Gaming machine

The gaming machine addresses player dissatisfaction by using a movable body and suggestive video displays to enhance the big win experience, ensuring improved visibility and immersion.

JP7693473B2Active Publication Date: 2025-06-17SANKYO CO LTD
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Patent Information

Application Number
JP2021145413
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-07
Publication Date
2025-06-17
Estimated Expiration
2041-09-07

AI Technical Summary

Technical Problem

Conventional gaming machines face player dissatisfaction due to obstructive reach effects during big win re-executions, which can obscure liquid crystal visibility.

Method used

A gaming machine with production control, display, sound output, and a movable body that can be controlled to an advantageous state, allowing for suggestive video displays and special effects to enhance player experience.

Benefits of technology

The solution prevents player dissatisfaction by providing an engaging and satisfying experience through improved visibility and immersive effects during big win re-executions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To perform improvement since there is room for improvement of display of an operation promotion image.SOLUTION: A sense of being special is granted to a player by displaying an image of operation means used for promoting operation from many directions.SELECTED DRAWING: Figure 9-42
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine capable of performing a game.

Background Art

[0002] Conventionally, there has been proposed a gaming machine that re-executes a reach effect during a big win.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Since the reach effect involves an effect such as a device dropping, even when the reach effect is re-executed during the big win effect, an effect that obstructs the visibility of the liquid crystal such as the device dropping is executed, and there has been a concern that players may feel dissatisfied.

[0005] This invention has been made in view of the above actual situation, and an object thereof is to prevent player dissatisfaction and improve the amusement.

Means for Solving the Problems

[0006] (1) A gaming machine capable of being controlled to an advantageous state favorable to a player, production control means for executing production, display means, sound output means, and a movable body, and the movable body is movable from a first position to a second position that is a position covering the display means more than the first position, the production control means can display a predetermined video on the display means as a video of a suggestive production indicating whether or not it is controlled to the advantageous state, when a specific scene among the predetermined videos is displayed For it is possible to move the movable body from the first position to the second position, it is notified that it is controlled to the advantageous state in the suggestive production example Control to the advantageous state after starting to the be able to display a fixed image, The specific video includes a first specific video including at least the specific scene, a second specific video suggesting that the first specific video is displayed, and a third specific video corresponding to the music output from the sound output means. The effect control means the First when the specific scene is displayed in the specific image, not move the movable body from the first position to the second position, be able to execute a special effect when the suggestive effect is being executed, as the predetermined image, be able to display on the display means a special effect image related to the special effect and a game information display related to the progress of the game, the First in the specific image, not display the special effect image and the game information display, in the suggestive effect, the ratio of being controlled to the advantageous state is higher when the special effect is executed than when the special effect is not executed Yes characterized by this.

[0007] According to such a configuration, in the first operation-related effect in which the ratio of being controlled to the advantageous state is lower than that of the second operation-related effect, the image related to the operation means is an image that displays the operation means at one kind of angle, while in the second operation-related effect in which the ratio of being controlled to the advantageous state is higher than that of the first operation-related effect, the image related to the operation means is an image that displays the operation means from a plurality of kinds of angles. Thus, a special feeling can be given to the second operation-related effect rather than the first operation-related effect, and the interest in the suggestive effect in which the operation-related effect is executed can be improved. Further, as the background image when the second operation-related effect is executed, the ratio of the same color system of the specific color indicating being controlled to the advantageous state among a plurality of colors including at least the same color system of the specific color is the highest. Thus, a special feeling can be given to the second operation-related effect rather than the first operation-related effect, and it is possible to easily recognize that the ratio of being controlled to the advantageous state is high, and the player can be made to anticipate an advantageous development after the operation-related effect.

[0008] The present invention may have only the invention specifying matters described in the claims of the present invention, or may have configurations other than the invention specifying matters together with the invention specifying matters described in the claims of the present invention.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] (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.

[0011] (Configuration of Pachinko Gaming Machine 1, etc.) FIG. 1 is a front view of the pachinko gaming machine 1 and shows the layout of the main components. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0012] At a predetermined position of the game board 2 (in the example shown in FIG. 1, on the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B that perform variable display (also referred to as a special symbol game) of a plurality of types of special identification information as special symbols (also referred to as special figures) are provided. These are each composed of 7-segment LEDs or the like. The special symbol is represented by a lighting pattern such as a number indicating "0" to "9" or "-". The special symbol may include a pattern in which all the LEDs are turned off.

[0013] 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-displayed, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or a variation.

[0014] In addition, the special symbol that is variably displayed on the first special symbol display device 4A is also referred to as the "first special figure", and the special symbol that is variably displayed on the second special symbol display device 4B is also referred to as the "second special figure". Further, the special figure game using the first special figure is referred to as the "first special figure game", and the special figure game using the second special figure is also referred to as the "second special figure game". Note that there may be one type of special symbol display device that performs variable display of special symbols.

[0015] 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 (ElectroLuminescence), 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.

[0016] For example, on the screen of the image display device 5, in synchronization with the first special figure game or the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol, such as decorative symbols (symbols indicating numbers, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special figure game and the variable display of decorative symbols that are executed in synchronization are collectively referred to simply as variable display.

[0017] A display area for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display in progress may be provided on the screen of the image display device 5. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0018] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. Further, the sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0019] Also, at a predetermined position on the game board 2, a first hold display 25A and a second hold display 25B each including a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number according to the number of lit LEDs, and the second hold display 25B displays the second hold memory number according to the number of lit LEDs.

[0020] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0021] The winning ball device 6A forms, for example, a first starting winning port that is always kept in a certain open state where a game ball can enter by a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.

[0022] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A and the second starting winning port is in a closed state where a game ball cannot enter (it is also said that the second starting winning port is in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces are in the tilted position, so that the second starting winning port is in an open state where a game ball can enter (it is also said that the second starting winning port is in the open state). When a game ball enters the second starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to one including an electric tulip-type accessory.

[0023] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions at the lower left and right of the game area), 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.

[0024] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.

[0025] 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 so that the game ball 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 so that the game ball can easily enter the big winning opening.

[0026] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When a game ball enters the big winning opening, more prize balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.

[0027] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the start openings (the first start winning opening, the second start winning opening) is also referred to as a start winning.

[0028] At a predetermined position of the game board 2 (in the example shown in FIG. 1, on the left side of the game area), a normal symbol display 20 is provided. As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbols are represented by lighting patterns such as numbers indicating "0" to "9" and "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.

[0029] On the left side of the image display device 5, a passage gate 41 through which the game balls can pass is provided. Based on the fact that the game balls have passed through the passage gate 41, a normal symbol game is executed.

[0030] Above the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the number of normal symbol hold memories, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.

[0031] On the surface of the game board 2, in addition to the above configuration, there are provided a windmill for changing the flow direction and speed of the game balls and a large number of obstacle pins. At the lowermost part of the game area, an out port is provided for taking in the game balls that have not entered any of the winning ports.

[0032] At the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Further, in the peripheral part of the game area, a game effect lamp 9 for game effects is provided. The game effect lamp 9 is composed of LEDs.

[0033] At a predetermined position of the game board 2 (not shown in FIG. 1), a movable body 32 that operates according to the effect is provided.

[0034] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch the game balls toward the game area by a hitting and launching device is provided.

[0035] At a predetermined position of the game machine frame 3 below the game area, there is provided a hitting ball supply tray (upper tray) that holds (stores) game balls paid out as prize balls or game balls lent out by a predetermined ball lending machine so as to be supplyable to the hitting ball launching device. Below the upper tray, there is provided a hitting ball supply tray (lower tray) from which prize balls are paid out when the upper tray is full.

[0036] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A that can be gripped and tilted by the player 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. 2).

[0037] At a predetermined position of the game machine frame 3 below the game 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. 2).

[0038] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the operations (such as operations) of the player, but other detection means may also be provided.

[0039] (Outline of game progress) By a rotational operation by the player on the hitting ball operation handle 30 provided in the pachinko game machine 1, the game ball is launched toward the game area. When the game ball passes through the passage gate 41, a normal pattern game by the normal pattern display 20 is started. In addition, when the game ball passes through the passage gate 41 during the period of execution of the previous normal pattern game or the like (when the game ball passes through the passage gate 41 but the normal pattern game based on the passage cannot be immediately executed), the normal pattern game based on the passage is held until a predetermined upper limit number (for example, 4).

[0040] In this normal symbol game, if a specific normal symbol (normal symbol for a win) stops and is displayed, the display result of the normal symbols becomes "a win in the normal symbols". On the other hand, as the determined normal symbol, if a normal symbol other than the normal symbol for a win (normal symbol for a loss) stops and is displayed, the display result of the normal symbols becomes "a loss in the normal symbols". When it becomes "a win in the normal symbols", release 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).

[0041] 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.

[0042] 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.

[0043] During the period of executing the special symbol game and during the period controlled to the big win game state or small win game state described later, when a game ball enters (wins) the start winning opening (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0044] 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) stops and is displayed as the determined special symbol, it becomes "big win", and if a predetermined special symbol different from the big win symbol (small win symbol, for example, "2") stops and is displayed, it becomes "small win". Also, if a special symbol different from the big win symbol and small win symbol (losing symbol, for example, "-") stops and is displayed, it becomes "loss".

[0045] After the display result in the special symbol game becomes "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 "small win", it is controlled to the small win game state.

[0046] In the jackpot gaming state, the player can obtain bonus balls by causing the game balls to enter the big winning opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state and the longer the opening upper limit period is, the more advantageous it is for the player.

[0047] Note that jackpot types are set for "jackpots". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and gaming states after the jackpot gaming state (such as the normal state, time shortening state, probability variation state, etc. described later) are prepared, and the jackpot types are set accordingly. As jackpot types, there may be provided jackpot types that allow the player to obtain a large number of bonus balls and jackpot types that result in few bonus balls or almost no bonus balls.

[0048] In the small jackpot gaming state, the big winning opening formed by the special variable winning ball device 7 becomes open in a predetermined opening mode. For example, in the small jackpot gaming state, the big winning opening becomes open in the same opening mode as in the jackpot gaming state for some jackpot types (the number of times the big winning opening opens is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.). Note that, similar to the jackpot types, "small jackpots" may also be provided with small jackpot types.

[0049] After the jackpot gaming state ends, depending on the above-mentioned jackpot type, it may be controlled to enter the time shortening state or the probability variation state.

[0050] In the time shortening state, control (time shortening control) is executed to shorten the average special figure variation time (the period during which the special figure varies) compared to the normal state. In the time shortening state, control (high opening control, high base control) is also executed to make it easier for game balls to enter the second start winning opening, for example, by shortening the average normal figure variation time (the period during which the normal figure varies) compared to the normal state or by increasing the probability of "winning in the normal figure" in the normal figure game compared to the normal state. Since the time shortening 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.

[0051] In this embodiment, it is assumed that the time-saving state is controlled based on the fact that the display result of the variable display of the special symbol is a "big win". However, it is not limited to such a form, and the time-saving state may be controlled based on a trigger other than the fact that the display result of the variable display of the special symbol is a "big win".

[0052] For example, a "near miss with time saving" may be provided as the display result of the variable display of the special symbol. When the near miss symbol with time saving stops being displayed, the time-saving control is controlled to a time-saving state B (for example, a chance time with 7 times of time saving) in which the time-saving control is performed a first predetermined number of times. Also, when 500 variations are performed without being controlled to a big win in the low probability state, the time-saving control is controlled to a time-saving state C (for example, a play time with 99 times of time saving) in which the time-saving control is performed a second predetermined number of times. However, even if 500 variations are performed again after the end of the time-saving state C without being controlled to a big win in the low probability state, it is not controlled to the time-saving state C again based on this.

[0053] In the probability variation state (probability variable state), in addition to the time-saving control, a probability variation control is executed in which the probability of the display result being a "big win" becomes higher than that in the normal state. Since the probability variation state is a state in which it is easier to become a "big win" in addition to the improvement of the variation efficiency of the special symbol, it is a more advantageous state for the player.

[0054] The time-saving state and the probability variation state continue until any one of the end conditions, such as the execution of a predetermined number of special symbol games and the start of the next big win game state, is satisfied first. What has the execution of a predetermined number of special symbol games as an end condition is also called "running out of times" (running out of times with time saving, running out of times with probability variation, etc.).

[0055] The normal state refers to a gaming state other than advantageous states such as jackpot gaming states that are advantageous to the player, special states such as time-saving states and probability-variable states, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in the normal figure game becomes "normal figure win" and the probability that the display result in the special figure game becomes "jackpot", is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (when, for example, a predetermined return process is not executed after power-on as in the case when a system reset is performed).

[0056] The state in which probability-variable control is being executed is also referred to as the high-probability state, and the state in which probability-variable control is not being executed is also referred to as the low-probability state. The state in which time-saving control is being executed is also referred to as the high-base state, and the state in which time-saving control is not being executed is also referred to as the low-base state. Combining these, the time-saving state is also referred to as the low-probability high-base state, the probability-variable state is also referred to as the high-probability high-base state, the normal state is also referred to as the low-probability low-base state, etc. The high-probability state and the low-base state are also referred to as the high-probability low-base state.

[0057] After the small-win gaming state ends, the gaming state is not changed, and control continues in the gaming state before the display result of the special figure game becomes "small win" (however, when the special figure game at the time of "small win" is the special figure game of the above-mentioned specified number of times in the above-mentioned number-of-times cut-off, the gaming state is naturally changed). Note that the display result of the special figure game may not be "small win".

[0058] Note that the gaming state may change based on the fact that a game ball has passed through a specific area (for example, a specific area within the big winning opening) during the jackpot gaming state. For example, when a game ball passes through a specific area, it may be controlled to the probability-variable state after that jackpot gaming state.

[0059] (During the progress of the game, etc.) In the pachinko gaming machine 1, various effects (effects that inform the progress of the game or liven up the game) are executed according to the progress of the game. The following explains the said effects. Note that the said effects are carried out by displaying various effect images on the image display device 5, but in addition to or instead of the said display, they may also be carried out by audio output from the speakers 8L and 8R, and / or the lighting on / off of the game effect lamp 9, the movement of the movable body 32, etc.

[0060] 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, the variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) in the first special figure game or the second special figure game is stopped and displayed, the determined decorative symbol (a combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, is also stopped and displayed (derived).

[0061] 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 means, 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.

[0062] In addition, a reach effect is executed corresponding to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko gaming machine 1, a plurality of types of reach effects with different ratios (also called jackpot reliability and jackpot expectancy) of the display result (the display result of the special figure game or the display result of the variable display of the decorative symbols) becoming "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.

[0063] 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".

[0064] In the case of a "probability-variable big win" that is controlled to the probability-variable state after the end of the big win gaming state, odd decorative patterns (for example, "7", etc.) stop and are displayed aligned, and in the case of a "non-probability-variable big win (normal big win)" that is not controlled to the probability-variable state after the end of the big win gaming state, even decorative patterns (for example, "6", etc.) may stop and be displayed aligned. In this case, odd decorative patterns are also called probability-variable patterns, and even decorative patterns are also called non-probability-variable patterns (normal patterns). After reaching the reach mode with non-probability-variable patterns, an upgrade effect that finally becomes a "probability-variable big win" may be executed.

[0065] 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.

[0066] When the display result of the special figure game is "loss", the variable display mode of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a non-reach combination's determined decorative pattern (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result is "loss", after the variable display mode of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") may be stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach loss").

[0067] 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 pattern. The preview effect includes a preview effect that previews the jackpot reliability in the currently executing variable display and a preview preview effect that previews the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview 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.

[0068] Also, in the image display device 5, a pseudo-continuous effect that makes a single variable display appear as if it were a plurality of variable displays may be executed by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.

