of the pre-read preview setting process. If the remaining number of variable displays after determination is less than or equal to the pre-read limit number (step 162SGS242b; Y), the pre-read preview effect is not executed.) It is characterized by this. According to this feature, it is possible to prevent the preview effect from becoming inappropriate due to the adjustment not being executed when the predetermined numerical 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, showing 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 and driven into this game area from a predetermined ball shooting device.

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

[0029] Note that the special symbol variably displayed in the first special symbol display device 4A is also referred to as the "first special symbol diagram", and the special symbol variably displayed in the second special symbol display device 4B is also referred to as the "second special symbol diagram". Also, the special symbol diagram game using the first special symbol diagram is referred to as the "first special symbol diagram game", and the special symbol diagram game using the second special symbol diagram is also referred to as the "second special symbol diagram 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 decorative identification information different from the special symbol (such as a figure indicating a number, etc.) is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative figures are variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative figure display areas 5L, 5C, and 5R of "left", "center", and "right". The special figure game executed in synchronization and the variable display of the decorative figure 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 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 storage number. The hold storage number corresponding to the first special figure game is also referred to as the first hold storage number, and the hold storage number corresponding to the second special figure game is also referred to as the second hold storage number. The sum of the first hold storage number and the second hold storage number is also referred to as the total hold storage number.

[0034] At a predetermined position of the game board 2, a first hold display device 25A and a second hold display device 25B each including a plurality of LEDs are provided. The first hold display device 25A displays the first hold storage number according to the number of lit LEDs. The second hold display device 25B displays the second hold storage number according to 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, for example, a first starting winning opening that is always kept in a certain open state where game balls can enter by a predetermined ball receiving member. When a game ball enters the first starting winning opening, 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 opening that changes between a closed state and an open state by means of 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 opening is in a closed state where game balls do not enter (it is also said that the second starting winning opening is in a closed state). On the other hand, when the solenoid 81 is in the on state, the variable winning ball device 6B is in an open state where game balls can enter the second starting winning opening because the movable wing pieces are in the tilted position (it is also said that the second starting winning opening is in an open state). When a game ball enters the second starting winning opening, 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 being equipped with 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 opening 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 openings 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 large winning opening is provided. The special variable winning ball device 7 includes a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and forms a large winning opening as a specific area that changes between an open state and a closed state by the large 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 game balls enter the big winning opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When game balls enter the big winning opening, more prize balls are paid out than when game balls enter, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.

[0042] The entry of game balls into each winning opening including the general winning opening 10 is also referred to as "winning". In particular, the winning at the start openings (the first start winning opening, the second start winning opening) is also referred to as the start winning.

[0043] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9", lighting patterns such as "-", etc. The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also referred to as the normal symbol game.

[0044] A passing gate 41 through which game balls can pass is provided to the right of the image display device 5. Based on the game balls passing through the passing gate 41, the normal symbol game is executed.

[0045] A normal symbol hold display 25C is provided below the normal symbol display 20. The normal symbol hold display 25C is composed of, for example, 4 LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.

[0046] 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 on the surface of the game board 2. At the lowermost part of the game area, an out port is provided for taking in game balls that have not entered any of the winning ports.

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

[0048] A movable body 32 that operates according to the effect is provided at a predetermined position of the game board 2 (the upper position of the image display device 5 in FIG. 1). 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. Note that these main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are configured to include LEDs.

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

[0050] A hitting supply tray (upper tray) for holding (storing) the game balls paid out as prize balls or the game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting and firing device is provided at a predetermined position of the game machine frame 3 below the game area. Note that, separately from the upper tray, the game machine frame 3 may be provided with a payout unit (hitting supply tray) for paying out prize balls when the upper tray is full.

[0051] At a predetermined position of the gaming machine frame 3 below the gaming area, a stick controller 31A that can be grasped by a 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 pressing 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 actions (operations, etc.) of the player, but other detection means may also be provided.

[0054] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. On the back of the pachinko gaming machine 1, a main board 11 housed in a board case 201 is mounted. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the winning probability of a big win and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached outside the main board 11, such as at a predetermined position of the power supply board 17.

[0055] A display monitor 29 is arranged at the center of the back of the main board 11, and a display changeover 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 changeover switch 31 are arranged in the front when the back side of the game board 2 is visually recognized with the gaming machine frame 3 open.

[0056] The display monitor 29 can display winning information such as consecutive ratios, winning ratios, bases, etc. The consecutive ratio is the ratio of the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The winning ratio is the ratio of the number of winning balls due to winning in the second start winning opening (electric chew) and the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls launched. When in the setting change state or the setting confirmation state, the display monitor 29 can display the set values in the pachinko game machine 1. The display monitor 29 only needs to 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 change 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 of the substrate case 201 including the setting key 51 and the setting change 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 only needs to be composed 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. If the game ball passes through the passing gate 41 during the period of the previous normal symbol game execution or the like (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be immediately executed), 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 (winning normal symbol) stops and is displayed, the display result of the normal symbol becomes "winning normal symbol". On the other hand, as a determined normal symbol, if a normal symbol other than the winning normal symbol (losing normal symbol) stops and is displayed, the display result of the normal symbol becomes "losing normal symbol". When it becomes "winning normal symbol", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).

[0061] When a game ball enters the first start winning opening formed in the prize 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 prize ball device 6B, the second special symbol game by the second special symbol display device 4B is started.

[0063] If a game ball enters (wins) the start winning opening during the period of the execution of the special symbol game or during the period controlled to be in the big win gaming state or small win gaming state described later (when a start winning occurs but the special symbol game based on the start winning cannot be immediately executed), the execution of the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0064] In the special symbol game, if a specific special symbol (big win symbol, for example, "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, for example, "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, for example, "-") 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 timing of the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) or the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9 balls), whichever is earlier. 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 in this way 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, a jackpot type is set for the "big win". For example, multiple types are prepared for the opening mode of the big winning opening (number of rounds and opening upper limit period), and the game state after the big win game state (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set accordingly. As the jackpot type, there may be provided a jackpot type where a large number of prize balls can be obtained, a jackpot type with few prize balls, or a jackpot type where almost no prize balls can be obtained.

[0069] In the small win game state, the big winning opening formed by the special variable winning prize ball device 7 is opened in a predetermined opening mode. For example, in the small win game state, the opening mode is the same as that in the big win game state for some jackpot types (the number of times the big winning opening is opened is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.), and the big winning opening is in an open state. Note that, similar to the jackpot type, a small win type may also be provided for the "small win".

[0070] After the big win game state ends, it may be controlled to a time-saving state or a probability variation state according to the above-mentioned jackpot type.

[0071] In the time-saving state, control (time-saving control) to shorten the average special pattern variation time (the period for varying the special pattern) compared to the normal state is executed. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning opening, for example, by shortening the average normal pattern variation time (the period for varying the normal pattern) compared to the normal state or by increasing the probability of "normal pattern win" in the normal pattern game compared to the normal state. Since the time-saving 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 variation state (probability variation state), in addition to the time-saving control, probability variation control is executed to increase the probability that the display result becomes a "big win" compared to the normal state. Since the probability variation state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "big win" in addition, it is an even more advantageous state for the player.