[0069] Even during a jackpot game state, a jackpot performance that notifies the jackpot game state is executed. As the jackpot performance, a performance that notifies the number of rounds or a promotion performance that indicates an improvement in the value of the jackpot game state may be executed. Also, even during a minor jackpot game state, a minor jackpot performance that notifies the minor jackpot game state is executed. Note that by executing a common performance during the minor jackpot game state and the jackpot game state of some jackpot types (jackpot types in the same manner as the minor jackpot game state, for example, jackpot types that make the subsequent game state a high-probability state), the player may not be able to tell whether the current state is the minor jackpot game state or the jackpot game state. In such a case, by executing a common performance after the end of the minor jackpot game state and after the end of the jackpot game state, it may be made impossible to distinguish whether it is a high-probability state or a low-probability state.

[0070] 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).

[0071] (Substrate Configuration) The pachinko game 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. 2. In addition, on the back of the pachinko game machine 1, various boards such as a payout control board, an information terminal board, a launch control board, and a power supply board are arranged.

[0072] The main board 11 is the main control board on the main side and has a function of controlling the progress of the above games in the pachinko game machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game states, minor jackpot game states, game states, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0073] 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.

[0074] By executing the program stored in the ROM 101, the CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11). At this time, various data stored in the ROM 101 (data such as variable patterns described later, production control commands described later, and 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 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.

[0075] The random number circuit 104 countably updates 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 by the CPU 103 executing a predetermined computer program (updated by software).

[0076] 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 symbol hold display 25C, etc., solenoid drive signals).

[0077] 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.

[0078] The solenoid circuit 111 transmits solenoid drive signals (such as signals for turning on solenoid 81 and solenoid 82) from the game control microcomputer 100 to the solenoid 81 for normal electric accessory and the solenoid 82 for the big winning port door.

[0079] The main board 11 (game control microcomputer 100) supplies, as part of the control of the progress of the game, production control commands (commands for specifying (notifying) the progress status of the game, etc.) to the production control board 12 according to the progress of the game. The production control commands output from the main board 11 are relayed by the relay board 15 and supplied to the production control board 12. The production control commands include, for example, various determination results on the main board 11 (such as the display results of special figure games (including the big win type), variable patterns used when executing special figure games (details will be described later)), the status of the game (such as the start and end of variable displays, the open status of the big winning port, the occurrence of winning, the number of stored holds, the game state), commands for specifying the occurrence of errors, etc.

[0080] The production control board 12 is a sub - side control board independent of the main board 11, and has the function of receiving production control commands and executing productions (various productions 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 production control commands.

[0081] Mounted on the production control board 12 are a production control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0082] The performance control CPU 120 executes a process for executing a performance together with the display control unit 123 (a process for realizing the functions of the performance control board 12, including determination of the performance to be executed, etc.) by executing a program stored in the ROM 121. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0083] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A and the push sensor 35B.

[0084] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.

[0085] The display control unit 123 supplies a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute a performance from the performance control CPU 120, thereby causing the image display device 5 to display a performance image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the performance image and lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit for driving the movable body 32.

[0086] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0087] 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.

[0088] 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.

[0089] The random number circuit 124 countably updates numerical data indicating various random number values (random numbers for effects) used for executing various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0090] 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).

[0091] 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.

[0092] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.

[0093] (Main operations of the main board 11) First, the main operations of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0094] In the game control main process shown in FIG. 3, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings of built-in devices (such as CTC (counter / timer circuit), parallel input / output port, etc.), and settings to make the RAM 102 accessible.

[0095] Next, it is determined whether the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, the power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.

[0096] Also, the CPU 103 transmits an effect control command instructing initialization to the effect control board 12 (step S9). When the effect control CPU 120 receives the effect control command, for example, on the image display device 5, a screen display is performed to notify that the initialization of the control of the gaming machine has been completed.

[0097] When the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power failure), the CPU 103 executes power supply stop-time processing immediately before becoming inoperable due to the stop of the power supply. In this power supply stop-time processing, a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process of the RAM 102, etc. are executed. The data protection process includes addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The data to be backed up includes various data for advancing the game (including various flags, states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. When the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.

[0098] When backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 performs a data check on the backed-up data (performed using an error detection code), and determines whether the data is normal (step S5). In step S5, for example, it is determined whether the data in the RAM 102 matches the data at the time of power supply stop using a parity bit or a checksum. When it is determined that these match, it is determined that the data in the RAM 102 is normal.

[0099] When it is determined that the data in the RAM 102 is not normal (step S5; No), since the internal state cannot be returned to the state at the time of power supply stop, an initialization process (step S8) is executed.

[0100] When it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state at the time of power supply interruption. In the recovery process, the CPU 103 sets the work area based on the stored content in the RAM 102 (the content of the backed-up data). As a result, the game state at the time of power supply interruption is restored. If the special symbol was in the middle of changing, the change of the special symbol will resume from the state before recovery by executing the game control timer interrupt process described later.

[0101] Then, the CPU 103 sends an effect control command instructing recovery from power interruption to the effect control board 12 (step S7). Accordingly, an effect control command specifying the backed-up game state before power interruption or, if a special figure game was being executed, an effect control command specifying the display result of the ongoing special figure game may be sent. These commands can use the same commands as those set to be sent in the special symbol process described later. When the effect control CPU 120 receives an effect control command specifying the time of recovery from power interruption, for example, on the image display device 5, it performs a screen display to notify that the recovery from power interruption has been made or that the recovery from power interruption is in progress. The effect control CPU 120 may perform an appropriate screen display based on the effect control command.

[0102] After finishing the recovery process or the initialization process and sending an effect control command to the effect control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the settings of the CTC register built in the game control microcomputer 100 are made so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S11), and interrupts are permitted (step S12). After that, it enters a loop process. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.

[0103] 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. 4. When starting the game control timer interrupt processing shown in FIG. 4, 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 machine 1 is diagnosed for abnormalities, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of start winnings, etc.), and probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to a hall management computer installed outside the pachinko machine 1 is output (step S23).

[0104] Following the information output process, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes a special symbol process (step S25). By the CPU 103 executing the special symbol process for each timer interrupt, execution and reservation management of the special symbol game, control of the jackpot game state and the minor jackpot game state, control of the game state, etc. are realized (details will be described later).

[0105] 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, execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), opening control of the variable winning ball device 6B based on "normal symbol win", etc. are enabled. Execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol reservations is displayed by lighting the normal symbol reservation display 25C.

[0106] After executing the normal symbol process, as part of the game control timer interrupt process, processing such as when a power failure occurs and processing for paying out bonus balls may be performed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control process of step S27, a process of transmitting the transmitted and set effect control command to a sub-control board such as the effect control board 12 is performed. After executing the command control process, interrupts are permitted and then the game control timer interrupt process is terminated.

[0107] FIG. 5 is a flowchart showing an example of the process executed in step S25 shown in FIG. 4 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0108] In the start winning determination process, a process of detecting the occurrence of a start winning, storing reservation information in a predetermined area of the RAM 102, and updating the reservation storage count is executed. When a start winning occurs, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored as reservation information. Further, a process of pre-reading and determining the display result and the variation pattern based on the extracted random number value may be executed. After storing the reservation information and the reservation storage count, transmission settings are made for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the reservation storage count, and the pre-reading determination to the effect control board 12. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control process of step S27 shown in FIG. 4 is executed.

[0109] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are made.

[0110] 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, a determination is made as to whether to start the first special drawing game or the second special drawing game based on, for example, the presence or absence of hold information. Also, in the special symbol normal process, based on the random number value for determining the display result, it is determined (predetermined) before the display result is derived and displayed whether the display result of the special symbol and the decorative symbol is a "big win" or a "small win", or the big win type in the case of a "big win". 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 execution 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 made to hold in the order of winning (also referred to as digestion in the order of winning).

[0111] 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. On the effect control board 12, various tables are stored in the ROM 121.

[0112] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes a process of determining one of a plurality of types of variable patterns using a random number value for determining the variable pattern based on a preliminary determination result 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 figure process flag is updated to "2", and the variable pattern setting process ends.

[0113] The variable pattern specifies the execution time of the special figure game (special figure variation time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.

[0114] The special symbol variation process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variation process includes a process of making settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, a process of measuring the elapsed time since the start of the variation of the special symbol, etc. Also, a determination is made as to whether the measured elapsed time has reached the special figure variation time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variation time, the value of the special figure process flag is updated to "3", and the special symbol variation process ends.

[0115] 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 in the first special symbol display device 4A and the second special symbol display device 4B, and making settings for stopping and displaying (deriving) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is under control in the time-saving state or the probability-variable state and the end of the play count cut-off is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.

[0116] 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.

[0117] The jackpot release in - process processing in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - process processing includes processing for measuring the elapsed time since the big winning opening was opened, and processing for determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing processing such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special drawing process flag is updated to "6", and the jackpot release in - process processing ends.

[0118] The post - jackpot release processing in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release processing includes processing for determining whether the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and processing for making settings to end the jackpot game state when the upper limit number of executions is reached. When the number of executions of the round has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release processing ends.

[0119] The jackpot end processing in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end processing includes processing for waiting until the waiting time corresponding to the period during which the ending effect as an effect operation for notifying the end of the jackpot game state is executed has elapsed, and processing for making various settings for starting the probability variation control and time - shortening control in response to the end of the jackpot game state. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end processing ends.

[0120] The pre-small-win-opening processing in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening processing includes processing such as setting the big winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening processing ends.

[0121] The small-win-opening-in-progress processing in step S119 is executed when the value of the special figure process flag is "9". This small-win-opening-in-progress processing includes processing such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, etc. When the big winning opening is returned to the closed state and it is the end timing of the small-win gaming state, the value of the special figure process flag is updated to "10", and the small-win-opening-in-progress processing ends.

[0122] The small-win-ending processing in step S120 is executed when the value of the special figure process flag is "10". This small-win-ending processing includes processing such as waiting until the waiting time corresponding to the period during which the effect operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it 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-ending processing ends.

[0123] (Main operations of the effect control board 12) Next, the main operations of the effect control board 12 will be described. When the effect control board 12 receives the supply of the power voltage from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. 6. When starting the effect control main process shown in FIG. 6, the effect control CPU 120 first executes a predetermined initialization process (step S71), clears the RAM 122, sets various initial values, and sets the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as control to drive the movable body 32 back to the initial position and control to perform a predetermined operation check, are executed.

[0124] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the register settings of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0125] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the effect control INT signal from the main board 11 becomes on. When an interrupt is generated due to the effect control INT signal becoming on, the effect control CPU 120 automatically sets the 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 effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt generated when the effect control INT signal becomes on. In this command reception interrupt process, among the input ports included in the I / O 125, the effect control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. Thereafter, the effect control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.

[0126] 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 the command analysis process is executed (step S75). In the command analysis process, for example, after reading out various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122 or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the effect control process processing or the like what effect control command was received and what the content specified by the effect control command is. Further, when the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.

[0127] 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.

[0128] 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.

[0129] Figure 7 is a flowchart showing an example of the process executed in step S76 of FIG. 6 as the effect control process. In the effect control process shown in FIG. 7, 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.

[0130] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.

[0131] 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.

[0132] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0133] 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 sound or 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 as 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.

[0134] The special symbol hit wait process in step S173 is a process executed when the value of the performance process flag is "3". In this special symbol hit wait process, the performance control CPU 120 determines whether 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. 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 elapses without receiving a command specifying the start of a big win game state or a small win game state, it is determined that the display result in the special symbol game is "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit wait process ends.

[0135] The small win in-play effect process in step S174 is a process executed when the value of the effect control process flag is "4". In this small win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small win gaming state, and executes various effect controls in the small win gaming state based on the set content. Also, in the small win in-play effect 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 effect process flag is updated to "5", which is a value corresponding to the small win end effect, and the small win in-play effect process is terminated.

[0136] The small win end effect process in step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small win gaming state, and executes various effect controls at the end of the small win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the small win end effect process is terminated.

[0137] The big win in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big win gaming state, and executes various effect controls in the big win gaming state based on the set content. Also, in the big win in-play effect 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 effect control process flag is updated to "7", which is a value corresponding to the ending effect process, and the big win in-play effect process is terminated.

[0138] The ending effect process of step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a big win gaming state, and executes various effect controls for the ending effect at the end of the big win gaming state based on the set content. Thereafter, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0139] (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 gist of the present invention.

[0140] The pachinko gaming machine 1 in the above basic explanation is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and gives points based on the occurrence of a winning.

[0141] 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).

[0142] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) 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 symbol combination 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.

[0143] 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 in a form of being installed in advance in a storage device of a computer device or the like for distribution. Further, the program and data for implementing the present invention may be in a form of being distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit.

[0144] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may be in a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or in a form of directly executing using the hardware resources on the other device side on a network connected via a communication line or the like. Further, it can also be in a form of executing the game by exchanging data with other computer devices or the like via a network.

[0145] 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%".

[0146] (Explanation regarding the feature part 152F) Next, the feature part 152F of the present embodiment will be described. Regarding the feature part 152F, a technique will be described for a pachinko gaming machine in which setting means can set setting values having different degrees of advantage for players, such as the winning probability of a big win, as follows. The game control microcomputer 100 (CPU 103) also has a function as setting means that can set any one of a plurality of setting values having different degrees of advantage for players as the setting value of the winning probability of a big win.

[0147] First, the set values will be described. The pachinko gaming machine 1 described in this example is configured such that the winning probability of a jackpot changes according to the set value by a setting change operation using an operation means such as a predetermined switch by a person on the casino side (such as a casino staff).

[0148] For example, in the game control microcomputer 100 (CPU 103), a setting change process is executed to change the winning probability of the jackpot set for the pachinko gaming machine 1 according to the setting change operation. As a result, in the special symbol normal process of the special symbol process, a setting change process is executed to change the winning probability of the jackpot by using a display result determination table according to the set value. The set value consists of, for example, six levels (multiple levels) from 1 to 6, and the winning probability of the jackpot increases in the order of set value 1 < set value 2 < set value 3 < set value 4 < set value 5 < set value 6. That is, when set value 1 is set as the set value, it is the least advantageous for the player, and the advantage increases step by step in the order of set value 2 < set value 3 < set value 4 < set value 5 < set value 6. Note that the set value only needs to be provided in multiple levels and is not limited to six levels. Since the ball output rate (the number of balls output (prize balls) per unit time) changes according to the ability to change the winning probability of the jackpot in this way, it can also be said that changing the set value is changing the ball output rate.

[0149] For example, in the pachinko gaming machine of this embodiment, the winning probability of the jackpot changes according to the selection of the set value by the setting change operation at the time of power-on. Among the six levels of set values, for example, set values 4 to 6 are called high settings with a high winning probability of the jackpot, and for example, set values 1 to 3 may be called low settings with a low winning probability of the jackpot.

[0150] Also, the selection probability of the jackpot type may be made changeable by setting the set values 1 to 6, similar to the winning probability of the jackpot. The selection probability of the variation pattern type may be made changeable by setting the set values 1 to 6, similar to the winning probability of the jackpot. The selection probability of the variation pattern may be made changeable by setting the set values 1 to 6, similar to the winning probability of the jackpot.

[0151] Regarding the feature unit 152F, in a pachinko gaming machine capable of setting any one of a plurality of set values, when it is controlled to be in a jackpot gaming state, there may be a case where a hold chain is executed in which hold information determined to be controlled to a jackpot (big win or small win) is stored in the RAM 122 as a hold memory buffer. Specifically, the hold chain refers to hold information that exists when a jackpot occurs and includes hold information that will become a win in the future. After the end of the jackpot gaming state, consecutive wins (consecutive wins within the hold range) occur within the range of the hold information that existed when the jackpot occurred. In the case of a small win, since it becomes a jackpot via a small win based on the occurrence of a V win, it can be said that the hold information for a small win is hold memory information for a win that will become a jackpot in the future. When such a hold chain is executed, a notification effect for notifying that it is a hold chain may be executed.