[0073] The time-saving state or the probability-variable state continues until any one of the end conditions, such as the execution of a specific figure game a predetermined number of times and the start of the next big win game state, is satisfied first. What has the execution of a specific figure game a predetermined number of times as an end condition is also called "running out of times" (time-saving when running out of times, probability-variable when running out of times, etc.).

[0074] The normal state refers to a game state other than advantageous states such as the big win game state advantageous to the player, special states such as the time-saving state and the probability-variable state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the general figure game becomes "general figure win" and the probability that the display result in the specific figure game becomes "big win", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when no predetermined return process is executed after power-on as in the case of a system reset).

[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. 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 win 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 specific figure game becomes "small win" (however, when the specific figure game at the time of "small win" is the specific figure game of the above-mentioned predetermined number at the above-mentioned running out of times, the game state is of course changed). Note that the display result of the specific figure game may not be "small win".

[0077] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the big win game state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after the big win game state. (Progress 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. 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 in response 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 a 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) that 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 form part of the following jackpot combination.

[0081] In addition, a reach effect is executed in response 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 with different ratios (also referred to as jackpot reliability and 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” according to the effect mode are executed. The reach effects include, for example, 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 "certainty variable big win" that is controlled to the certainty variable state after the end of the big win gaming state, odd-numbered decorative patterns (for example, "7", etc.) stop and are displayed aligned, and in the case of a "non-certainty variable big win (normal big win)" that is not controlled to the certainty variable state after the end of the big win gaming state, even-numbered decorative patterns (for example, "6", etc.) may stop and be displayed aligned. In this case, odd-numbered decorative patterns are also called certainty variable patterns, and even-numbered decorative patterns are also called non-certainty variable patterns (normal patterns). After reaching the reach mode with non-certainty variable patterns, an upgrading effect that finally becomes a "certainty 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 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", a common determined decorative pattern may be derived and displayed.

[0085] When the display result of the special figure game is "loss", the variable display mode of the decorative symbol does not become the reach mode, and as the display result of the variable display of the decorative symbol, a determined decorative symbol 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 symbol becomes "non-reach loss"). Also, when the display result is "loss", after the variable display mode of the decorative symbol becomes the reach mode, as the display result of the variable display of the decorative symbol, a determined decorative symbol 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 symbol 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 that previews the jackpot reliability is executed during the variable display of the decorative symbol. The preview effect includes a preview effect that previews the jackpot reliability in the variable display being executed and a preview effect that previews the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview effect, an effect that changes the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.

[0087] Also, in the image display device 5, a pseudo-continuous effect that makes one variable display appear to be a plurality of variable displays by temporarily stopping the decorative symbol once during the variable display of the decorative symbol and then resuming the variable display may be executed.

[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 that indicates an improvement in the value of the big win gaming state 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 a small win gaming state or a 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 rectifying circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC12V or DC5V), and the like.

[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, minor jackpot game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like.

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

[0095] The random number circuit 104 updates and counts numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated (updated by software) by the CPU 103 executing a predetermined computer program.

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

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

[0100] A display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door open sensor 90 are connected to the main board 11. The door open 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 the variable display, the opening status of the big winning opening, the occurrence of a winning, 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] 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 on the effect control board 12.

[0104] The CPU 120 for performance control executes, by executing the program stored in the ROM 121, processes for executing performances together with the display control unit 123 (the processes for realizing the functions of the performance control board 12, including the determination of the performances to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

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

[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 CPU 120 for performance control.

[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 CPU 120 for performance control, thereby causing the image display device 5 to display a performance image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 or a lamp signal (a signal designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the performance image and the lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or 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 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 an input port for capturing effect control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).

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

[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 setting the stack pointer, register settings for built-in devices (such as CTC (counter / timer circuit), parallel input / output port, etc.), and settings 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 may be determined whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.

[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 of the RAM 102. By setting the work area using the backup data stored in the RAM 102, the game state when the power supply was stopped is restored. For example, if the special symbol was in the middle of changing when the power supply stopped, it is sufficient that the change of the special symbol can be resumed 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, since the setting confirmation condition can be satisfied when the clear signal is in the off state, the fact that the clear signal is in the off state can also be included in the setting confirmation condition.

[0121] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the set values can be confirmed, and a setting confirmation start command is transmitted from the main board 11 to the effect control board 12. In the setting confirmation state, it is possible to confirm the set values set in the pachinko gaming machine 1 by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is transmitted from the main board 11 to the effect control board 12.

[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 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 a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door open sensor 90 is in the on state and the setting key 51 is in the on operation state 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 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 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 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 of step S6 and the setting change process of step S7 are executed together, and the control can be set to the setting change state. If the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed together, 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 of step S6 is executed, but the control is not performed in the setting change state. If the clear switch is off, the recovery process of 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). After that, 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 the 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 the game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first 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 this, 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 times of start wins, etc.), probability variation information (information indicating the number of times of entering the probability variation state, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[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 this, the CPU 103 executes a special symbol process (step S25). By the CPU 103 executing the special symbol process for each timer interrupt, the execution and hold management of the special symbol game, the control of the jackpot game state and the small win game state, the control of the game state, etc. are realized.

[0131] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interrupt, the execution and hold management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), the opening control of the variable prize ball device 6B based on "normal symbol win", etc. are made possible. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting the normal symbol hold display 25C.

[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 processing of step S27, processing is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.

[0133] FIG. 6 is a flowchart showing an example of the processing executed in step S25 shown in FIG. 5 as the special symbol process. In this special symbol process, the CPU 103 first executes start winning determination processing (step S101).

[0134] In the start winning determination process, detection of the occurrence of a start winning, storage of hold information in a predetermined area of the RAM 102, and updating of the hold memory count are executed. When a start winning occurs, a random number value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as hold information. Also, processing for pre-reading 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 setting for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and pre-reading determination to the effect control board 12 is performed. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control processing 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 any one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.

[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., a determination is made as to 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. Further, 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 order of winning of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be established in the order of winning (also referred to as consumption in the order of winning).

[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 effect control board 12. In the effect 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 drawing process flag is "1". This variable pattern setting process includes processes such as 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 of whether the display result is a "big win" or a "small win", etc. In the variable pattern setting process, when the variable pattern is determined, the value of the special drawing process flag is updated to "2", and the variable pattern setting process ends.

[0139] The variable pattern specifies the execution time of the special drawing game (special drawing 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 the variable display pattern.

[0140] The special symbol variation process in step S112 is executed when the value of the special drawing process flag is "2". This special symbol variation process includes processes such as setting for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and measuring the elapsed time since the start of the variation of the special symbol. Also, a determination is made as to whether the measured elapsed time has reached the special drawing variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special drawing variable time, the value of the special drawing process flag is updated to "3", and the special symbol variation 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 processes for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B, and for performing settings to stop-display (derive) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is in the time-saving state or the probability-variable state and the end of the count-down 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 processes for starting the execution of a round in the big win game state and setting the big winning opening to the open state based on the fact that the display result is "big win", etc. When setting the big winning opening to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning opening door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning opening and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big-win release process ends.

[0143] The jackpot release in - progress process in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - progress process includes processes such as measuring the elapsed time since the big winning opening is opened, 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, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing processes 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 - progress process ends.

[0144] The post - jackpot release process in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release process includes processes such as 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 performing settings for ending 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 process ends.

[0145] The jackpot end process in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end process includes processes such as 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 performing various settings for starting the probability - variable control and time - shortening control in response to the end of the jackpot game state. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end process ends.

[0146] The pre-small-win-opening process in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening process includes a process of setting the big winning opening to the open state in the small-win gaming state based on the fact that the display result is "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening process ends.

[0147] The process during small-win opening in step S119 is executed when the value of the special figure process flag is "9". This process during small-win opening includes a process of measuring the elapsed time since the big winning opening was set to the open state, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, etc. When the big winning opening is returned to the closed state and it is the end timing of the small-win gaming state, the value of the special figure process flag is updated to "10", and the process during small-win opening ends.

[0148] The small-win end process in step S120 is executed when the value of the special figure process flag is "10". This small-win end process includes a process of waiting until the waiting time corresponding to the period during which the production operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it became the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win end process ends.

[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 normal special symbol process of the special symbol process, by using a display result determination table (winning probability) according to the set value, the winning probability of a big win and the payout rate change. For example, the set value consists of six levels from 1 to 6, and when 6 is set, the winning probability of a big win is the highest. As the values decrease in the order of 6, 5, 4, 3, 2, 1, the winning probability of a big win decreases. In this example, when 6 is set as the set value, it is most advantageous for the player, and as the values decrease in the order of 6, 5, 4, 3, 2, 1, the advantage gradually decreases. 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] Figure 7 shows a configuration example of the display result determination table. Figure 7(A) shows a configuration example of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Figure 7(B) shows a configuration example of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in the ROM 101. In the display result determination table, according to the set value, a winning determination value compared with the random number value MR1 is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is randomly updated in the range of 0 to 65535. As the display result determination table, a common display result determination table may be used for both 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-shortened 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-shortened state.

[0152] In the first special figure display result determination table, regardless of the game state and setting 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 setting 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 setting 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-shortened 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 setting value. When the setting 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 setting values are from 2 to 6, a numerical range corresponding to each setting value starting from 1238 is set as the non-common numerical range of the big win determination values so as to be continuous from the common numerical range of the big win determination values.

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

[0155] In the first special figure display result determination table, when the game state is the normal state or the time shortening 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 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.

[0156] In the first special figure display result determination table, when the game state is the probability variation state, similar to the case when the game state is the normal state or the time shortening 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 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.

[0157] In the display result determination table for the second special figure, when the game state is the normal state or the time-limited state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.

[0158] In the display result determination table for the second special figure, when the game state is the probability-variable state, similar to the case where the game state is the normal state or the time-limited state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.

[0159] The number of set values that can be set for the pachinko machine 1 may be 5 or less or 7 or more. The smaller the set value set for the pachinko machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the set value set for the pachinko machine 1. For example, when the set value set for the pachinko machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the game characteristics (so-called probability variation loop type) where the probability variation state loops at a rate of 65% are adopted. When the set value set for the pachinko machine 1 is 2, the jackpot probability in the normal state is 1 / 200. While the game state after the end of the jackpot game is controlled to the probability variation state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game, the game characteristics (so-called V probability variation type) where the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variation special figure are adopted. When the set value set for the pachinko machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the game characteristics (so-called type 1 and type 2 mixed type) where the game state is controlled to the jackpot game state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control) may be adopted. When the set value set for the pachinko machine 1 is any one of 1 to 3, the game characteristics are the same. However, a setting (for example, when the set value set for the pachinko machine 1 is any one of 4 to 6) where the jackpot probability and the small jackpot probability are higher than when the set value is any one of 1 to 3, but the number of winning balls that can be obtained during the jackpot game is smaller may be provided. When changing the game characteristics according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided inside the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the game ball passes through a predetermined area), and when the set value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to the probability variation state or the jackpot game state based on the game ball passing through the predetermined switch).

[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 of the effect control board 12 will be described. In the effect control board 12, when the power supply voltage is supplied from the power supply board or the like, the effect control CPU 120 is activated and executes 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), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as driving the movable body 32 to return to the initial position and performing a predetermined operation confirmation, are executed.

[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 setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0163] On the side of the production control board 12, an interrupt for receiving a production control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the production control INT signal from the main board 11 becomes on. When an interrupt is generated due to the production control INT signal becoming on, the production control CPU 120 automatically sets itself to interrupt prohibition. However, when using a CPU that does not automatically enter the interrupt prohibition state, it is desirable to issue an interrupt prohibition command (DI command). The production control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt generated 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] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.

[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 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 preview productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 by instructing the start of the execution of the variable display of the decorative pattern.

[0171] The variable display performance process in step S172 is a process executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output sounds and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (decoration signal) to the lamp control board 14, and execute various performance controls during the variable display of the decorative symbol. After performing such performance control, for example, when an end code indicating the end of the variable display of the decorative symbol is read from the performance control pattern, or when a command specifying to stop displaying the determined decorative symbol is received from the main board 11, etc., the determined decorative symbol that is the display result of the decorative symbol is stopped from being displayed. When the determined decorative symbol 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 win wait process in step S173 is a process executed when the value of the performance process flag is "3". In this special symbol win wait process, the performance control CPU 120 determines whether a performance control command specifying the start of a big win game state or a small win game state is received from the main board 11. And when a 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 a command specifying the start of a big win game state or a small win game state, it is determined that the display result in the special symbol game is "a loss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol win wait process ends.

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

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

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

[0176] The ending effect process in step S177 is a process that is executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set content. Thereafter, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0177] (Modification example of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the spirit of the present invention.

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

[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, the symbol 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 was shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonuses, etc.)) that can execute a game in which medals are inserted, a predetermined number of bets are set, a plurality of types of symbols are rotated according to the operation of an operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates a stop button, a predetermined number of medals are paid out to the player is also applicable to the present invention.

[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. Further, 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] And the execution form of the game is not limited to only the one executed by attaching a detachable recording medium, but may be a form 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 in which it is 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] In addition, in this specification, expressions for comparing various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".

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

[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 provided 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. Furthermore, 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 in which it is 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.

[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 suggestion position (see Fig. 10-3(B)) above the retracted position and then to a production position (see Fig. 10-3(C)) that is above the suggestion position and also in the front position 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 to positions near the left and right of the first movable body 109SG401 that has moved to the production position (see Fig. 10-3(C)) from a retracted position (see Fig. 10-3(A)), which is a position below the image display device 5, by driving the second movable body motor 109SG422 and the third movable body motor 109SG423.