[0152] FIG. 8-1 is a front view of the pachinko gaming machine 1 in the feature unit 152F. In the pachinko gaming machine 1 in the feature unit 152F, the reference numerals and descriptions are omitted for the same configuration as the front view of the pachinko gaming machine 1 shown in FIG. 1, and the different parts will be described.

[0153] In the gaming area where the inserted game balls can flow down, the first path among the flow-down paths through which the game balls flow down is mainly provided in the area to the left of the image display device 5 when viewed from the front, and the second path different from the first path among the flow-down paths through which the game balls flow down is mainly provided in the area to the right of the image display device 5 when viewed from the front.

[0154] To make the game ball flow down the first path, driving the game ball into the left area (left game area) of the image display device 5 is called a left shot. To make the game ball flow down the second path, driving the game ball into the right area (right game area) of the image display device 5 is called a right shot. Since the first path is a path through which the game ball can flow down by driving the game ball into the left side of the game area, it may be called the left shot path. Also, since the second path is a path through which the game ball can flow down by driving the game ball into the right side of the game area, it may be called the right shot path.

[0155] Note that the first path and the second path may be constituted by different paths, or may be paths in which a part is shared. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area, the arrangement of game pins, or the like.

[0156] When the game ball launched from the hitting and launching device according to the operation of the hitting operation handle 30 and driven into the game area is guided to the left game area, it becomes impossible or difficult to be guided to the right game area, for example, by being guided along the arrangement of game pins. Also, when the game ball is guided to the right game area, it becomes impossible or difficult to be guided to the left game area, for example, by being guided along the arrangement of game pins.

[0157] As a structure into which the game balls divided into the left game area in the game area can enter, a winning ball device 6A with a first starting winning port formed therein is provided. The winning ball device 6A is arranged below the image display device 5. The winning ball device 6A is provided with a first starting port switch 22A for detecting the game ball that has entered the first starting winning port.

[0158] As structures into which game balls divided and scored in the right game area of the game area can enter, a passage gate 41, a variable winning ball device 6B, and a V-judgment winning device 87 are provided. The variable winning ball device 6B has a second start winning port into which game balls can win. Further, as switches for detecting game balls that have entered each of them, a gate switch 21 is provided inside the passage gate 41, a second start port switch 22B is provided inside the second start winning port, and a V winning switch 87a, a V-judgment winning switch 15a, and a V-judgment discharge switch 15b are provided inside the V-judgment winning device 87, respectively.

[0159] In the left game area, game nails are implanted so that game balls are guided to the first start winning port among the winning port structures. Therefore, when aiming to enter a game ball into the first start winning port, the player only needs to hit the game ball to the left. Also, in the right game area, game nails are implanted so that game balls are guided to the second start winning port and the passage gate 41 among the winning port structures. Therefore, when aiming to enter a game ball into the second start winning port and the passage gate 41, the player only needs to hit the game ball to the right.

[0160] The passage gate 41 is a gate structure through which game balls can enter (pass). When a game ball passes through the passage gate 41, the normal symbol is variably displayed. The normal symbol will be described later. In the left game area, game nails are implanted so that game balls are guided to the first start winning port among the winning port structures. Therefore, when aiming to enter a game ball into the first start winning port, the player only needs to hit the game ball to the left. Also, in the right game area, game nails are implanted so that game balls are guided to the second start winning port and the passage gate 41 among the winning port structures. Therefore, when aiming to enter a game ball into the second start winning port and the passage gate 41, the player only needs to hit the game ball to the right.

[0161] The V-judgment winning device 87 is a device for judging the V winning of a game ball, which is a condition for generating a big win when a small win occurs.

[0162] The V - determination winning device 87 is formed of a transparent member, and the state of game balls passing through the inside can be visually recognized. The V - determination winning device 87 has, at the upper part, a width through which game balls can pass in the front - rear direction, and wall portions are provided on both sides (the front side and the rear side) of a passage that slopes from right to left and extends in the left - right direction, and a guiding path along which game balls are guided is formed. At the central part of the guiding path, an operating port serving as an opening through which a total of about 10 or more game balls can win within a predetermined period (for example, an opening period of 0.1 seconds × 10 times + a closing period (interval period) of 1 second × 9 times + an end period of 1 second) is formed by repeating opening and closing over a predetermined period when a small win occurs. On both sides of the wall portion, protrusions as deceleration means for decelerating the guided game balls are provided alternately in a plurality of ways in the passage of the game balls in the V - determination winning device 87, so that a structure (hereinafter referred to as a deceleration structure) is formed in which game balls slowly flow through the passage above the operating port at the upper part of the V - determination winning device 87 when hitting the right side.

[0163] In the small - win game state, the opening control of the V - determination winning device 87 is executed for a relatively long period until 10 game balls enter the V - determination winning device 87 or until a predetermined period elapses. In the V - determination winning device 87, the portion where the operating port is not formed in the guiding path forms a fixed passage called the fixed portion 873. At a position where the operating port can be opened and closed, a movable portion 872 that can move forward and backward in the front - rear direction above the operating port is provided.

[0164] The movable portion 872 is driven by a solenoid 22 and can perform a forward - backward movement for opening and closing the operating port. When the operating port is closed due to the state of the movable portion 872, game balls can pass through the upper surfaces of the movable portion 872 and the fixed portion 873 as a guiding path, and are guided from the right end to the left end on the guiding path and then fall from the left end. When the operating port is opened due to the operating state of the movable portion 872, since the operating port opens in the guiding path, the game balls guided in the guiding path can fall from the operating port into the inside of the V - determination winning device 87.

[0165] Inside the V - determination winning device 87 (operating port), as a winning area where the game balls entering from the operating port can win, a V - winning area 870 as a specific area is provided at the central part in the left - right direction at the bottom of the V - determination winning device 87. Further, an inclined path is provided to guide all the game balls entering from the operating port onto the V - winning area 870 through an inclined path. The V - winning area 870 has a V - winning port through which the game balls can enter, and can guide the game balls entering from the V - winning port downward.

[0166] At the uppermost end of the winning port (V - winning port) of the V - winning area 870, a plate - shaped opening - closing member (not shown in the figure) that can be switched between an open state and a closed state of the V - winning area 870 is provided. The opening - closing member is driven by a solenoid 22 and can perform a forward - backward movement to open and close the V - winning port. When the V - winning port is in an open state due to the state of the opening - closing member, the game balls guided onto the V - winning area 870 can fall into the V - winning area 870. On the other hand, when the V - winning port is in a closed state due to the state of the opening - closing member, the game balls guided onto the V - winning area 870 pass over the opening - closing member and can fall into a winning - ball area (not shown in the figure) that is provided in a manner opening near the downstream side of the V - winning area 870 and can guide the game downward.

[0167] Specifically, the V - winning area 870 of the V - determination winning device 87 is basically in an open state. In a small - win game state where the operating port of the V - determination winning device 87 is open, when one game ball enters and wins in the V - winning area 870, the game ball is detected by a V - winning switch 87a provided in the V - winning area 870. In the small - win game state, when one game ball is detected by the V - winning switch 87a, the opening - closing member is controlled to be in a closed state, and the game balls guided onto the V - winning area 870 thereafter will enter the winning - ball area. The game balls that enter the winning - ball area are detected by a V - determination winning switch 15a provided in the winning - ball area. Thus, for the game balls entering the V - determination winning device 87, one game ball is detected by the V - winning switch 87a, and the subsequent game balls are detected by the V - determination winning switch 15a.

[0168] When the total number of balls detected by the V - winning switch 87a and the V - judging winning switch 15a reaches 10 in the small - win gaming state, the operating port of the V - judging winning device 87 is closed, and the gaming balls are in a state where they cannot enter. The V - winning area 870 and the winning - ball area are configured to merge downward. Through the merged discharge passage, the gaming balls that enter the V - judging winning device 87 are discharged into a predetermined discharge path inside the game board 2. A V - judging discharge switch 15b capable of detecting the discharged gaming balls is provided in the discharge passage, and all the gaming balls discharged by this switch are detected.

[0169] When a small win occurs and the operating port of the V - judging winning device 87 is opened, if a gaming ball wins in the V - winning area 870 and the gaming ball is detected by the V - winning switch 87a during a predetermined effective period, the big - win generation condition is satisfied, and the game is controlled to the big - win gaming state. Such a win of a gaming ball in the V - winning area 870 is called a V - win. In the pachinko gaming machine 1, as described above, during the period when a small win occurs and the operating port of the V - judging winning device 87 is opened, the structural design and control design are such that, without requiring special operations, on average, about 10 gaming balls in total can enter the V - judging winning device 87. Further, when a gaming ball can enter the V - judging winning device 87, the structural design is such that the gaming ball will surely (100%) enter the V - winning area 870. Also, in the pachinko gaming machine 1, when a small win occurs, a right - hitting promotion notification for instructing right - hitting is executed so that the player can easily shoot the gaming ball into the V - judging winning device 87.

[0170] Therefore, when a small win occurs, during the opening period of the operating port of the V - judging winning device 87, if the player does not shoot the gaming ball and does not make a left - hitting except when the player makes a left - hitting, if the player makes a right - hitting, the gaming ball will surely (100%) enter the V - winning area 870 and a big win will occur.

[0171] In addition, in this embodiment, an example in which the V determination winning device 87 is provided with a deceleration structure for game balls has been shown. However, without providing such a deceleration structure, an operation port that allows game balls to fall is provided in a part of the guiding path of the game balls in the V determination winning device 87, and in order to cause about 10 game balls to enter the V winning area 870 during the small winning game state, a configuration in which the operation port is opened 10 times may be used.

[0172] In the right game area, game nails are implanted so that game balls are guided to the variable winning ball device 6B and the V determination winning device 87. Therefore, when aiming to make a game ball enter these variable winning ball device 6B and V determination winning device 87, the player may hit the game ball to the right.

[0173] Note that game balls distributed to the left game area may be made to enter either the variable winning ball device 6B or the V determination winning device 87. However, from the viewpoint of game playability, it is desirable that the possibility is extremely lower than the possibility that game balls distributed to the right game area enter them.

[0174] Below the game area, a special variable winning ball device 7 is provided. The special variable winning ball device 7 is guided by game nails implanted in the right game area for game balls hit to the right. Also, the special variable winning ball device 7 is configured so that game balls do not enter from the left game area depending on the implanted state of the game nails.

[0175] The special variable winning ball device 7 includes a large winning port covered by a rectangular door on the front surface. When a big win occurs, the door tilts forward about the bottom side by a solenoid, and the large winning port appears (opens). Inside the special variable winning ball device 7, a count switch 23 for detecting the entered game balls is provided. The winning route to the special variable winning ball device 7 is restricted by game nails and other structures so that a game ball can only win the large winning port when a game ball is driven into the right game area. Note that even if a game ball is driven into either the left game area or the right game area, it may be possible to win the large winning port.

[0176] In the above-described embodiment, an example in which the special variable prize ball device 7 having a big winning opening and the V determination winning device 87 for determining a V win are different devices has been shown. However, the present invention is not limited to such a form, and the special variable prize ball device 7 having a big winning opening and the V determination winning device 87 for determining a V win may be the same device.

[0177] For example, a V determination winning device 87 for determining a V win may be provided inside the special variable prize ball device 7 having a big winning opening. In this case, the game ball that has entered the big winning opening directly enters the V determination winning device 87.

[0178] The big win occurs when a big win symbol (big win display result) is derived and displayed on the first special symbol display device 4A and when a big win symbol (big win display result) is derived and displayed on the second special symbol display device 4B. When a decision to be a big win is made by a lottery based on a game ball winning the first start winning opening, the big win symbol is derived and displayed on the first special symbol display device 4A. When a decision to be a big win is made by a lottery based on a game ball winning the second start winning opening, the big win symbol is derived and displayed on the second special symbol display device 4B.

[0179] The big win also occurs when a game ball that has entered while the operation port of the V determination winning device 87 is open due to the small win game state enters the V winning area 870. Hereinafter, the entry of a game ball into the V winning area 870 and being detected by the V winning switch 87a is called a V win. A small win is a win when the operation port of the V determination winning device 87 is open as a predetermined value addition, and a big win can occur on the condition of a V win. In the V determination winning device 87, the game state in which the operation port is open is called a "small win game state". And, in the small win game state, the big win that occurs based on a game ball winning a V win is called a "big win via a small win". On the other hand, the state of becoming a big win game state based on the display result of the variable display of the special symbol by the first special symbol display device 4A or the second special symbol display device 4B is called a "big win by a special symbol".

[0180] The jackpot game state is a specific game state (advantageous state) that is advantageous to the player as a predetermined value assignment, and repetitive continuous control is performed in which the special variable prize ball device 7 repeats the open state and the closed state a predetermined number of times. In the repetitive continuous control, the state in which the special variable prize ball device 7 is open (the big winning opening is open) is called a round. The repetitive continuous control is also called round control.

[0181] In the jackpot game state, after the special variable prize ball device 7 is set to the open state, it is set to the closed state in response to the establishment of a predetermined end condition for the open state (for example, a predetermined period (for example, 29 seconds) has elapsed in the open state, or a predetermined number (for example, 10) of winning balls have been generated). When the end condition for the opening is satisfied, the right to continue is generated, and the opening of the special variable prize ball device 7 is performed again. The generation of the right to continue is repeated until the number of opening times in the jackpot game state reaches 15 rounds (the final round), which is a predetermined upper limit value.

[0182] The variable display of the first special symbol or the second special symbol starts based on the establishment of the start condition for the variable display (for example, the game ball has passed through (including winning) the first start winning opening or the second start winning opening as the start winning area), and after the start condition for the variable display (for example, the variable display of the first special symbol and the second special symbol has not been executed, and the jackpot game is not being executed) is satisfied. After the variable display time (variable time) has elapsed, the display result (stopped symbol) is derived and displayed. Note that the game ball passing through means that the game ball has passed through an area previously defined as a winning area such as a winning opening or a gate, and includes the concept that the game ball has entered (won) the winning opening. Also, deriving and displaying the display result means finally stopping and displaying (confirming and displaying) the symbol (an example of identification information).

[0183] Also, regarding the variable display where the start condition has not yet been satisfied even though the game ball has entered the start area such as the first start winning opening and the second start winning opening, storing information regarding the variable display where the start condition has not yet been satisfied within a predetermined upper limit number is called provisional storage. Also, the term "provisional storage" is also used when indicating (specifying) the provisionally stored information. Provisional storage is also called start storage or start winning storage.

[0184] Regarding the first special symbol, the variable display is executed based on the first provisional storage as the provisional storage based on the entry of the game ball into the first start winning opening. Regarding the second special symbol, the variable display is executed based on the second provisional storage as the provisional storage based on the entry of the game ball into the second start winning opening. When a jackpot occurs while such first provisional storage or second provisional storage exists, the provisional storage that existed before the jackpot is maintained as it is and is used for the variable display after the end of the jackpot game state.

[0185] When the second start winning occurs at the second start winning opening, even if there is provisional storage of the first start winning, the variable display of the second special symbol based on the second start winning is preferentially executed. Thus, the variable display of the second special symbol is preferentially executed over the variable display of the first special symbol (hereinafter, appropriately referred to as "special 2 preferential execution").

[0186] In addition, in the above embodiment, an example where special 2 preferential execution is performed is shown, but it is not limited to such a form, and special 2 preferential execution may not be performed.

[0187] For example, (A) the variable display of the first special symbol may be preferentially executed over the variable display of the second special symbol (hereinafter, appropriately referred to as "special 1 preferential execution"), or (B) the variable display of the first special symbol and the variable display of the second special symbol may be executed simultaneously (hereinafter, appropriately referred to as "special 1 and special 2 simultaneous execution").

[0188] Above the first special symbol display device 4A and the second special symbol display device 4B, there is provided a second hold display 25B composed of four displays that display the number of valid winning balls that have entered the second start winning opening, that is, the second hold memory number. Each time there is a valid start winning, the number of lit displays of the second hold display 25B is increased by one. And each time the variable display on the second special symbol display device 4B is started, the number of lit displays is decreased by one.

[0189] Further above the second hold display 25B, there is provided a first hold display 25A composed of four displays that display the number of valid winning balls that have entered the first start winning opening, that is, the first hold memory number. Each time there is a valid start winning, the number of lit displays of the first hold display 25A is increased by one. And each time the variable display on the first special symbol display device 4A is started, the number of lit displays is decreased by one.

[0190] In the pachinko gaming machine 1, according to the gaming situation, the gaming state and the effect state are controlled so that the player can enjoy a rich variety of games by firing the game balls by properly using "left shooting" aiming at the left gaming area and "right shooting" aiming at the right gaming area. Hereinafter, the flow of the game after the player starts the game on the pachinko gaming machine 1 will be described.

[0191] When the player sits on the pachinko gaming machine 1 and first starts the game, the player first plays the game so that the game ball wins in the first start winning opening by left shooting. Then, the variable display of the first special symbol is executed. If the display result is a big win (big win by the special symbol), the player switches from left shooting to right shooting and plays the game aiming at the special variable winning ball device 7 to be opened. After the big win gaming state ends, a right shooting promotion notification that prompts the player to play the game by right shooting is performed on the screen of the image display device 5. Specifically, a display such as "Aim at the right" is performed on the screen of the image display device 5.

[0192] During the jackpot game state, a game is played by aiming at the opened special variable winning ball device 7 with a right shot. During the jackpot game state, right-shot promotion notification is carried out. After the end of the jackpot game state, if it becomes the time-saving state described later, the game is continued with a right shot. When the jackpot game ends and it is in the time-saving state, a time-saving notification that notifies that the time-saving state has started is carried out on the screen of the image display device 5. Also, during the time-saving state, right-shot promotion notification is also carried out. If it does not become the time-saving state after the end of the jackpot game state, the game is played so that the game ball wins the first start winning opening by switching from a right shot to a left shot due to the end of the right-shot promotion notification executed during the jackpot game state. In addition, if it does not become the time-saving state, a left-shot promotion notification (also called a left-shot notification) that prompts the player to return to a left shot and play the game may be carried out on the screen of the image display device 5.

[0193] During the time-saving state after the end of the jackpot game, a game is played by aiming at the variable winning ball device 6B having the second start winning opening with a right shot. If a game ball wins the second start winning opening and the display result is a jackpot (a jackpot by a special symbol), a game is played by aiming at the special variable winning ball device 7 with a right shot. Also, if a game ball wins the second start winning opening and the display result is a minor jackpot display result, the operating opening of the V judgment winning device 87 is opened in the minor jackpot game state, so a game is played by aiming at the V judgment winning device 87 with a right shot. At the start of the minor jackpot game state, a minor jackpot start notification that notifies that the minor jackpot game state has started is carried out on the screen of the image display device 5. Also, when controlled to the minor jackpot game state, at a specific timing (the start timing of the minor jackpot display executed before the operating opening of the V judgment winning device 87 is opened according to the game situation and the minor jackpot, or a predetermined timing before the minor jackpot display is executed), right-shot promotion notification is also carried out.

[0194] When the operating port of the V - judgment winning device 87 is in the open state due to the small - hit game state, if a game ball drops from the operating port into the interior of the V - judgment winning device 87, enters the V - winning area 870 and is detected, resulting in a V - winning, a big win via a small - hit occurs. When a V - winning occurs, a V - winning notification for notifying that a V - winning has occurred is performed on the screen of the image display device 5. Also, at the end of the small - hit game state, a small - hit end notification for notifying that the small - hit game state has ended is performed on the screen of the image display device 5. Then, after the small - hit ends, the game enters the big - win game state and the special variable winning ball device 7 is opened, so the player aims at the special variable winning ball device 7 and plays the game while hitting the ball to the right.

[0195] Also, when aiming at the V - judgment winning device 87 during the small - hit game state and the game ball does not enter the V - winning area 870 but enters a non - specific area outside the V - winning area 870, a big win does not occur. Thus, when a V - winning does not occur during the small - hit game state, a V - winning failure notification for notifying that the V - winning has failed is performed on the screen of the image display device 5. Also, at the end of the small - hit game state, a small - hit end notification for notifying that the small - hit game state has ended is performed on the screen of the image display device 5. Then, after the end of the small - hit game state, when the time - shortening state continues, the player continues to aim at the variable winning ball device 6B while hitting the ball to the right. When the time - shortening state ends, the game is played so that the game ball wins at the first start - winning port after switching from hitting the ball to the right to hitting the ball to the left. At the end of the time - shortening state, a time - shortening end notification for notifying that the time - shortening has ended and a left - hitting promotion notification for prompting the player to return to hitting the ball to the left and play the game are performed on the screen of the image display device 5.

[0196] FIG. 8-2 is a diagram showing a winning type table. In the winning type table, for each type of win, the jackpot occurrence conditions, the control state (game state) after the jackpot, the number of times of opening (number of rounds) in the jackpot, and the opening time of each round in the jackpot are shown. In this embodiment, as jackpot types, a short jackpot at 15R of the symbol, a short jackpot at 4R of the symbol, a short jackpot via a small win at 16(15)R, a short jackpot via a small win at 9(8)R, and a short jackpot via a small win at 5(4)R are provided. The number in parentheses for the jackpot via a small win indicates the number of times the special variable winning ball device 7 opens.

[0197] A small win occurs when a game ball wins in the second start winning opening provided in the variable winning ball device 6B and the display result of the second special symbol becomes a small win symbol. The determination of whether the display result of the special symbol becomes a small win symbol is made in advance by random number lottery (small win determination of the special symbol). When a small win occurs, it becomes a small win game state, and the operation port of the V determination winning device 87 opens in an opening pattern where the number of opening times is 10 and the opening time is 0.1 second. The game control state after the end of the small win game state (jackpot probability, small win probability, base described later) is the same as before the small win. In a small win, a winning ball is paid out for a game ball that wins in the V winning area 870 in the V determination winning device 87 during the small win game state. It is set that about 10 winning balls can occur during the small win game state, and it is set that about 30 winning balls can be paid out according to the winning balls.

[0198] While the operation port of the V-determination winning device 87 is open, if a game ball is made to win into the operation port and the game ball enters the V-winning area 870 inside the V-determination winning device 87 (V-winning), a big win occurs. Such a big win via a small win is called a big win via small win. The big win via small win includes a 16(15)R short-time big win via small win, a 9(8)R short-time big win via small win, and a 5(4)R short-time big win via small win, where the number of rounds in the big win is different. The small win associated so as to be able to be a 16(15)R short-time big win is called the first small win. The small win associated so as to be able to be a 9(8)R short-time big win is called the second small win. The small win associated so as to be able to be a 5(4)R short-time big win is called the third small win.

[0199] On the other hand, a big win that occurs directly due to the variable display of the special symbol without going through a small win is called a symbol big win. As the symbol big win, there are a 15R short-time symbol big win that occurs directly based on the variable display of the first special symbol or the second special symbol, and a 4R short-time symbol big win.

[0200] Thus, as the big win, there are included a symbol big win that occurs directly based on the variable display of the first special symbol or the second special symbol, and a big win via small win that occurs by V-winning via a small win based on the variable display of the second special symbol. Each of the symbol big win and the big win via small win is a big win that is controlled to be in a short-time state after the end of the big win gaming state, and is given the name of short-time big win. For the player in the present embodiment, the advantageous state also includes the opening of the special variable winning ball device 7.

[0201] The short-term big win with 15R symbols is a big win in which the big winning opening is opened 15 times (15R). The short-term big win with 4R symbols is a big win in which the big winning opening is opened 4 times (4R). The short-term big win via small win 16(15)R is a big win in which, after the V judgment winning device 87 is opened once (0.1 second × 10 times), the big winning opening is opened 15 times (15R) on the condition of V winning. Although the winning devices for 16 rounds are opened, the actual number of times the big winning opening is opened is 15 times. Regarding the opening of the big winning opening, the player feels the same type of big win as the short-term big win with 15R symbols. The short-term big win via small win 9(8)R is a big win in which, after the V judgment winning device 87 is opened (0.1 second × 10 times), the big winning opening is opened 8 times (8R) on the condition of V winning. The short-term big win via small win 5(4)R is a big win in which, after the V judgment winning device 87 is opened once (0.1 second × 10 times), the big winning opening is opened 4 times (4R) on the condition of V winning. Although the winning devices for 5 rounds are opened, the actual number of times the big winning opening is opened is 4 times. Regarding the opening of the big winning opening, the player feels the same type of big win as the short-term big win with 4R symbols.

[0202] After the short-term big win with 4R symbols, the short-term state has two end conditions: the end condition that the number of variable displays of the second special symbol is 1 time, and the end condition that the total number of variable displays of the first special symbol and the second special symbol is 5 times. The number of times of the short-term end condition that the number of variable displays of the second special symbol is 1 time is set in consideration of the fact that the game balls entering the V judgment winning device 87 enter the V winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small win occurs at a rate of about 1 / 7. Therefore, the end condition that the number of variable displays of the second special symbol is 1 time is set as the number of times that there is a possibility of generating a big win via small win at a rate of about 1 / 7 when the variable display of the second special symbol is executed.

[0203] The number of times of the end condition of the short time when the number of variable displays of the second special symbol is 1 time is set for the following reasons. In the case of a short-time big win in the symbol 4R, basically, the short-time state (including the electric support state) is continued until the variable display of the second special symbol is completed once. However, in order to variably display the second special symbol, it is necessary to hit the right side to make the game ball enter the passage gate 41 and open the variable winning ball device 6B, and in that state, it is necessary to make the game ball win in the variable winning ball device 6B. It takes time until the game ball wins in such a variable winning ball device 6B, and there is a case where the first special symbol stored in memory is variably displayed first.

[0204] Therefore, the end condition that the total number of variable display times of the first special symbol and the second special symbol is 5 times is that immediately after the start of the short-time state, before the variable display start condition of the second special symbol is satisfied, even if the variable display of the first special symbol based on the reserved memory based on the first start winning that can be stored up to 4 at most before the big win game state is started, it is a condition to ensure that the variable display for one time of the second special symbol, which is likely to be determined as a big win advantageous to the player, can be executed. By doing so, it is possible to prevent the variable display of the second special symbol, which is likely to be determined as a big win advantageous to the player, from not being performed in the short-time state due to the start of the variable display of the first special symbol based on the reserved memory based on the first start winning immediately after the start of the short-time state.

[0205] After a jackpot other than the 4R short-time jackpot in the symbol combination, two end conditions are set: an end condition where the number of variable displays of the second special symbol is 7 times, and an end condition where the total number of variable displays of the first special symbol and the second special symbol is 11 times. The number of 7 times for such an end condition in the short-time state is set in consideration of the fact that the game balls that enter the V determination winning device 87 enter the V winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small win occurs at a rate of about 1 / 7. Therefore, the end condition that the number of variable displays of the second special symbol is 7 times is set as the number of times that makes it highly likely to generate a jackpot via a small win compared to the 4R short-time jackpot when the variable display of the second special symbol is executed. Thereby, it is possible to draw the player's attention to the occurrence of a jackpot via a small win and increase the player's expectation for the occurrence of a jackpot via a small win.

[0206] Also, the end condition that the total number of variable displays of the first special symbol and the second special symbol is 11 times is such that, immediately after the start of the short-time state and before the start condition for the variable display of the second special symbol is satisfied, even if the variable display of the first special symbol based on the hold memory based on the first start winning that can be stored up to a maximum of 4 is started before the jackpot game state, it is to ensure that the variable display of the second special symbol for 7 times, which is likely to be determined as a jackpot advantageous to the player, can be executed. By doing so, it is possible to prevent the number of variable displays of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from decreasing in the short-time state due to the start of the variable display of the first special symbol based on the hold memory based on the first start winning immediately after the start of the short-time state.

[0207] In this embodiment, in the low base state which is the normal state, since the first start winning opening is provided to be winable via the first path, it is more advantageous for the player in terms of starting wins if the game ball flows down the first path than if it flows down the second path. On the other hand, in an advantageous state such as the jackpot game state, since the special variable winning ball device 7 to be opened is provided to be winable via the second path, it is more advantageous for the player in terms of winning during the jackpot if the game ball flows down the second path than if it flows down the first path. Also, in a specific state such as the small win game state, since the V judgment winning device 87 to be opened is provided to be winable via the second path, it is more advantageous for the player in terms of the occurrence of a jackpot if the game ball flows down the second path than if it flows down the first path.

[0208] Note that not limited to such comparison of advantages, for example, other winning openings (for example, another variable winning opening which may be for starting wins or non-starting wins) are provided in the first path and the second path, and in the low base state as the normal state, it is easier for the game ball in the first path to win at the variable winning opening than in the second path, and in other states such as the high base state, the jackpot game state, and the small win game state, it is easier for the game ball in the second path to win at the variable winning opening than in the first path. From other viewpoints such as this, a configuration may be adopted in which it is more advantageous for the player if the game medium flows down the first path in the normal state, and it is more advantageous for the player if the game medium flows down the second path in other game states.

[0209] FIG. 8-3 is an explanatory diagram showing each random number. In FIG. 8-3, the type of random number, the update range, the use, and the addition condition are shown. Each random number is used as follows.

[0210] (1) Random R: A random counter for determining whether to trigger a big win or a small win. Random 1 is updated by 1 at 10 MHz, incremented from 0, and after reaching the upper limit of 65535, it is incremented from 0 again. (2) Random 1: Determines the type of big win (category, short big win at symbol 15R, short big win at symbol 4R, short big win via small win 16(15)R, short big win via small win 9(8)R, and short big win via small win 5(4)R) and the big win symbol (for big win type determination and big win symbol determination). (3) Random 2: Determines the type of variation pattern (category) (for variation pattern type determination). (4) Random 3: Determines the variation pattern (variation time) (for variation pattern determination). (5) Random 4: Determines whether to generate a win based on the normal symbol (for normal symbol win determination). (6) Random 5: Determines the initial value of Random 5 (for Random 5 initial value determination).

[0211] In this embodiment, as a big win which is a specific gaming state, it includes multiple types such as short big win at symbol 15R, short big win at symbol 4R, short big win via small win 16(15)R, short big win via small win 9(8)R, and short big win via small win 5(4)R. Therefore, when a decision is made to be a big win or a small win based on the value of the random number for win determination (Random R), the type of big win is determined to be one of these big win types based on the value of the random number for big win type determination (Random 1). However, in the case of a big win via small win, if a V win does not occur, the determined big win becomes invalid. Further, when the type of big win is determined, the big win symbol is also determined simultaneously based on the value of the random number for big win type determination (Random 1). Therefore, Random 1 is also a random number for big win symbol determination. Also, when it is determined to be a small win type, the small win symbol is determined simultaneously. Therefore, Random 1 is also a random number for small win symbol determination.

[0212] Also, for the variation pattern, first, the variation pattern type is determined using a random number for variation pattern type determination (Random 2), and then, using a random number for variation pattern determination (Random 3), it is determined to be any one of the variation patterns included in the determined variation pattern type. In this way, in this embodiment, the variation pattern is determined by a two-stage lottery process. The variation pattern type is a grouping of a plurality of variation patterns according to the characteristics of their variation modes. One or more variation patterns belong to the variation pattern type.