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

[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 unit 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 variation pattern designation command that designates variation patterns (variation time (variable display time)) such as decorative symbols (also referred to as effect symbols) that are variably displayed in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and it may be any value arbitrarily set according to the instruction content by the effect control command. Note that in the variation pattern designation command, different EXT data is set according to the designated variation pattern and the like.

[0196] Command 8CXXH is a variable display result designation command, which is an effect control command that designates the variable display result of special symbols, decorative symbols, etc. 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 the variation display result) is "a loss", "a big win", or "a small win", or the determination result (big win type determination result) of which of multiple types the big win type is 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 gaming machine 1. In the game state designation command, for example, different EXT data is set according to the current game state in the pachinko gaming machine 1. As a specific example, command 9500H is set as the first game state designation command corresponding to a game state (low probability low base state, normal state) in which neither time shortening control nor probability variation control is performed, and command 9501H is set as the second game state designation command corresponding to a game state (low probability high base state, time shortening state) in which time shortening control is performed while probability variation control is not performed. Also, command 9502H is set as the third game state designation command corresponding to a game state (high probability low base state, probability variation state without time shortening) in which probability variation control is performed while time shortening control is not performed, and command 9503H is set as the fourth game state designation command corresponding to a game state (high probability high base state, probability variation state with time shortening) in which both time shortening control and probability variation control are performed.

[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 the big winning opening is in an open state during the big win game state. Command A2XXH is a big winning opening post-notification command that notifies that the big winning opening has changed from an open state to a closed state during 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 specification command or the winning end specification 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 specification command. Alternatively, in the winning start specification command or the winning end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the EXT data to be set may be made different from the correspondence in the variable display result specification command. In the big winning opening notification command and the big winning opening after notification command, for example, different EXT data are set corresponding to the number of times of execution of the round (for example, from "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, a game ball passes through (enters) the first start winning opening and the first start condition is satisfied, and the first start opening winning designation command is transmitted. The second reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, a game ball passes through (enters) the second start winning opening and the second start condition is satisfied, and the second start opening winning designation command is transmitted. Also, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to 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 indicates, as the winning determination result, whether the variable display result is a "big win" or not, the determination result of the big win type (probability variable or non-probability variable), and that it is a small win. Also, command C6XXH is a variation category command that indicates, as the winning determination result, the determination result of whether the random number value for variation pattern determination is any of the variation patterns of "non-reach", "super reach", or "other".

[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 in each winning opening, a gate passage notification command for notifying that a game ball has passed through the passage gate 41, a notification command for notifying the remaining number of times when probability 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 main board 11 side. As shown in FIG. 10-5, in this feature unit 109SG, on the main board 11 side, 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 may be any that counts numerical data indicating some or all of these random values MR1 to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as the random counter provided in the game control counter setting unit 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 special figure display result determination 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 big win game state with the "big win", and takes values in the range of, for example, "1" to "65536". The random value MR2 for big win type determination is a random value used to determine the big win type to any one of "certain variable big win A", "certain variable big win B", "certain variable big win C", and "non-certain variable big win" when the variable display result is "big win", and takes values in the range of, for example, "1" to "100".

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

[0210] The random value MR4 for normal figure display result determination is a random value used to make a determination such as whether to set the variable display result in the normal figure game by the normal figure display 20 as "normal figure win" or "normal figure miss", and takes values 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 ROM101. 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 big win game state with the "big win" based on the random value MR1 for special figure display result determination 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 figure display result determination table 1 in the feature unit 109SG, the numerical value (determination value) compared with the random number value MR1 for special figure display result determination is assigned to the special figure display results of "big win" or "loss" according to whether the game state in the pachinko machine 1 is in the normal state or the time-limited state (low probability state), or in the probability-variable state (high probability state).

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

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

[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 in the normal state or the time-limited state (low probability state) or the probability variable state (high probability state), the numerical value (determination value) compared with the random number value MR1 for special 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-limited control is executed and a winning occurs in the second start winning opening formed by the variable winning ball device 6B and the variable display of the second special drawing is frequently executed in the high base state, "small win" hardly occurs. In the high base state where the game balls easily enter the second start winning opening formed by the variable winning ball device 6B, it is possible to prevent the occurrence of "small win" where a large number of game balls cannot be obtained and the game interest decreases.

[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 jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special figure display result is to be controlled to the jackpot game state as a "jackpot". In the jackpot type determination table, depending on whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (the special figure game by the first special symbol display device 4A) or the second special figure (the special figure game by the second special symbol display device 4B), the numerical value (determination value) to be compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types such as "non-probability-variable jackpot", "probability-variable jackpot A", "probability-variable jackpot B", and "probability-variable jackpot C".

[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 by "Certain 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 by "Certain 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 by "Certain 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 by "Certain Variable Jackpot C" and "Non-Certain 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, "Certain Variable Jackpot A" may be referred to as a 10-round (10R) certain variable jackpot, "Certain Variable Jackpot B" as a 5-round (5R) certain variable jackpot, and "Certain Variable Jackpot C" as a 2-round (2R) certain variable jackpot.

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

[0222] The high probability control and time shortening control executed after the end of the jackpot gaming state of the certain 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 certain 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 "non-probabilistic jackpot" ends when a predetermined number of special figure games (100 times in this feature section 109SG) are executed, or when a jackpot game state is entered before the execution of the predetermined number of special figure games.

[0224] In the setting example of the jackpot type determination table shown in FIG. 10-7(A), depending on whether the variably displayed special figure is the first special figure or the second special figure, the allocation of determination values for the jackpot types of "probabilistic jackpot A", "probabilistic jackpot B", "probabilistic jackpot C", and "non-probabilistic jackpot" is different. That is, when the variably displayed special figure is the first special figure, a determination value within a predetermined range (values in the range of "81" to "100") is allocated to the jackpot types of "probabilistic jackpot B" and "probabilistic jackpot C" with fewer rounds, while when the variably displayed special figure is the second special figure, 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 figure game using the first special figure by the first special symbol display device 4A, and when determining the jackpot type to be one of multiple types based on the establishment of the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B, the ratio of determining the jackpot type to "probabilistic jackpot B" or "probabilistic jackpot C" with fewer rounds can be made different. In particular, in the special figure game using the second special figure, it is determined that the jackpot type will not be controlled to the normal 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 the game balls to enter the second start winning opening formed by the variable winning ball device 6B due to the high-open control associated with the short-time control, it is possible to prevent the frequent occurrence of a jackpot state with few winning balls obtained, thereby preventing the decline of the 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" also differs 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 types 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 types 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] Figure 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 symbol 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. Incidentally, the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative symbol is "non-reach" is referred to as 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 symbol is "reach" is referred to as a reach variation pattern (also referred to as a "reach miss variation pattern"). Further, 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 referred to as 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. Incidentally, 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] Incidentally, 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 variable big win C".