[0213] In this embodiment, the variation pattern is classified into a normal variation pattern type which is a variation pattern type without a reach, and a reach variation pattern type which is a variation pattern type with a reach.

[0214] FIG. 8-4 is an explanatory diagram showing a determination table per first special symbol, a determination table per second special symbol, and various big win type determination tables. These tables are stored in the ROM 101.

[0215] FIG. 8-4(A) is an explanatory diagram showing a determination table per first special symbol. The determination table per first special symbol is a data table for making a big win determination for the first special symbol, and is a table in which a big win determination value to be compared with Random R is set. The "probability" shown in FIG. 8-4(A) indicates the probability (ratio) of a big win.

[0216] The big win probability of the first special symbol varies according to the set value. It is 1 / 199 for setting 1, 1 / 190 for setting 2, 1 / 180 for setting 3, 1 / 170 for setting 4, 1 / 160 for setting 5, and 1 / 150 for setting 6. Therefore, the big win probability is high in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.

[0217] Fig. 8-4(B) is an explanatory diagram showing the determination table per second special figure. The determination table per second special figure is a data table for making big hit determination and small hit determination for the second special symbol, and is a table in which a big hit determination value and a small hit determination value to be compared with the random R are set. The upper row in Fig. 8-4(B) is the big hit determination table section, and the lower row in Fig. 8-4(B) is the small hit determination table section. The "probability" shown in the upper row of Fig. 8-4(B) indicates the probability (ratio) of a big hit, and the "probability" shown in the lower row of Fig. 8-4(B) indicates the probability (ratio) of a small hit.

[0218] The big hit probability of the second special symbol varies depending on the set value. It is 1 / 199 for setting 1, 1 / 190 for setting 2, 1 / 180 for setting 3, 1 / 170 for setting 4, 1 / 160 for setting 5, and 1 / 150 for setting 6. Therefore, the big hit probability is high in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6. On the other hand, the small hit probability of the second special symbol is set to 1 / 7.35 regardless of the set value. Note that a small hit may be provided for the first special symbol. In such a case, it is desirable that the winning probability of the small hit for the first special symbol is lower than that for the second special symbol. For example, the small hit probability by the first special symbol may be set to 1 / 100.

[0219] When the CPU 103 detects a start winning (first start winning) at the first start winning port or a start winning (second start winning) at the second start winning port, it extracts the count value (random R) of the random number circuit 124 at a predetermined timing. For the first start winning, the extracted value is compared with the jackpot determination value set in the determination table per first special symbol. If the extracted value matches any of the jackpot determination values, it is determined that the first special symbol is a jackpot. For the second start winning, the extracted value is compared with the jackpot determination value set in the determination table per second special symbol. If the extracted value matches any of the jackpot determination values, it is determined that the second special symbol is a jackpot. When the extracted value does not match any of the jackpot determination values, the extracted value is compared with the minor win determination value set in the determination table per second special symbol. If the extracted value matches any of the minor win determination values, it is determined that the second special symbol is a minor win. Determining a minor win also means tentatively determining a jackpot via a minor win (since it is not controlled to a jackpot if a V win does not occur during a minor win, it is described as a tentative determination).

[0220] Note that determining whether to be a jackpot means determining whether to shift to the jackpot game state, but it also means determining whether to set the stop symbol by the variable display of the first special symbol or the second special symbol as a jackpot symbol. Also, determining whether to be a minor win means determining whether to shift to the minor win game state, but it also means determining whether to set the stop symbol by the variable display of the second special symbol as a minor win symbol.

[0221] Figures 8-4 (C), (D), and (E) are explanatory diagrams showing the jackpot type determination table stored in the ROM 101. Figure 8-4 (C) is the first special symbol jackpot type determination table used to determine the jackpot type of the symbol jackpot when determined to be a jackpot by the first special symbol. Figure 8-4 (D) is the second special symbol jackpot type determination table used to determine the jackpot type of the symbol jackpot when determined to be a jackpot by the second special symbol.

[0222] In the first special winning type determination table of FIG. 8-4(C), numerical values to be compared with the value of random 2 for winning type determination are set, and winning determination values corresponding to "short-time big win at symbol 15R" and "short-time big win at symbol 4R" are set respectively. In the second special symbol winning type determination table of FIG. 8-4(D), a numerical value to be compared with the value of random 1 is set, and a winning determination value corresponding to "short-time big win at symbol 15R" is set.

[0223] Also, as shown in FIGS. 8-4(C) and (D), the winning type determination value is also used as a determination value (big winning symbol determination value) for determining the big winning symbols of the first special symbol and the second special symbol. For example, the determination value corresponding to "short-time big win at 8R" is also set as the determination value corresponding to "3" of the big winning symbol. The determination value corresponding to "short-time big win at 15R" is also set as the determination value corresponding to "7" of the big winning symbol.

[0224] Using such various winning type determination tables, the CPU 103 determines, as the winning type, the type corresponding to the winning type determination value with which the value of random 1 matches, and determines, as the big winning symbol, the big winning symbol with which the value of random 1 matches. Thereby, the winning type and the big winning symbol corresponding to the winning type are determined simultaneously.

[0225] In the small win via big win type determination table of FIG. 8-4(E), numerical values to be compared with the value of random 2 for big win type determination are set, and big win determination values corresponding to "short-time big win via small win at 16(15)R", "short-time big win via small win at 9(8)R", and "short-time big win via small win at 5(4)R" are set respectively. However, the big win type determined by the small win via big win type determination table is a provisional big win type associated with each of the first small win (the one that becomes a short-time big win at 16(15)R), the second small win (the one that becomes a short-time big win at 9(8)R), and the third small win (the one that becomes a short-time big win at 5(4)R), and becomes invalid if a V win does not occur in the small win gaming state.

[0226] Figs. 8-5 and 8-6 are explanatory diagrams showing an example of the content of the effect control commands transmitted by the game control microcomputer 100. In Figs. 8-5 and 8-6, the relationship between specific command data, the name of the command, and the specified content of the command is shown for the effect control commands. In the game control microcomputer 100, as shown in Figs. 8-5 and 8-6, various effect control commands are transmitted to the effect control CPU 120 according to the game control state.

[0227] Of Figs. 8-5 and 8-6, the main commands will be described. Command 80XX(H) is an effect control command (variable pattern command) for specifying the variable pattern variably displayed on the image display device 5 in response to the variable display of the special symbol (corresponding to variable pattern XX respectively). When a unique number is assigned to each of a plurality of variable patterns, there is a variable pattern command corresponding to each of the variable patterns specified by that number. "(H)" indicates that it is in hexadecimal. Also, the effect control command for specifying the variable pattern is also a command for specifying the start of the variation. Therefore, when the effect control CPU 120 receives the command 80XX(H), it controls to start an effect corresponding to the variable display of the special symbol on the effect display device.

[0228] Commands 8C01(H) to 8C06(H) are display result specification commands indicating the display results including the losing display result, the big win type, the big win display results for each small win type, and the small win display result.

[0229] Command 8D01(H) is a first symbol variation specification command indicating the start of the variable display of the first special symbol. Command 8D02(H) is a second symbol variation specification command indicating the start of the variable display of the second special symbol. Command 8F00(H) is a symbol determination specification command for specifying the end of the variation of the first and second special symbols.

[0230] Commands A001 to A005(H) are win start specification commands for specifying the start of the big win game state for each big win type.

[0231] Command A1XX(H) is a jackpot opening in - progress designation command indicating the display during the opening of the big winning opening indicated by XX (round). A2XX(H) is a post - jackpot - opening (closed) designation command indicating the state after the opening of the big winning opening indicated by XX (round).

[0232] Commands A301 to A305(H) are win - end designation commands that specify the end of the jackpot game state for each type of jackpot.

[0233] Command A401(H) is a first start - winning prize designation command that specifies that there has been a first start - winning prize. Command A402(H) is a second start - winning prize designation command that specifies that there has been a second start - winning prize.

[0234] Command B000(H) is a normal - state designation command that specifies that the game state is the normal state (low - base state). Command B001(H) is a first short - time state designation command that specifies that the game state is the first short - time state (high - base state). Command B002(H) is a second short - time state designation command that specifies that the game state is the second short - time state (high - base state).

[0235] Command C0XX(H) is a first hold - memory number designation command that specifies the first hold - memory number. "XX" in Command C0XX(H) indicates the first hold - memory number. Command C1XX(H) is a second hold - memory number designation command that specifies the second hold - memory number. "XX" in Command C0XX(H) indicates the second hold - memory number.

[0236] In this embodiment, when the game - control microcomputer 100 subtracts the hold - memory number, it transmits a hold - memory number designation command that designates the hold - memory number after subtraction. However, it is not limited to this, and for each of the first hold - memory number and the second hold - memory number, a hold - memory number subtraction designation command that designates subtracting 1 from the hold - memory number may be used.

[0237] Command C2XX(H) and Command C3XX(H) are effect control commands that indicate the content of the winning determination results such as jackpot determination, jackpot type determination, and variable pattern type determination at the time of a start winning at the first start winning opening or the second start winning opening. Among these, Command C2XX(H) is a symbol designation command that indicates, among the winning determination results, whether it is a jackpot, whether it is a minor win, and the determination result of the jackpot type. Also, Command C3XX(H) is a variable type command that indicates the determination result (the determination result of the variable pattern type) of which range of determination values the value of the random number for variable pattern type determination falls within among the winning determination results.

[0238] Command C401(H) is a command that designates the start of the first minor win. Command C402(H) is a command that designates the start of the second minor win. Command C403(H) is a command that designates the start of the third minor win. Command C501(H) is a command that designates the end of the first minor win. Command C502(H) is a command that designates the end of the second minor win. Command C503(H) is a command that designates the end of the third minor win. Command C601(H) is a V win designation command that designates that there has been a V win. Command C602(H) is a V win ball detection designation command that designates that a winning ball (including both V winning balls and winning balls other than V winning balls) has been detected by the V determination winning device 87.

[0239] In the game control microcomputer 100, a first reserved memory buffer for storing the reserved memory information of the first special symbol is provided in the RAM 102. In the first reserved memory buffer, a storage area corresponding to the upper limit value of the first reserved memory number (4 in this example) is secured. In the first reserved memory buffer, a random number for jackpot determination (Random R), which is a hardware random number, and a random number for jackpot type determination (Random 1), a random number for variable pattern type determination (Random 2), and a random number for variable pattern determination (Random 3), which are software random numbers, are stored.

[0240] Regarding the second special symbol, the RAM 102 is provided with a second hold memory buffer for storing the hold memory information of the second special symbol. In the second hold memory buffer, a storage area corresponding to the upper limit value of the second hold memory number (4 in this example) is secured. In the second hold memory buffer, the random number for jackpot determination (Random R), which is a hardware random number, and the random number for jackpot type determination (Random 1), the random number for variation pattern type determination (Random 2), and the random number for variation pattern determination (Random 3), which are software random numbers, are stored.

[0241] Based on the winning in the first start winning opening, the CPU 103 executes a process of extracting random number values from the random number circuit 124 and the random counter for generating software random numbers respectively, and storing (storing) them in the storage area in the first hold memory buffer. Specifically, based on the winning in the first start winning opening, these random number values are extracted and stored (stored) in the first hold memory buffer. Also, based on the winning in the second start winning opening, the CPU 103 executes a process of extracting random number values from the random number circuit 124 and the random counter for generating software random numbers respectively, and storing (storing) them in the storage area in the second hold memory buffer. Specifically, based on the winning in the second start winning opening, these random number values are extracted and stored (stored) in the second hold memory buffer.

[0242] In some cases, the fact that information regarding the start winning is stored in the hold memory buffer in this way is indicated as "held and stored". Note that the random number for variation pattern type determination (Random 2) and the random number for variation pattern determination (Random 3) may be extracted at the start of the variation of the special symbol instead of being extracted at the time of the start winning and stored in the hold memory buffer in advance.

[0243] FIG. 8-7 is a flowchart showing the start port switch passing process executed as part of S101. In the start port switch passing process, the CPU 103 first checks whether the first start port switch 22A is in the ON state (S1211). If the first start port switch 22A is not in the ON state, the process proceeds to S1221. If the first start port switch 22A is in the ON state, the CPU 103 checks whether the first pending storage count has reached the upper limit value (specifically, whether the value of the first pending storage count counter for counting the first pending storage count is 4) (S1212). If the first pending storage count has reached the upper limit value, the process proceeds to S1221.

[0244] If the first pending storage count has not reached the upper limit value, the CPU 103 increments the value of the first pending storage count counter by 1 (S1213). Next, the CPU 103 extracts values from the random number circuit 124 and the counter for generating software random numbers, and executes a process of storing them in the storage area in the first pending storage buffer (S1214). In the process of S1214, the jackpot determination random number (Random R), the jackpot type determination random number (Random 1), the variation pattern type determination random number (Random 2), and the variation pattern determination random number (Random 3) are extracted and stored in the storage area.

[0245] Next, the CPU 103 executes a winning time effect process of preliminarily determining the variation display result and the variation pattern type when the variation based on the detected start winning of the first special symbol is executed thereafter at the time of the start winning (S1215).

[0246] In this embodiment, when a start winning occurs at the first start winning opening or the second start winning opening, and after various data obtained at the time of the start winning are stored as hold memory information, when the start condition for the variable display is satisfied, at the timing of starting the variable display, in the special symbol normal process (S110), based on the hold memory information, for the special symbol (the first special symbol or the second special symbol) that starts the variable display, a determination as to whether the variable display result is a big win display result or not, and a determination of the big win type are made based on the big win determination value set corresponding to the various random values described above, and the big win type determination value. Then, in the variable pattern setting process (S111), a determination of the variable pattern (including the determination of the variable pattern type) is made based on the variable pattern type determination value set corresponding to the various random values described above, and the variable pattern determination value.

[0247] On the other hand, separately from such determination, at the timing before the variable display based on the start winning at the first start winning opening or the second start winning opening is started, specifically, at the timing when the game ball starts winning at the first start winning opening or the second start winning opening (the timing when the hold memory information is stored), the hold memory information storing various data obtained at the time of the start winning is read in advance, and based on the read-in hold memory information, a determination as to whether it will be a big win in advance, a determination as to whether it will be a small win, a determination of the big win type, and a determination of the variable pattern type are made in advance based on the big win determination value, the big win type determination value, and the variable pattern type determination value set corresponding to the various random values described above. The winning-time effect process for pre-reading determination is executed. By doing so, the effect control CPU 120 can predict the variable display result in advance before the variable display of the effect symbol is executed, and based on the various determination results at the time of the start winning, execute a pre-reading effect such as a pre-reading notice that announces the possibility of a big win during the variable display of the effect symbol.

[0248] Then, based on the determination result of the winning-time production process, the CPU 103 performs control to send a symbol designation command to the production control CPU 120 (S1216), and also performs control to send a variation type command to the production control CPU 120 (S1217). Further, the CPU 103 performs control to send a first start winning designation command to the production control CPU 120 (S1218), and performs control to set the value of the first hold memory number counter in the EXT data and send a first hold memory number designation command to the production control CPU 120 (S1219).

[0249] By executing the processes of S1216 and S1217, in this embodiment, regardless of the game state (game states such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), every time a start winning occurs at the first start winning opening, both the symbol designation command and the variation type command are always sent to the production control CPU 120.

[0250] Also, in this embodiment, by executing the processes of S1216 to S1219, when a start winning occurs at the first start winning opening, a set of four commands, namely the symbol designation command, the variation type command, the first start winning designation command, and the first hold memory number designation command, are sent in a batch within one timer interrupt.

[0251] Next, the CPU 103 checks whether the second start opening switch 22B is in the on state (S1221). If the second start opening switch 22B is not in the on state, the process ends as it is. If the second start opening switch 22B is in the on state, the CPU 103 checks whether the second hold memory number has reached the upper limit value (specifically, whether the value of the second hold memory number counter for counting the second hold memory number is 4) (S1222). If the second hold memory number has reached the upper limit value, the process ends as it is.

[0252] If the second reserved memory count has not reached the upper limit value, the CPU 103 increments the value of the second reserved memory count by 1 (S1223). Next, the CPU 103 extracts values from the random number circuit 124 and the counter for generating software random numbers, and executes a process of storing them in the storage area in the second reserved memory buffer (S1224). In the process of S1224, the jackpot determination random number (Random R), the jackpot type determination random number (Random 1), the variation pattern type determination random number (Random 2), and the variation pattern determination random number (Random 3) are extracted and stored in the storage area.

[0253] Next, for the detected start winning of the second special symbol, the CPU 103 executes a winning performance process similar to the winning performance process as described in S1215 (S1225). Then, the CPU 103 performs control to transmit a symbol designation command to the performance control CPU 120 based on the determination result of the winning performance process (S1226), and performs control to transmit a variation type command to the performance control CPU 120 (S1227). Also, the CPU 103 performs control to transmit a second start winning designation command to the performance control CPU 120 (S1228), and performs control to set the value of the second reserved memory count to the EXT data and transmit a second reserved memory count designation command to the performance control CPU 120 (S1229).

[0254] By executing the processes of S1226 and S1227, in this embodiment, regardless of the game state (game states such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), every time a start winning occurs at the second start winning port, both the symbol designation command and the variation type command are always transmitted to the performance control CPU 120.

[0255] Also, in this embodiment, by executing the processes of S1226 to S1229, when a start winning occurs at the second start winning port, a set of four commands, namely, the symbol designation command, the variation type command, the second start winning designation command, and the second reserved memory count designation command, are transmitted in a batch within one timer interrupt.

[0256] FIG. 8-8 is a flowchart showing the normal special symbol process (S110) in the special symbol process. In the normal special symbol process, the CPU 103 checks whether there is stored data in the first hold memory buffer or the second hold memory buffer (S51). If there is no stored data in either the first hold memory buffer or the second hold memory buffer, the process ends.

[0257] If there is no stored data in the hold memory buffer in S51, after performing the process (S80) for transmitting the customer waiting demo designation command, the process ends. On the other hand, when there is stored data in the first hold memory buffer or the second hold memory buffer in S51, the CPU 103 checks whether there is stored data in the second hold memory buffer (S52). If there is stored data in the second hold memory buffer, data indicating "second" is set in the special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the second special symbol) (S54). On the other hand, if there is no stored data in the second hold memory buffer, data indicating "first" is set in the special symbol pointer (S53).

[0258] In this embodiment, hereinafter, depending on whether data indicating "first" or data indicating "second" is set in the special symbol pointer, the variable display of the first special symbol on the first special symbol display device 4A and the variable display of the second special symbol on the second special symbol display device 4B are executed using a common processing routine. When data indicating "first" is set in the special symbol pointer, the variable display of the first special symbol on the first special symbol display device 4A is performed based on the stored data stored in the first hold memory buffer. On the other hand, when data indicating "second" is set in the special symbol pointer, the variable display of the second special symbol on the second special symbol display device 4B is performed based on the stored data stored in the second hold memory buffer.

[0259] By the control of S52 to S54, if there is even one piece of data of the second reserved memory in the second reserved memory buffer, the variable display of the second special symbol display device 4B based on the data of the second reserved memory is executed with priority over the variable display of the first special symbol display device 4A based on the data of the first reserved memory.

[0260] Next, the CPU 103 reads out each random number value stored in the storage area corresponding to the reserved memory number indicated by the special symbol pointer = 1 in the RAM 102 and stores it in the reserved memory buffer of the RAM 102 (S55). Specifically, when the special symbol pointer indicates "first", the CPU 103 reads out each random number value stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory buffer and stores it in the random number buffer of the RAM 102. Also, when the special symbol pointer indicates "second", the CPU 103 reads out each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory buffer and stores it in the random number buffer of the RAM 102.

[0261] Then, the CPU 103 decrements the count value of the reserved memory number counter indicated by the special symbol pointer by 1 and shifts the contents of each storage area (S56). Specifically, when the special symbol pointer indicates "first", the CPU 103 decrements the count value of the first reserved memory number counter by 1 and shifts the contents of each storage area in the first reserved memory buffer. Also, when the special symbol pointer indicates "second", the CPU 103 decrements the count value of the second reserved memory number counter by 1 and erases the contents of the storage area in the second reserved memory buffer.

[0262] That is, when the special symbol pointer indicates "First", the CPU 103 stores each random number value stored in the storage area corresponding to the first reserved storage number = n (n = 2, 3, 4) in the first reserved storage buffer of the RAM 102 into the storage area corresponding to the first reserved storage number = n - 1. Also, when the special symbol pointer indicates "Second", the CPU 103 stores each random number value stored in the storage area corresponding to the second reserved storage number = n (n = 2, 3, 4) in the second reserved storage buffer of the RAM 102 into the storage area corresponding to the second reserved storage number = n - 1.

[0263] Therefore, the order in which each random number value stored in each storage area corresponding to each first reserved storage number is extracted always matches the order of the first reserved storage numbers = 1, 2, 3, 4. Also, the order in which each random number value stored in each storage area corresponding to each second reserved storage number is extracted always matches the order of the second reserved storage numbers = 1, 2, 3, 4.

[0264] Also, the CPU 103 performs control to transmit the reserved storage number designation command for the side indicated by the special symbol pointer after subtraction to the effect control CPU 120 based on the value of the reserved storage number counter for the side indicated by the special symbol pointer (S59). In this case, when the value indicating "First" is set in the special symbol pointer, the CPU 103 performs control to transmit the first reserved storage number designation command. Also, when the value indicating "Second" is set in the special symbol pointer, the CPU 103 performs control to transmit the second reserved storage number designation command.

[0265] In the special symbol normal process, first, data indicating "first", which indicates that processing is to be executed for the first start winning opening, that is, data indicating "first" which indicates that processing is to be executed for the first special symbol, or data indicating "second", which indicates that processing is to be executed for the second start winning opening, that is, data indicating "second" which indicates that processing is to be executed for the second special symbol, is set in the special symbol pointer. Then, in the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, it can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.

[0266] Next, the CPU 103 reads the random number R (random number for jackpot determination) from the random number buffer and executes the jackpot determination module (S61). In this case, the CPU 103 reads the random number for jackpot determination extracted and stored in the hold memory buffer or the random number buffer in S1214 of the start opening switch passing process or S1224 of the start opening switch passing process and performs jackpot determination. The jackpot determination module is a program that executes a process of comparing a predetermined jackpot determination value or small win determination value with the random number for jackpot determination and determining that it is a jackpot or a small win if they match. That is, it is a program that executes the process of jackpot determination and the process of small win determination.

[0267] In the process of jackpot determination, for the first special symbol, if it matches any of the jackpot determination values shown in FIG. 8-4(A), and for the second special symbol, if it matches any of the jackpot determination values shown in FIG. 8-4(B), it is determined that it is a jackpot for the special symbol. If it is determined that it is a jackpot (Y in S61), the process proceeds to S71. Determining whether it is a jackpot or not means determining whether to shift to the jackpot game state, but it also means determining whether to set the stop symbol on the special symbol display as a jackpot symbol.

[0268] If it is determined in S61 that it is a jackpot (Y in S61), a jackpot flag indicating that it is a jackpot is set (S71).

[0269] Next, it is determined whether the special symbol pointer indicates "First" (S72). When the special symbol pointer is "First", the first special figure big win type determination table in FIG. 8-4(C) is selected (S73), and the process proceeds to S75. On the other hand, when the special symbol pointer does not indicate "First" (when it indicates "Second"), the second special figure big win type determination table in FIG. 8-4(D) is selected (S74), and the process proceeds to S75.

[0270] In S75, using the big win type determination table selected in S73 or S74, the big win type corresponding to the value that matches the value of the random number for big win type determination (Random 1) stored in the random number buffer area is determined as the type of big win (S75), and the process proceeds to S81.

[0271] Also, if the value of the random number for big win determination (Random R) in S61 does not match any of the big win determination values (N in S61), by checking whether the data set in the special symbol pointer indicates "Second", it is confirmed whether the object of big win determination is the variable display of the second special symbol (S76). When the data set in the special symbol pointer in S76 does not indicate "Second" (it is the variable display of the first special symbol), the process proceeds to S82, which will be described later. On the other hand, when the data set in the special symbol pointer in S76 indicates "Second" (it is the variable display of the second special symbol), using the second special figure win determination table in FIG. 8-4(B), the process of small win determination is performed by determining whether the value of the random number for big win determination (Random R) matches any of the small win determination values (S77). That is, when the value of the random number for big win determination (Random R) matches any of the small win determination values shown in FIG. 8-4(B) (Y in S77), it is determined that it is a small win for the second special symbol. And when it is determined to be a small win (S77Y), a small win flag indicating that it is a small win is set (S78).

[0272] After setting the small win flag, the small win via big win type determination table in Fig. 8-4(E) is selected (S79), and the big win type corresponding to the value that matches the value of the random number for big win type determination (Random 1) stored in the random number buffer area is determined as the type of the small win via big win (S80). Then, the process proceeds to S81. On the other hand, if the value of the random number for small win determination (Random R) does not match any of the small win determination values in S77 (N in S77), the process proceeds to S82, which will be described later.

[0273] In S81, the data indicating the big win type determined in S75 or S80 is stored in the big win type buffer in RAM102 (S81), and the process proceeds to S82. For example, when the big win type is "Short big win at 15R of the pattern", "01" is set in the big win type buffer as the data indicating the big win type. When the big win type is "Short big win at 4R of the pattern", "02" is set in the big win type buffer as the data indicating the big win type. On the other hand, when the big win type is "Short big win at 16(15)R via small win", "03" is set in a temporary big win type buffer different from the big win type buffer as the data indicating the big win type. When the big win type is "Short big win at 9(8)R via small win", "04" is set in the temporary big win type buffer as the data indicating the big win type. When the big win type is "Short big win at 5(4)R via small win", "05" is set in the temporary big win type buffer as the data indicating the big win type. Among these, the data indicating short big win at 16(15)R via small win, short big win at 9(8)R via small win, and short big win at 5(4)R via small win are data that will become invalid without a big win occurring if a V win does not occur in the small win gaming state and are temporarily set.

[0274] In S82, a stop symbol of the special symbol is set (S78). Specifically, when neither the big win flag nor the small win flag is set, "-", which is a losing symbol, is set as the stop symbol of the special symbol. When the small win flag is set, one of "1", "5", or "9", which is a small win symbol corresponding to the small win type selected and determined in S80, is determined as the stop symbol of the special symbol. When the big win flag is set, one of "3" or "7", which is a big win symbol corresponding to the big win type selected and determined in S75, is determined as the stop symbol of the special symbol. Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (S111) (S79).

[0275] FIG. 8-9 is a flowchart showing the pre-small-win release process (S118). In the pre-small-win release process, the CPU 103 controls the solenoid 22 based on the small win release mode to operate the movable part 872 to the open state, and starts the opening operation of the operation port of the V determination winning device 87 (S411). Next, the CPU 103 transmits a small win start designation command indicating that the small win gaming state has started to the effect control CPU 120 (S412). Next, the CPU 103 sets a V determination winning number counter as a counting means in order to use the number of winning times in the V winning area 870 in the open state of the small win as an end condition for the open state (S413). Specifically, in S413, the counter value of the V determination winning number counter is set to "10", and settings for downcounting the number of V winning times are made. Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the process during small win release (S119) (S414).

[0276] Figs. 8 - 10 are flowcharts showing the small win release in - process (S119) in the special symbol process. In the small win release in - process, the CPU 103 subtracts 1 from the small win release control timer and updates it (S430). Next, it checks whether the count value of the V - determination winning count counter that counts the number of V - winning balls in S435 described later is "0" (S431). The V - determination winning count counter is set to "10" by S413 in Fig. 8 - 9, and when it counts 10 V - winning balls, the count value becomes "0". When the count value of the V - determination winning count counter is "0" in S430, it proceeds to S441. On the other hand, when the count value of the V - determination winning count counter is not "0" in S430, it checks whether the small win release control timer has timed out (timer value = 0) (S432).

[0277] When the small win release control timer has timed out in S432, it proceeds to S441. On the other hand, when the small win release control timer has not timed out in S432, based on the small win release mode, it controls the solenoid 22 corresponding to the measured value of the small win release control timer to operate the movable part 872 to the open state, and performs the process for opening and closing the operating port of the V - determination winning device 87 (S433).

[0278] Next, in order to determine whether a V winning is detected due to a game ball entering the V winning area 870 which is in an open state inside the V winning determination device 87 from the V winning opening, it is determined whether the V winning switch 87a is in an on state (S434). When it is in the on state in S434, it is when a V winning is detected, and a V winning flag set when a V winning is detected is set (S435). Then, processing for transmitting a V winning ball detection designation command is performed (S436). Thereby, the effect control CPU 120 can recognize that a V winning ball has been detected, and can recognize the number of V winnings. Next, by driving the solenoid, the opening / closing member is operated to change the V winning opening of the V winning area 870 from the open state to the closed state (S437), and the process proceeds to S439. Thereby, when the first game ball that has entered the V winning determination device 87 wins a V winning, the V winning opening of the V winning area 870 is closed, and thereafter, all the game balls that have entered the V winning determination device 87 are guided to the winning ball area and detected by the V winning determination switch 15a.

[0279] On the other hand, when it is not in the on state in S434, it is when a V winning has not been detected, and it is determined whether the V winning determination switch 15a is in an on state (S438). When it is in the on state in S438, the process proceeds to S439, and when it is not in the on state in S438, the process ends.

[0280] In S439, a down count is performed to subtract 1 from the count value of the V winning determination count counter set to "10" by S413 in FIG. 8-9 (S439), and processing for transmitting a V winning ball detection designation command is performed (S440). Thereby, after a V winning ball is detected, the effect control CPU 120 can recognize that a V winning ball that has entered the winning determination device 87 has been detected, and can recognize the number of game balls that have entered the winning determination device 87.

[0281] When the count value of the V - winning number counter becomes "0" in S431, it means that the small - win release end condition is satisfied because the number of V - wins in the small win has reached the upper limit. Also, when the small - win release control timer times out in S432, it means that the small - win release end condition is satisfied because the small - win release control has ended. At these times, the CPU103 operates the movable part 872 to the closed state by controlling the solenoid 22, and closes the operating port of the V - winning determination device 87 (S441). When the count value of the V - winning number counter becomes "0", even if the V - winning determination device 87 is in the middle of being released according to the small - win release mode, the V - winning determination device 87 is forcibly closed according to the count value of the V - winning number counter. When the small - win release control timer times out, the V - winning determination device 87 is closed in response to the end of the small - win release control in the small - win release mode.

[0282] Next, data corresponding to a specific period, which is the V - winning effective period after the closure of the V - winning determination device 87, is set in the V - winning effective period timer (S442). The value of the special symbol process flag is updated to a value corresponding to the small - win end process (S120) (S443), and the process ends. Thereby, the counting of the specific period, which is the V - winning effective period after the closure of the V - winning determination device 87, is started. Note that by setting such a specific period as the V - winning effective period, even if the game ball passes through the V - winning area at a time later than the time when the game ball normally passes through the V - winning area for some reason, the game ball can be detected. Also, since the specific period is set, even if there is a person who tries to win the V - winning area illegally, it can only be detected during that period, so fraud can be prevented.