[0231] As shown in Figure 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] Also, in this feature section 109SG, as will be described later, instead of first determining the type of these variation patterns, 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, only the random number value MR3 for variation pattern determination is used to determine without determining these types. However, the present invention is not limited to this. For example, in addition to the random number value MR3 for variation pattern determination, a random number value for variation pattern type determination may be provided, and the type of the variation pattern may be first determined 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 a method for determining a variation pattern in this feature section 109SG. In this 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 in hold.

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

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

[0236]

[0237]

[0238] In addition, when the variable display result is "loss" in the normal game state (low base state) and the number of reserved memories in the variable special diagram is 2 or less, the loss variable pattern determination table A is selected, and the variable patterns PA1-1 (variable pattern for non-reach loss), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for super reach α1 loss), PA2-3 (variable pattern for super reach α2 loss), PA2-4 (variable pattern for super reach β1 loss), and PA2-5 (variable pattern for super reach β2 loss) are determined 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 reserved memories in the variable special diagram is 3, the loss variable pattern determination table B is selected, and the variable patterns PA1-2 (shortened variable pattern for non-reach loss), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for super reach α1 loss), PA2-3 (variable pattern for super reach α2 loss), PA2-4 (variable pattern for super reach β1 loss), and PA2-5 (variable pattern for super reach β2 loss) are determined 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 reserved memories in the variable special diagram is 4, the loss variable pattern determination table C is selected, and the variable patterns PA1-3 (shortened variable pattern for non-reach loss), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for super reach α1 loss), PA2-3 (variable pattern for super reach α2 loss), PA2-4 (variable pattern for super reach β1 loss), and PA2-5 (variable pattern for super reach β2 loss) are determined 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 the off-variable pattern determination table D to determine the variable patterns as PA1-4 (shortened variable pattern for time-saving in non-reach off), PA2-1 (variable pattern for normal reach off), PA2-2 (variable pattern for super reach α1 off), PA2-3 (variable pattern for super reach α2 off), PA2-4 (variable pattern for super reach β1 off), and PA2-5 (variable pattern for super reach β2 off).

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

[0243] As shown in FIGS. 10-28 to 10-35, the variable display of the super reach α1 in the feature unit 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 ally character A and the enemy character A as the 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 ally character A and the enemy character B as the 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 ally character A and the enemy character A as the 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 ally character A and the enemy character A as the 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 unit 109SG, the jackpot expectation degree of the super reach β2 is set to be the highest. Thereafter, the jackpot expectation degrees are set to be high in the order of super reach β1, super reach α2, super reach α1, normal reach, and non-reach (jackpot expectation degrees in each variable display in the feature unit 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 unit 109SG, the jackpot expectation degree varies depending on the combination of whether the ally character displayed as the battle performance (reach effect of the super reach) is ally character A or ally 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, as an area for holding various data used for controlling the progress of the game and the like in the pachinko game machine 1, for example, a game control data holding area 109SG150 as shown in FIG. 10-10 is provided. 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 on the first special figure display device 4A) that has not yet started although a start winning (first start winning) has occurred when a game ball has passed (entered) through the first start winning opening formed by the winning ball device 6A. As an example, the first special figure hold memory unit 109SG151A associates a hold number with the order of winning at the first start winning opening (the detection order of the game balls), and based on the establishment of the first start condition at the passage (entry) of the game balls, numerical data such as 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 extracted from the random number circuit 104 and the like by the CPU 103 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 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 start winning (second start winning) has occurred when a game ball has passed through (entered) 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 through (enters), numerical data such as the random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the variation pattern, which are extracted from the random number circuit 104 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 it becomes reservation information that enables determination of whether it will be 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 a game ball passing through (entering) the first start winning port and the reservation information (second reservation information) based on the establishment of the second start winning due to a game ball passing through (entering) the second start winning 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 through (entered) may be included in the reservation information and stored in association with the reservation number.

[0250] The general pattern hold memory unit 109SG151C stores hold information of 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 hold memory unit 109SG151C stores, in association with a hold 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 a random number circuit 104 or the like by the CPU 103 based on the passage of the game balls as hold 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 gaming 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 an on state or an 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 gaming 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 gaming 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 effect operation state such as the display state of the effect image on the screen of the image display device 5 or the effect control command transmitted from the main board 11. For example, the effect control flag setting unit 109SG191 stores data indicating the flag values and data indicating the on state or off state for each of the plurality of types of flags.

[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 production images on the screen of the image display device 5. For example, data indicating the timer values of 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 of 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 of 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 reception command buffer 109SG194A at the time of start winning as shown in FIGS. 10-11(B) is stored in a predetermined area of the effect control buffer setting section 109SG194. The reception command buffer 109SG194A at the time of start winning is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special drawing reserved memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special drawing being variably displayed (area corresponding to buffer number "1-0"). Further, the reception command buffer 109SG194A at the time of start winning is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special drawing reserved memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special drawing being variably displayed (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 (the first start winning port winning designation command or the second start winning port winning designation command), a symbol designation command, a variation category designation command, and a reserved memory number notification command (the first reserved memory number notification command or the second reserved memory number notification command), are transmitted as a set from the main board 11 to the effect control board 12. Storage areas (entries) for storing the start winning port winning designation command, the symbol designation command, the variation category designation command, and the reserved memory number notification command in association with each other and separately storing them in the first special drawing reserved memory and the second special drawing reserved memory are secured in the storage areas corresponding to the first special drawing reserved memory and the second special drawing reserved memory in the reception command buffer 109SG194A at the time of start winning.

[0262] When the start condition is satisfied and the variable display of the topmost reserved memory (buffer number "1-1" or buffer number "2-1") starts, the stored contents of these storage areas (entries) are shifted one by one upward as described later. Also, the stored contents of buffer number "1-0" or buffer number "2-0" that store the contents of the reserved memory for which the start condition has been satisfied are cleared in the waiting process per special drawing that is 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 and second patent drawing hold memories.

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

[0266] The commands stored in the start-up winning reception command buffer 109SG194A shown in Fig. 10-11(B) are deleted for each start of the variable display of the decorative symbol in the entry corresponding to the reserved memory of the immediately preceding variable display that has ended (the entry with buffer number "1-0" or "2-0"), and at the same time, the commands stored in the entry corresponding to the reserved memory of the variable display to start (the entry corresponding to buffer number "1-1" or "2-1") and the memory contents of the entries after the reserved memory of the variable display to start are shifted. For example, when the variable display of the decorative symbol in the first special drawing reserved memory ends in the storage state shown in Fig. 10-11(B), the commands stored in buffer number "0" are deleted, the commands stored in buffer number "1" are shifted to buffer number "0", the commands stored in the area corresponding to buffer number "2" are shifted to the area corresponding to buffer number "1", and the commands stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes the area (entry) for storing the commands 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 figure hold memory number, which is the hold memory number of the special figure game using the first special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 109SGS102). The CPU 103 may identify the first special figure hold memory number, for example, by reading the first hold memory number count value, which is the stored value of the first hold memory number counter provided in the game control counter setting unit 109SG154. When the first special figure hold memory number is not the upper limit value in step 109SGS102 (step 109SGS102; N), 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 number of reserved special figure memories 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 number of reserved special figure memories for the special figure game using the second special figure, which is the second special figure reserved memory number, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 109SGS105). The CPU 103 may identify the second special figure reserved memory number, for example, by reading the stored value of the second reserved memory number counter provided in the game control counter setting unit 109SG154, which is the second reserved memory number count value. 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 so as to add 1 to the special figure retention count corresponding to the start port buffer value which is the stored value of the start port buffer (step 109SGS107). For example, when the start port buffer value is "1", add 1 to the first retention count value, while when the start port buffer value is "2", add 1 to the second retention count value. In this way, the first retention count value is updated so as to increase by 1 when the 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 so as 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 so as to also add 1 to the total retention count (step 109SGS108). For example, the total retention count value which is the stored value of the total retention count counter provided in the game control counter setting unit 109SG154 may be updated so as 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 counter of the game control counter setting unit 109SG154 (step 109SGS109). The numerical data indicating each of the thus extracted random number values is stored by being set as retention information at the head of the empty entry in the special figure retention unit corresponding to the start port buffer value (step 109SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 is stored in the first special figure retention unit 109SG151A, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 is stored in the second special figure retention unit 109SG151B.