[0283] FIG. 8 - 11 is a flowchart showing the small - win end process (S120) in the special symbol process. In the post - small - win process, the CPU103 updates the V - winning effective period timer by subtracting 1 (S441), and checks whether the V - winning effective period timer has timed out (timer value = 0) (S442).

[0284] When the V winning period timer has not timed out in S442, it is determined whether the V winning flag set in S434 or S445 is set when a V winning has already been detected (S443). If the V winning flag is set, the process ends. On the other hand, if the V winning flag is not set, it is determined whether the V winning switch 87a is in the ON state in order to determine whether a V winning that occurs when a game ball enters the V winning area 870 during the V winning period has been detected (S444). When it is not in the ON state in S444, the process ends. On the other hand, when it is in the ON state in S444, it is when a V winning has been detected during the V winning period, and a V winning flag indicating that a V winning has been detected is set (S445). Then, processing for transmitting a V winning designation command is performed (S446), and the process ends. Thereby, the effect control CPU 120 can recognize that a V winning has occurred.

[0285] When the V winning period timer has timed out in S442, processing for transmitting a small hit end designation command is performed (S447). Thereby, the effect control CPU 120 can recognize that the small hit has ended. Next, control is performed to return the opening / closing member to the open state by changing the state of the solenoid 22 to open the V winning area 870 (V winning opening) (S447A). Next, the CPU 103 determines whether the V winning flag is set (S448). If the V winning flag is set in S448, it is determined that a big hit has occurred, and the big hit flag is set (S449).

[0286] As described above, in the small hit game state, if a right hit is made according to the right hit promotion notification described later, a game ball can enter the V determination winning device 87 with a probability of approximately 100%. The game ball that has entered the V determination winning device 87 always wins a V winning in the V winning area 870, and based on the fact that the V winning flag is set with a probability of approximately 100% (S435 in FIGS. 8-10), the big hit flag is set in S449, and the game state is controlled to the big hit game state.

[0287] Next, when it is determined that the jackpot type via small wins stored in the jackpot temporary classification buffer in S81 has become a legitimate jackpot due to the occurrence of a V win, the CPU 103 officially stores the data in the jackpot type buffer (S450). Then, the time shortening flag set at that time is reset once (S451).

[0288] Next, the CPU 103 transmits a jackpot start 3 designation command, a jackpot start 4 designation command, or a jackpot start 5 designation command according to the jackpot type corresponding to the data stored in S450 (S452). As a result, the effect control CPU 120 can recognize that the jackpot game state has started. Next, a value corresponding to the jackpot display time (the time to notify, for example, on the image display device 5 that a jackpot has occurred) is set in the big winning opening control timer (S453).

[0289] Also, referring to the jackpot release pattern data stored in the ROM 101, according to the jackpot type, release pattern data indicating release modes such as the number of releases (for example, 15 times, 8 times, or 4 times), release time (for example, 29 seconds), and interval time (the closing time of the big winning opening between rounds) is set in a predetermined storage area formed in the RAM 102 (S454). Among such data, the data of the number of releases is set in the release number counter for counting the number of releases. Then, the value of the special symbol process flag is updated to a value corresponding to the jackpot release preprocessing (S114) (S455), and the process ends. As a result, when a V win occurs in the small win game state, the game shifts to the jackpot game state.

[0290] If the V win flag is not set in S448, since the jackpot game state does not occur, the data indicating the jackpot type via small wins stored in the jackpot temporary classification buffer in S81 is deleted (S456), the value of the special symbol process flag is updated to a value corresponding to the special symbol normal process (S110) (S457), and the process ends. As a result, when a V win does not occur in the small win game state, the game does not shift to the jackpot game state.

[0291] [Description of Feature 03TM] [Big Win Type Table] FIG. 9-1 is a diagram showing the big win type table. In the big win type table, for each type of big win, the big win occurrence conditions, the control state (game state) after the big win, the number of openings (rounds) in the big win, and the opening time of each round in the big win are shown. In the present embodiment, as the big win types, a short big win at 10R of the symbol, a short big win at 3R of the symbol, a short big win via a small win at 10(9)R, and a short big win via a small win at 3(2)R are provided. The numbers in parentheses for the big wins via small wins indicate the number of times the special variable winning ball device 7 (big winning opening) opens.

[0292] A small win occurs when a game ball wins in the second start winning opening provided in the variable winning ball device 6B and the display result of the second special symbol becomes a small win symbol. The determination of whether the display result of the special symbol becomes a small win symbol is made in advance by random number lottery (small win determination of the special symbol). When a small win occurs, it becomes a small win game state, and the operating port of the V determination winning device 87 opens in an opening pattern where the number of openings is 10 times and the opening time is 0.1 second. The game control state (big win probability, small win probability, base described later) after the end of the small win game state is the same as that before the small win. In a small win, a winning ball is paid out for a game ball that wins in the V winning area 870 inside the V determination winning device 87 during the small win game state. It is set that about 10 winning balls can occur during the small win game state, and it is set that a winning ball can be paid out according to the winning balls.

[0293] When a game ball wins in the operating port while the operating port of the V determination winning device 87 is open and the game ball enters the V winning area 870 inside the V determination winning device 87 (V win), a big win occurs. Such a big win via a small win is called a big win via small win. The big wins via small win include a "short big win via small win at 10(9)R" and a "short big win via small win at 3(2)R" with different numbers of rounds in the big win.

[0294] In this example, the small wins associated so as to be able to be "10 (9) R short-time big wins per unit" are called "First Small Wins". The small wins associated so as to be able to be "3 (2) R short-time big wins per unit" are called "Second Small Wins".

[0295] On the other hand, the big wins directly generated by the variable display of the special symbol without going through the small wins are called symbol big wins. As symbol big wins, there are "Symbol 10R short-time big wins" directly generated based on the variable display of the First Special Symbol or the Second Special Symbol, and "Symbol 3R short-time big wins". Hereinafter, "Symbol 10R short-time big wins" is appropriately referred to as "Symbol 10R big wins", and "Symbol 3R short-time big wins" is appropriately referred to as "Symbol 3R big wins".

[0296] Thus, as big wins, there are symbol big wins directly generated based on the variable display of the First Special Symbol or the Second Special Symbol, and small-win-through big wins generated by V-win via small wins based on the variable display of the Second Special Symbol. Each of the symbol big wins and the small-win-through big wins is a big win that is controlled to the short-time state after the end of the big-win gaming state, and is given the name of short-time big win. The advantageous states advantageous to the player in this embodiment also include the opening of the special variable prize ball device 7. Hereinafter, "Symbol 10R short-time big wins" and "Small-win-through 10 (9) short-time big wins" are appropriately referred to as "10R big wins".

[0297] The short-time jackpot when the symbol is 10R is a jackpot in which the big winning opening is opened 10 times (10R). The short-time jackpot when the symbol is 3R is a jackpot in which the big winning opening is opened 3 times (3R). The short-time jackpot via small win 10(9)R is a jackpot in which after the V judgment winning device 87 is opened once (0.1 second × 10 times), the big winning opening is opened 9 times (9R) on the condition of V winning. Although the winning device for 10 rounds is opened, the actual number of times the big winning opening is opened is 9 times, and the player feels the same jackpot type as the short-time jackpot when the symbol is 10R regarding the opening of the big winning opening. The short-time jackpot via small win 3(2)R is a jackpot in which after the V judgment winning device 87 is opened once (0.1 second × 10 times), the big winning opening is opened 2 times (2R) on the condition of V winning. Although the winning device for 3 rounds is opened, the actual number of times the big winning opening is opened is 2 times, and the player feels the same jackpot type as the short-time jackpot when the symbol is 3R regarding the opening of the big winning opening.

[0298] After the short-time jackpot when the symbol is 3R, two end conditions are set for the short-time state: an end condition where the number of variable displays of the second special symbol is 1 time, and an end condition (not shown) where the total number of variable displays of the first special symbol and the second special symbol is 5 times. The number of times of the short-time end condition where the number of variable displays of the second special symbol is 1 time is set in consideration of the fact that the game balls entering the V judgment winning device 87 enter the V winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small win occurs at a rate of about 1 / 7. Therefore, the end condition where the number of variable displays of the second special symbol is 1 time is set as the number of times that there is a possibility of generating a jackpot via small win at a rate of about 1 / 7 when the variable display of the second special symbol is executed.

[0299] The number of times of the end condition of the short time when the number of variable displays of the second special symbol is 1 time is set for the following reasons. In the case of a short-time big win with symbol 3R, basically, the short-time state (including the electric support state) is continued until the variable display of the second special symbol is completed once. However, in order to variably display the second special symbol, it is necessary to hit the ball to the right to make the game ball enter the passage gate 41 to open the variable winning ball device 6B, and in that state, it is necessary to make the game ball win in the variable winning ball device 6B. It takes time until the game ball wins in such a variable winning ball device 6B, and there is a case where the first special symbol stored in memory is variably displayed first.

[0300] Therefore, the end condition that the total number of variable display times of the first special symbol and the second special symbol is 5 times is that immediately after the start of the short-time state, before the start condition of the variable display of the second special symbol is satisfied, even if the variable display of the first special symbol based on the reserved memory based on the first start winning that can be stored up to 4 at most before the big win game state is started, it is a condition to ensure that the variable display for one time of the second special symbol, which is likely to be determined as a big win advantageous to the player, can be executed. By doing so, it is possible to prevent the variable display of the second special symbol, which is likely to be determined as a big win advantageous to the player, from not being performed in the short-time state due to the start of the variable display of the first special symbol based on the reserved memory based on the first start winning immediately after the start of the short-time state.

[0301] Also, after a big win in the short-time pattern 10R win, the short-time pattern 10(9)R win via small wins, and the short-time pattern 3(2)R win via small wins, two end conditions are set: an end condition where the number of variable displays of the second special symbol is 7 times, and an end condition (not shown) where the total number of variable displays of the first special symbol and the second special symbol is 11 times. The number of 7 times for such an end condition of the short-time state is set in consideration of the fact that the game balls that enter the V determination winning device 87 enter the V winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small win occurs at a rate of about 1 / 7. Therefore, the end condition where the number of variable displays of the second special symbol is 7 times is set as the number of times when the possibility of generating a big win via small wins becomes significantly higher compared to the short-time pattern 3R big win when the variable display of the second special symbol is executed. Thereby, it is possible to draw the player's attention to the occurrence of a big win via small wins and enhance the player's expectation regarding the occurrence of a big win via small wins.

[0302] Also, the end condition where the total number of variable displays of the first special symbol and the second special symbol is 11 times is for ensuring that, for the player's benefit, even if the variable display of the first special symbol starts due to reserved storage based on the first start winning that can be stored up to a maximum of 4 immediately before the start of the big win game state before the start condition for the variable display of the second special symbol is satisfied immediately after the start of the short-time state, in the same reason as in the case of the short-time pattern 3R big win, the variable display of the second special symbol for 7 times can be surely executed, which is likely to be determined as an advantageous big win.

[0303] In this embodiment, in the low base state which is the normal state, since the first start winning opening is provided to be winable via the first path, it is more advantageous for the player in terms of start winning if the game ball flows down the first path than if it flows down the second path. On the other hand, in an advantageous state such as a jackpot game state, since the special variable winning ball device 7 to be opened is provided to be winable via the second path, it is more advantageous for the player in terms of winning during a jackpot if the game ball flows down the second path than if it flows down the first path. Also, in a special state such as a small win game state, since the V judgment winning device 87 to be opened is provided to be winable via the second path, it is more advantageous for the player in terms of jackpot occurrence if the game ball flows down the second path than if it flows down the first path.

[0304] Note that not limited to such comparison of advantages, for example, other winning openings (for example, another variable winning opening (which may be for start winning or non - start winning)) are provided in the first path and the second path. In the low base state as the normal state, it is easier for the game ball to win at the variable winning opening via the first path than via the second path. In other states such as the high base state, the jackpot game state, and the small win game state, it is easier for the game ball to win at the variable winning opening via the second path than via the first path. From other viewpoints, a configuration may be adopted in which it is more advantageous for the player if the game medium flows down the first path in the normal state, and it is more advantageous for the player if the game medium flows down the second path in other game states.

[0305] [Random value] FIG. 9-2 is an explanatory diagram illustrating random values counted on the main board 11 side. As shown in FIG. 9-2, in the present embodiment, on the main board 11 side, in addition to the random value MR1 for special figure display result determination, the random value MR2 for jackpot type determination, the random value MR3 for variation pattern determination, the random value MR4 for normal figure display result determination, and the random value MR5 for determining the initial value of MR4, numerical data indicating each of them is controllably counted. Note that, in order to enhance the gaming effect, random values other than these may be used. These random values MR1 to MR5 may be counted by software update using different random counters by the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be incorporated in the game control microcomputer 100, or may be configured as a random number circuit chip different from the game control microcomputer 100. The random numbers used to control the progress of such games are also referred to as game random numbers.

[0306] Note that, in the present embodiment, a form in which each of the random values MR1 to MR5 is used as a value within the range shown in FIG. 9-2 is exemplified, but the present invention is not limited to this, and the ranges of these random values MR1 to MR5 may be varied according to the set values set in the pachinko gaming machine 1.

[0307] In the game control microcomputer 100, the CPU 103 executes the program read from the ROM 101 and uses the RAM 102 as a work area, thereby executing various processes for controlling the progress of the game in the pachinko gaming machine 1. Further, the CPU 103 is capable of generating all of the various random numbers used on the main board 11 side by executing a random number generation program.

[0308] In the ROM 101 provided in the game control microcomputer 100, in addition to the game control program, various table data used for controlling the progress of the game and the like are stored. For example, the ROM 101 stores table data constituting a plurality of determination tables prepared for the CPU 103 to make various determinations and decisions. Further, the ROM 101 stores table data constituting a plurality of control pattern tables used for the CPU 103 to output various control signals from the main board 11, and a variation pattern table storing a plurality of types of variation patterns which are the variable display modes of each symbol in the variable display such as special symbols and normal symbols.

[0309] [Display result determination table] FIGS. 9-3(1) and (2) are explanatory diagrams showing a display result determination table for the first special symbol and a display result determination table for the second special symbol. These tables are stored in the ROM 101.

[0310] FIG. 9-3(1) is an explanatory diagram showing a display result determination table for the first special symbol (hereinafter, appropriately referred to as the “display result determination table for [the first special symbol]”). The display result determination table for [the first special symbol] is a data table for making a jackpot determination for the first special symbol, and is a table in which a jackpot determination value to be compared with the random value MR1 is set. The “probability” shown in FIG. 9-3(1) indicates the probability (ratio) of winning the jackpot. In this example, the jackpot probability of the first special symbol is 1 / 199.

[0311] FIG. 9-3(2) is an explanatory diagram showing a display result determination table for the second special symbol (hereinafter, appropriately referred to as the "[second special symbol] display result determination table"). The "[second special symbol] display result determination table" is a data table for performing a big win determination and a small win determination for the second special symbol, and is a table in which a big win determination value and a small win determination value to be compared with the random value MR1 are set. In FIG. 9-3(2), the upper row is the big win determination table section, and the lower row is the small win determination table section. The "probability" shown in the upper row indicates the probability (ratio) of a big win, and the "probability" shown in the lower row indicates the probability (ratio) of a small win.

[0312] In this example, the big win probability of the second special symbol is 1 / 199. Also, the small win probability of the second special symbol is set to 1 / 7.35. Note that a small win may be provided for the first special symbol. In such a case, it is desirable that the winning probability of the small win for the first special symbol is lower than that of the second special symbol. For example, the small win probability by the first special symbol may be set to 1 / 100.