[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 settings for the start port winning designation command corresponding to the start port buffer value are performed (step 109SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in the ROM101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, etc., to perform settings 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 settings 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 process of step 109SGS111, a winning random number value determination process is executed (step 109SGS112). After that, for example, the storage address of the pending storage number notification command table in the ROM 101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, etc., to perform settings for transmitting 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 process 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 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 simultaneously, the process based on the detection of both valid start winnings can be surely completed.

[0275] Figure 10-13(A) is a flowchart showing an example of the process executed in steps 109SGS112 of FIG. 10-12 as the winning random value determination process. In this feature section 109SG, when the variable display of the special symbol or the decorative symbol starts, a determination is made as to whether to control the special symbol display result (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 a 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 in step 109SGS112, thereby making a determination as to whether it is determined that a big win symbol is stopped and displayed as the special symbol display result, and a determination as to whether the variable display mode of the decorative symbol becomes a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or the decorative symbol based on the detection of the game ball entering the start winning port 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" and what category of variable display mode the variable display mode of the decorative symbol becomes. Based on this determination result, as will be described later, a preview effect such as a preview 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 game control flag setting unit 109SG152 or the like (step 109SGS121). When the probability-variable flag is in the on state, the CPU 103 identifies that it is in the probability-variable state. When the probability-variable flag is off and the time-saving flag is in the on state, the CPU 103 identifies that it is in the time-saving state. When both the probability-variable flag and the time-saving flag are off, the CPU 103 may identify that it is in the normal state.

[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). Then, 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 compares 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 there is no 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). Then, 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 6th symbol designation command, which is a symbol designation command corresponding to the variable display result being "small win", is executed (step 109SGS126), the variable pattern determination table for special wins is selected and set (step 109SGS127), and the process proceeds to step 109SGS138.

[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 1st symbol designation command, which is a symbol designation command corresponding to the variable display result being "loss", is executed (step 109SGS128), and it is determined whether the time-saving flag is in the on state, that is, whether the current gaming state is a time-saving state (step 109SGS129). If the time-saving flag is off (step 109SGS129; N), the loss variable pattern determination table A is selected and set, and if the time-saving 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 gaming state is a high base state in which time-saving control is being executed.

[0281] In the present feature unit 109SG, in addition to the deviation variable pattern determination table A and the deviation variable pattern determination table D, there are prepared in advance a deviation variable pattern determination table B used when the number of stored memories is 3 and a deviation variable pattern determination table C used when the number of stored memories is 4. As shown in FIG. 10-9, among these deviation variable pattern determination tables A to C, in the deviation variable 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 variable 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 variable 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 variable 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 variable pattern determination table A, the determination of non-reach and super-reach will always result in a non-reach or super-reach variation pattern even if the number of stored memories changes after the determination. Thus, in the determination at the start winning, the determination is made using the deviation variable pattern determination table A.

[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 feature diagram specified corresponding to the start port buffer value (the "first feature diagram" corresponding to "1" or the "second feature diagram" corresponding to "2"). 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] Also, if the determined jackpot type is a certain-variable jackpot (step 109SGS134a; N), the variable pattern determination table B for jackpot is selected and set (step 109SGS136), and the process proceeds to step 109SGS138.

[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 command analysis processing. In the command analysis processing shown in FIG. 10-14, the effect control CPU 120 first determines whether there is a reception 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 reception command (step 109SGS221; N), the command analysis processing 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 symbol designated command (step 109SGS226). If the received command is not the symbol 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 stored number notification command (109SGS228; Y), or in step 109SGS230, when the received command is the second stored 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 the stored number notification command (the first stored number notification command or the second stored number notification command) together with the variable display start command (the first variable display start command or the second variable display start command), the stored 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] In step 109SGS230, when the received command is not the second stored 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 unit 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 production 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 production 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 production payout state flag is set (updated) to "2".

[0297] In addition, in the command analysis process of the special feature unit 109SG, when the received command is any one of the start port winning designation command, the symbol designation command, the variation category command, and the reserved memory number notification command, an example is given in which the received command is sequentially stored from the head of the free area of the start winning reception command buffer 109SG194A. However, the present invention is not limited to this. When the received command is the first start port winning designation command, a timer for waiting for the reception of the reserved memory number notification command is set. If the reserved memory number notification command is not received before the timer times out, the entry reserved memory for which the reserved memory number notification command has not been received may be set to be excluded from the object 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 FIGS. 10-15, the production control CPU 120 first checks the start winning reception command buffer 109SG194A (step 109SGS241), and determines whether there is a reserved memory (entry) for which the reservation display flag is not set (step 109SGS242a). If there is no reserved memory for which the reservation display flag is not set (step 109SGS242a; N), the pre-reading preview setting process ends. If there is a reserved memory for which the reservation display flag is not set (step 109SGS242a; Y), it is further determined whether the super reach reach effect is being executed (step 109SGS242b).

[0299] Whether the super reach 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 reach effect is being executed.

[0300] If the super reach reach effect is being executed (step 109SGS242b; Y), it proceeds to step 109SGS250. If the super reach reach effect is not being executed (step 109SGS242bb; N), it further determines 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), it proceeds to step 109SGS250. If the symbol designation command stored in the entry indicates a loss or a big win (step 109SGS243a; N), it determines 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 or non-execution of the preview performance and the display pattern (preview type) are determined at the determination ratios shown in FIGS. 10-16. In the setting example of the determination ratios shown in FIGS. 10-16, the determination ratios of the 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 (advance notice 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 part 109SG, when the variable display result is a big win, one of the display patterns, i.e., display pattern α which displays the reserved memory display as a white square (◇) or display pattern β which displays it as a white star (☆), is always executed by determining to execute the advance notice 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 advance notice effect in the same way 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 specified 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 advance notice effect extracted from, for example, the random number circuit 124 or the random counter of the effect control counter setting part 109SG193, and the variation pattern category specified in step 109SGS247, by referring to the loss-time advance notice effect determination table (not shown), it is determined whether to execute the advance notice effect and the display pattern (advance notice type) when the advance notice effect is executed (step 109SGS248).

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

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

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

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

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

[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 category of the fluctuation pattern when the variable display result is "miss".

[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 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 a setting, when the display pattern α or the display pattern β is executed (displayed) as the display pattern (preview type) of the preview performance, the possibility that the variable display result becomes "big win" is higher than when the display pattern α or the display pattern β is not executed (displayed). In particular, when the display pattern β is executed (displayed), the variable display result is "big win", and the ratio of the big win type being "certain 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 the execution of the preview performance was determined in step 109SGS247, that is, whether 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 effect (step 109SGS249; Y), set the flag value corresponding to the determined display pattern (preview type) to the hold display flag of the entry (step 109SGS246). Specifically, if the display pattern (preview type) determined in step 109SGS245 or step 109SGS248 is display pattern α where 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 where 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 determined not to execute the preview effect (step 109SGS249; N), set "0" indicating white "○" to the hold display flag of the entry (step 109SGS250), and then proceed to step 109SGS252.

[0321] Also, as described above, during the execution of the reach effect of super reach (step 109SGS242b; Y) or when the symbol designation command of the entry is a symbol designation command indicating a small win (step 109SGS243a), set "0" indicating white "○" to the hold display flag of the entry (step 109SGS250), and then 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 in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U provided at the lower position of the image display device 5 is updated according to the stored content of the start winning reception command buffer 109SG194A after the shift, as shown in FIG. 10-17.

[0323] Specifically, as shown in FIG. 10-17, if the number of reserved memories in the first special figure is one, one hold memory display is shown. As the display mode of this hold memory display, when the flag value of the hold display flag corresponding to the hold memory is "0", it is displayed in the display mode of "○" as shown in FIG. 10-17. When the flag value of the hold display flag is "1", it is displayed in the display mode of "◇", and when the flag value of the hold display flag is "2", it is displayed in the display mode of "☆". If the number of reserved memories in the first special figure 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 manner corresponding to the flag value set in the hold display flag of the corresponding hold memory. If the number of reserved memories in the first special figure 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 manner corresponding to the flag value set in the hold display flag of the corresponding hold memory. If the number of reserved memories in the first special figure 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 manner 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 specific 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 specific 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 specific 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 mode corresponding to the flag value set in the hold display flag of the corresponding hold memory, for example, one hold memory display is displayed in the display mode of "○" and one hold memory display is displayed in the display mode of "☆" in the second hold memory display area 109SG005U. Also, if the number of hold memories reserved in the second specific figure is 3, three hold memory displays are shown, and each hold memory display is displayed in the second hold memory display area 109SG005U in a mode 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 specific figure is 4, four hold memory displays are shown, and each hold memory display is displayed in the second hold memory display area 109SG005U in a mode corresponding to the flag value set in the hold display flag of the corresponding hold memory.

[0325] And each time 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 this feature section 109SG, it is the central direction of the screen).

[0326] That is, when the hold memory is consumed in the variable display start setting process described below, which is executed at the start of variable display, and the hold memory of the start winning reception command buffer 109SG194A is shifted, based on the hold memory of the start winning 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 a 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] In addition, in this feature part 109SG, although the form of executing the process of step 109SGS252 in the preview setting process is exemplified, the present invention is not limited to this, and the process for updating the hold display of these first hold memory display area 109SG005D and second hold memory display area 109SG005U may be separately executed 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 a 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 a 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 hold memory of the first special figure and the hold display of the second special figure.

[0329] Also, in this feature section 109SG, as described above, when the start winning at the first start winning opening and the start winning at the second start winning opening occur simultaneously, 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 in the hold memory of only one of the first special figure and the second special figure, either for the first special figure or the second special figure.

[0330] Specifically, when the gaming state is the normal state in which high-opening control is not performed, the determination of execution and non-execution of the advance notice effect in the hold memory in the first special figure is performed with priority over the determination of execution and non-execution of the advance notice effect in the hold memory in the second special figure. And when it is determined to execute the advance notice effect in the hold memory in the first special figure, it is univocally determined not to execute the advance notice effect of the hold memory in the second special figure, and when it is determined not to execute the advance notice effect in the hold memory in the first special figure, the execution and non-execution of the advance notice effect of 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) in which high-opening control is performed, the determination of execution and non-execution of the advance notice effect in the hold memory in the second special figure is performed with priority over the determination of execution and non-execution of the advance notice effect in the hold memory in the first special figure. And when it is determined to execute the advance notice effect in the hold memory in the second special figure, it is univocally determined not to execute the advance notice effect of the hold memory in the first special figure, and when it is determined not to execute the advance notice effect in the hold memory in the second special figure, the execution and non-execution of the advance notice effect of 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 or not 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), 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 by one for each buffer number (step 109SGS272). Incidentally, since there is no destination for shifting the content of the buffer number "1-0", it cannot be shifted and is thus 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, when the first variable display start command reception flag is off in step 109SGS271 (step 109SGS271; N), it is determined whether the second variable display start command reception flag is on (step 109SGS273). When the second variable display start command reception flag is off (step 109SGS273; N), the variable display start setting process is terminated. When the second variable display start command reception flag is on (step 109SGS273; Y), 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 are shifted upward by one buffer number each (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 production control CPU 120 reads the variable pattern designation command from the variable pattern designation 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 designation command storage area (i.e., the received display result designation command) (step 109SGS276). In this case, the production control CPU 120 determines the stop symbol of the decorative symbol according to the display result specified by the display result designation command, and stores the data indicating the determined stop symbol of the decorative symbol in the decorative symbol display result storage area.

[0338] 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. Further, 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 positions 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 a 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. Further, 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 positions 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, a combination of decorative symbols in which three symbols are not aligned and which is a combination other than the above-mentioned chance positions (loss symbols) is determined as the stop symbols.

[0339] In the determination of these stop symbols, the effect control CPU 120 may, for example, extract a random number for determining the stop symbols and use a stop symbol determination table in which data indicating a combination of decorative symbols is associated with a numerical value to determine the stop symbols of the decorative symbols. That is, the stop symbols may be determined by selecting the data indicating the combination of decorative symbols corresponding to the numerical value that matches the extracted random number.

[0340] Then, in step 109SGS281, the production control CPU 120 selects a production 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 production control CPU 120 executes the control of the production device (the image display device 5 as a production part, various lamps as production parts, the speakers 8L and 8R as production parts, 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 control the lighting / extinguishing 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 production 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 production 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 the super reach (step 109SGS287). When the variation pattern of the variable display is the variation pattern of the super reach (step 109SGS287; Y), a second time is set in the movable body 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 the super reach (step 109SGS287; N), the effect control CPU 120 sets the value of the effect control process flag to the value corresponding to the effect process during variable display (step S172), and ends the variable display start setting process (step 109SGS286).

[0347] FIG. 10-19 is a flowchart showing the variable display performance process (step S172) in the performance control process. In the variable display performance process, the performance control CPU 120 sets the values of the process timer, variable display time timer, and variable display control timer to -1 (step 109SGS301, step 109SGS302, step 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] Incidentally, 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 performance 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 performance device (performance parts) is changed (step 109SGS309a). On the other hand, if the process timer has not timed out, the performance device (performance 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 performance 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) including the left, middle, and right decorative patterns during variable display, and writes it to a predetermined area of the VRAM (step 109SGS311). In this way, in the image display device 5, variable display control of the decorative patterns 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 patterns during the variation of the decorative patterns 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 symbol (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 symbol (step S173) (step 109SGS315). Since the control shifts to stopping the variation when the symbol determination designation command is received even if the variable display time timer has not timed out, for example, even when a variation pattern designation command indicating a long variation time due to noise between boards 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 (display control execution data, lamp control execution data, etc.), 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 unit 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 enlargement display period, the second enlargement display period, and the third enlargement display period.

[0358] Specifically, during the first enlargement 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 enlargement display period, the character image is enlarged at a constant speed from the display magnification m1 to the display magnification m2. During the third enlargement 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 enlargement 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 section 109SG, the first enlargement display period, the second enlargement display period, and the third enlargement 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 section 109SG, regarding the enlargement speed of the character image, the enlargement speed during the first enlargement display period is set to be the fastest, and the enlargement speed during the third enlargement display period is set to be the slowest (enlargement speed of the character image: first enlargement display period > second enlargement display period > third enlargement display period). In addition, in this feature section 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 the second enlarged display period (the period for executing the moving body operation suggestion effect) 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 big win, as an effect for notifying 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 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 close 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 operation 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, if the variable display result is a miss, a miss notification effect for notifying that the variable display result is a miss by not operating the first moving body 109SG401, the second moving body 109SG402L, and the third moving body 109SG402R from the end timing of period T3 to the end timing of the variable display is executed.

[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 part of the aforementioned movable body motion effect A, 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 over the period T4. 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 over 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 over 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 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 from the start of the variable display, similar to the BGM. However, 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 movable body movement suggestion effect A. That is, the movement suggestion sound is output only during period T2, which is the execution period of the movable 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 movable body movement effect A. That is, the jackpot notification sound is output only during period T4, which is the execution period of the movable 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, ally character B and enemy character A; for the reach effect of Super Reach β2, ally 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 action 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 movement 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 movement 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 movement suggestion effect is executed in the first enlargement display period and the second enlargement display period, while the movable body movement suggestion effect is not executed in the third enlargement display period. Also, in 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 motion suggestion effect A and the movable body motion suggestion effect B, in the movable body motion 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). Although the first movable body 109SG401 itself does not move, the movable body motion suggestion effect B is different in that the first movable body 109SG401 repeatedly moves between the retracted position and the suggested position. On the other hand, the movable body motion suggestion effect A and the movable body motion 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 motion effect A and the movable body motion effect B, the movable body motion 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 (changing 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 motion effect B 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 (changing the movable body unit 109SG400 from the first state to the third state), and is different from the movable body motion 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 motion effect A and the movable body motion 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 based on 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 reach state, 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 super reach effects, 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 and are displayed, 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 ally character A attacks the enemy character A is started. In this video, as shown in FIGS. 10-28(C) to 10-28(F), as the aforementioned first enlarged display period, second enlarged display period, and third enlarged display period, when the ally character A is about to perform a close-range attack on the enemy character A, the images of the ally character A and the enemy character A are enlarged and displayed.

[0384] Particularly, 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 ally 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)), and overlapping the images of the ally character A and the enemy character A with the lower contrast, an image (moving body operation suggestion effect A) in which a plurality of star-shaped effect images 109SG005S move toward the first moving body 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 the movement of these plurality of star-shaped effect images 109SG005S toward the first moving body 109SG401 at the speed V1.

[0385] Also, during the first enlarged display period to the third enlarged display period, the first moving body 109SG401 is made to emit light at the luminance C1 of the moving body 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 ally character A and the enemy character A are displayed at a display magnification m3 for a predetermined period. During this predetermined period, the emission of the moving body LED 109SG495 is not executed.

[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 variable display result being 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 big win gaming 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 of "right") moves from above the image display device 5 at a low speed (lower than the speed at the time of a big win 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 second half of the battle effect (reach effect) as the reach effect of the super reach α2, as shown in FIG. 10-30(C), the 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 above-described first enlarged display period, second enlarged display period, and third enlarged display period, when the friendly character A is about to perform a close-range attack on the enemy character B, the images of the friendly character A and the enemy character B are enlarged and displayed.

[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 (moving body operation suggestion effect A) in which a plurality of star-shaped effect images 109SG005S move toward the first moving body 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 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. Note that 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 moving body operation 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 moved to the ef...

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 can be made 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 can be made non-display after moving and displaying from the special second display position to the special first display position, After moving and displaying the specific pseudo-movable body display from the specific first display position to the specific second display position, the specific pseudo-movable body display can be moved and displayed in a direction different from the direction in which the specific pseudo-movable body display moves from the specific first display position to the specific second display position, After moving and displaying the special pseudo-movable body display from the special first display position to the special second display position, the special pseudo-movable body display can be moved and displayed in a direction different from the direction in which the special pseudo-movable body display moves from the special first display position to the special second display position, and after moving and displaying from the special second display position to the special first display position, it can be made non-display, After moving and displaying the specific pseudo-movable body display from the specific first display position to the specific second display position, the specific pseudo-movable body display can be moved and displayed in a direction different from the direction in which the specific pseudo-movable body display moves from the specific first display position to the specific second display position, After the specific pseudo-movable body display is moved and displayed from the specific first display position to the specific second display position, the specific pseudo-movable body display can be moved and displayed in a direction different from the direction in which the specific pseudo-movable body display moves from the specific first display position to the specific second display position, and after the specific pseudo-movable body display is moved and displayed from the specific first display position to the specific second display position, the specific pseudo-movable body display can be moved and displayed in a direction different from the direction in which the specific pseudo-movable body display moves from the specific first display position to the specific second display position, After moving and displaying the special pseudo-movable body display from the special first display position to the special second display position, the special pseudo-movable body display can be moved and displayed in a direction different from the direction in which the special pseudo-movable body display moves from the special first display position to the special second display position, When causing to be displayed and when moving and displaying the special pseudo-movable body display from the special second display position to the special first display position, it is possible to display with different modes of the special pseudo-movable body display, a part of the movable range of the movable body and the movable range of the specific pseudo-movable body display overlap, the effect execution means, in the specific effect, after the specific pseudo-movable body display is moved and displayed from the specific first display position to the specific second display position and then made non-displayed without being moved and displayed from the specific second display position, the movable body effect can be executed in a first case where the movable body effect is executed and a second case where it is not executed, the movable body effect can be executed such that the ratio of being controlled to the more advantageous state is higher in the first case than in the second case, A gaming machine characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2019092949A