[0313] When the CPU 103 detects a start winning (first start winning) at the first start winning port or a start winning (second start winning) at the second start winning port, it extracts the count value (random number value MR1) of the random number circuit 104 at a predetermined timing. For the first start winning, the extracted value is compared with the jackpot determination values set in the [First Special Symbol Display] result determination table. If the extracted value matches any of the jackpot determination values, it is determined that the first special symbol is a jackpot. For the second start winning, the extracted value is compared with the jackpot determination values set in the [Second Special Symbol Display] result determination table. If the extracted value matches any of the jackpot determination values, it is determined that the second special symbol is a jackpot. When the extracted value does not match any of the jackpot determination values, the extracted value is compared with the minor jackpot determination values set in the [Second Special Symbol Display] result determination table. If the extracted value matches any of the minor jackpot determination values, it is determined that the second special symbol is a minor jackpot. Determining to be a minor jackpot also means provisionally determining to be a jackpot via a minor jackpot (since it is not controlled to be a jackpot if a V win does not occur during the minor jackpot, it is described as a provisional determination).

[0314] Note that determining whether to be a jackpot means determining whether to shift to the jackpot game state, but it also means determining whether to set the stop symbol by the variable display of the first special symbol or the second special symbol as a jackpot symbol. Also, determining whether to be a minor jackpot means determining whether to shift to the minor jackpot game state, but it also means determining whether to set the stop symbol by the variable display of the second special symbol as a minor jackpot symbol.

[0315] [Jackpot Type Determination Table] Figs. 9-3(3), (4), and (5) are explanatory diagrams showing the jackpot type determination table stored in the ROM 101. Fig. 9-3(3) is a jackpot type determination table for the first special symbol used to determine the jackpot type of the symbol jackpot when it is determined to be a jackpot by the first special symbol. Fig. 9-3(4) is a jackpot type determination table for the second special symbol used to determine the jackpot type of the symbol jackpot when it is determined to be a jackpot by the second special symbol. Fig. 9-3(5) is a small-win-through jackpot type determination table for the second special symbol used to determine the jackpot type of the small-win-through jackpot when it is determined to be a small win by the second special symbol.

[0316] In the jackpot type determination table for the first special symbol in Fig. 9-3(3) (hereinafter, appropriately referred to as the "jackpot type determination table for [the first special symbol]"), numerical values that are compared with the value of the random number MR2 for jackpot type determination are set, and jackpot determination values corresponding to "short jackpot at 10R of the symbol" and "short jackpot at 3R of the symbol" are set respectively.

[0317] Also, Fig. 9-3(3) shows the number of times of short-time control executed after each jackpot corresponding to "short jackpot at 10R of the symbol" and "short jackpot at 3R of the symbol". The "short jackpot at 10R of the symbol" has 7 times of short-time control, and the "short jackpot at 3R of the symbol" has 1 time of short-time control.

[0318] In this example, in the jackpot type determination table for [the first special symbol], among the range of the determination value of MR2 from 0 to 299, 0 to 8 are assigned to "short jackpot at 10R of the symbol" (3%), and 9 to 299 are assigned to "short jackpot at 3R of the symbol" (97%).

[0319] In the jackpot type determination table for the second special symbol in Fig. 9-3(4) (hereinafter, appropriately referred to as the "jackpot type determination table for [the second special symbol]"), a numerical value that is compared with the value of the random number MR2 for jackpot type determination is set, and a jackpot determination value corresponding to "short jackpot at 10R of the symbol" is set.

[0320] Also, Fig. 9-3(4) shows the number of times of short-time control executed after a big win corresponding to "Short-time big win at symbol 10R". The "Short-time big win at symbol 10R" has 7 times of short-time control.

[0321] In this example, in the big win type determination table for [Special symbol 2], among the range of determination values of MR2 from 0 to 299, from 0 to 299 are assigned to "Short-time big win at symbol 10R" (100%).

[0322] In the big win type determination table via small win for [Special symbol 2] in Fig. 9-3(5) (hereinafter, appropriately referred to as the "big win type determination table via small win for [Special symbol 2]"), numerical values compared with the value of the random number MR2 for big win type determination are set, and big win determination values corresponding to "Big win via small win at 10(9)R short-time" and "Big win via small win at 3(2)R short-time" are set respectively.

[0323] Also, Fig. 9-3(5) shows the number of times of short-time control executed after a big win corresponding to "Big win via small win at 10(9)R short-time" and "Big win via small win at 3(2)R short-time" respectively. The "Big win via small win at 10(9)R short-time" has 7 times of short-time control, and the "Big win via small win at 3(2)R short-time" has 7 times of short-time control.

[0324] In this example, in the big win type determination table via small win for [Special symbol 2], among the range of determination values of MR2 from 0 to 299, from 0 to 149 are assigned to "Big win via small win at 10(9)R short-time" (50%), and from 150 to 299 are assigned to "Big win via small win at 3(2)R short-time" (50%).

[0325] [Variation pattern determination] ROM101 also stores a variation pattern determination table for determining a variation pattern based on the random number MR3 for variation pattern determination, and determines the variation pattern to be any one of the above-mentioned multiple types according to the pre-determined result.

[0326] Here, the determination of the variation pattern in the normal state will be described. Specifically, as the variation pattern determination table, there are a [non-winning variation pattern determination table] used when it is predetermined that the variation display result is "off", and a [big win variation pattern determination table] used when it is predetermined that the variation display result is "big win", which are prepared in advance.

[0327] In the [non-winning variation pattern determination table], for the variation patterns of "non-reach non-winning", "normal reach non-winning", and "super reach non-winning", predetermined random values within the range that the random value MR3 for variation pattern determination can take are assigned as determination values.

[0328] In the [big win variation pattern determination table], for the variation patterns of "normal reach big win" and "super reach big win", predetermined random values within the range that the random value MR3 for variation pattern determination can take are assigned as determination values.

[0329] <non-reach non-winning> In this embodiment, among the variation patterns where the final display result is "non-winning", in the "non-reach non-winning" variation pattern, it is notified that the final display result is "non-winning" without the reach state being established.

[0330] <normal reach non-winning> In this embodiment, among the variation patterns where the final display result is "non-winning", in the "normal reach non-winning" variation pattern, after the reach state is established, a combination of decorative symbols (for example, "323", "545", etc.) corresponding to the display result being "non-winning" at a predetermined trigger (operation of the push button 31B, elapse of a predetermined period, etc.) is displayed, thereby notifying that the final display result is "non-winning".

[0331] In this embodiment, the push button 31B is composed of an operation effective part capable of receiving the operation of the player and an operation ineffective part incapable of receiving the operation of the player. In this example, the operation effective part is the part including the character "PUSH" of the push button 31B that can be pushed downward (operated), and the operation ineffective part is the pedestal part provided below the operation effective part that cannot be pushed (operated).

[0332] <Normal Reached Jackpot> In this embodiment, in the variation pattern of "Normal Reached Jackpot" among the variation patterns where the final display result is "Jackpot", after the reach state is established, a combination of decorative symbols (for example, "222", "777", etc.) corresponding to the fact that the display result is "Jackpot" is displayed at a predetermined trigger (operation of the push button 31B, elapse of a predetermined period, etc.), whereby it is notified that the final display result is "Jackpot".

[0333] <Super Reached Miss / Jackpot> In this embodiment, in the variation patterns accompanied by super reach ("Super Reached Miss", "Super Reached Jackpot"), the final display result is fixed and stopped by executing a super reach effect that notifies whether or not the player has won the "Jackpot".

[0334] (Super Reach Effect (Battle Effect)) In this embodiment, in the variation patterns of "Super Reached Miss" and "Super Reached Jackpot" among the variation patterns accompanied by super reach, after the reach state is established, it develops into a super reach, and a super reach effect (hereinafter, appropriately referred to as "battle effect") that notifies whether or not the player has won the "Jackpot" by having a friendly character and an enemy character battle is executed (see FIGS. 9-9 to 9-14).

[0335] Here, when the final display result is "miss", a performance where the friendly character loses to the enemy character (defeat performance) is executed. On the other hand, when the final display result is "big win", a performance where the friendly character wins against the enemy character (victory performance) is executed.

[0336] Figure 9-4 is a variation pattern determination table in the normal state. As shown in Figure 9-4(1), in the [miss use] variation pattern determination table in the normal state, among the range of the determination value of MR3 from 1 to 997, from 1 to 900 are assigned to the variation pattern of "non-reach miss", from 901 to 980 are assigned to the variation pattern of "normal reach miss", and from 981 to 997 are assigned to the variation pattern of "super reach miss".

[0337] In this embodiment, the variation display period of "non-reach miss" is set to 5 seconds, the variation display period of "normal reach miss" is set to 30 seconds, and the variation display period of "super reach miss" is set to 90 seconds.

[0338] Also, as shown in Figure 9-4(2), in the [big win use] variation pattern determination table in the normal state, among the range of the determination value of MR3 from 1 to 997, from 1 to 50 are assigned to the variation pattern of "normal reach big win", and from 51 to 997 are assigned to the variation pattern of "super reach big win".

[0339] In this embodiment, the variation display period of "normal reach big win" is set to 45 seconds, and the variation display period of "super reach big win" is set to 120 seconds.

[0340] As shown in Figure 9-4, when the display result is "miss", the ratio of the variation pattern with a normal reach (in this example, "normal reach miss") being selected is (980 - 901 + 1) / 997 = approximately 8%, and the ratio of the variation pattern with a super reach (in this example, "super reach miss") being selected is (997 - 981 + 1) / 997 = approximately 1.7%.

[0341] On the other hand, when the display result is "big win", the ratio of the variable pattern with normal reach (in this example, "normal reach big win") being selected is (50 - 1 + 1) / 997 = approximately 5%, and the ratio of the variable pattern with super reach (in this example, "super reach big win") being selected is (997 - 51 + 1) / 997 = approximately 94%.

[0342] Thus, when a variable pattern with normal reach (either "normal reach miss" or "normal reach big win" in this example) is selected, the ratio of the display result being "miss" is higher (normal reach big win (approx. 5%) < normal reach miss (approx. 8%)), and when a variable pattern with super reach (either "super reach miss" or "super reach big win" in this example) is selected, the ratio of the display result being "big win" is higher (super reach miss (approx. 1.7%) < super reach big win (approx. 94%)). Therefore, the expected big win probability is higher when a variable pattern with "super reach" is executed than when a variable pattern with "normal reach" is executed.

[0343] (Specific configuration of the display control unit) FIG. 9-5 is a configuration diagram showing the display control unit 123. The display control unit 123 includes a VDP (Video Display Processor) 1500, a CGROM (Character Generator ROM) 160, a VRAM (Video RAM) 170, and a drive circuit 180. When the drawing circuit 1510 in the VDP 1500 receives a display control command input from the effect control CPU 120 via the CPU interface 1520 and the command is a command to read image data from the CGROM 160, the drawing circuit 1510 reads the necessary image data from the CGROM 160 via the CG bus interface 1530 and outputs it to the decoder 1550. The CGROM 160 stores image data encoded (data compressed) in the MPEG2 (Moving Picture Experts Group phase 2) format or the like. The decoder 1550 expands the image data read from the CGROM 160 and writes the expanded image data into the material data RAM 1560.

[0344] The drawing circuit 1510 generates frame image data for displaying an image of one frame on the image display device 5 using the image data stored in the drawing material data RAM 1560 and writes it into the drawing area of the VRAM 170. In this embodiment, if necessary, an object to be displayed formed by a set of polygons is arranged in a virtual three-dimensional space, texture mapping is performed on the object, and frame image data corresponding to the image obtained by projecting the object onto a virtual screen is generated by a rendering process. The drive circuit 180 outputs R (red), G (green), B (blue) image signals and a synchronization signal based on the frame image data in the drawing area to the image display device 5. The image display device 5 performs screen display by, for example, a dot matrix method that drives a large number of pixels.

[0345] Note that the VDP1500 may be a microprocessor for image processing generally referred to as a GPU (Graphics Processing Unit), a GCL (Graphics Controller LSI), or more generally a DSP (Digital Signal Processor). Further, the CGROM160 may be, for example, a non-rewritable semiconductor memory, a rewritable semiconductor memory such as a flash memory, or may be configured using any of non-volatile recording media such as a magnetic memory or an optical memory.

[0346] Next, a display mode of a rendering image using an object arranged in a virtual three-dimensional space will be described with reference to FIG. 9-6. As shown in FIG. 9-6, when drawing an image of an object, the VDP1500 arranges an object OB to be displayed, which is formed of a set of polygons, in a virtual three-dimensional (x, y, z) space and performs texture mapping on the object. Then, an image obtained by rendering processing of the object on which texture mapping has been performed is displayed on the image display device 5. Specifically, when it is assumed that the object is viewed from a predetermined viewpoint EY, an image IM obtained by projecting the object onto a virtual screen SC arranged at a position a predetermined distance away from the viewpoint EY is obtained by arithmetic processing, and this image IM is displayed on the image display device 5 by controlling the drive circuit 180. Note that in the present embodiment, the image IM projected onto the virtual screen SC is drawn by perspective projection.

[0347] (Specific Example of Rendering Using an Object in a Virtual Three-Dimensional Space) FIG. 9-7 shows an example of an object arranged in a virtual three-dimensional space. In this example, as objects, a friendly character CA1 (hereinafter referred to as "friendly CA1"), an enemy character CA2 (hereinafter referred to as "enemy CA2"), a tree BG1, and a building BG2 are arranged at predetermined coordinates in the virtual three-dimensional space. In the following description, friendly CA1 and enemy CA2 may be collectively referred to as "characters", and tree BG1 and building BG2 may be collectively referred to as "background objects".

[0348] In the following description, the x-axis for defining the coordinates of the virtual three-dimensional space is an axis parallel to the line connecting the ally CA1 and the enemy CA2 (the direction in which the characters are lined up), and in this example, is an axis parallel to the direction in which the trees BG1 are lined up and the direction in which the buildings BG2 are lined up. The y-axis is an axis perpendicular to the x-axis and parallel to the height direction of each object. The z-axis is an axis perpendicular to the x-axis and y-axis.

[0349] In the example of FIG. 9-7, it is assumed that in the virtual three-dimensional space, the ally CA1 is located at coordinates (x1, y1, z1) and the enemy CA2 is located at coordinates (x2, y2, z2). <x2、y1<y2、z1=z2であるものとする。また、木BG1とビルBG2は、キャラクタを挟んで対向する位置に配置されている。

[0350] The camera position shown in FIG. 9-7 corresponds to the viewpoint position when rendering the object. In FIG. 9-7(1), the camera position is set to a position that overlooks both the ally CA1 and the enemy CA2 from a slightly upward position, and such a viewpoint is called the outside viewpoint (OE). When the outside viewpoint is set, a virtual screen SC is set between both characters and the outside viewpoint, and the generated image IM includes both the ally CA1 and the enemy CA2 (see the second half of the first part of the SP reach described later).

[0351] The outer viewpoints include an outer first viewpoint (OE1), an outer second viewpoint (OE2), an outer third viewpoint (OE3), and an outer fourth viewpoint (OE4). The display control unit 123 can change the position of the virtual screen SC in response to switching of the outer viewpoint, thereby changing the angle at which the image displayed on the screen, i.e., the character, is viewed from above (see the second half of the first part of the SP reach described below).

[0352] In the example of Fig. 9-7(1), an example is shown where the outer first viewpoint to the outer fourth viewpoint have different coordinates, respectively. However, some or all of these outer viewpoints may have common coordinates. That is, for the outer viewpoints, the position of the virtual screen SC (the direction of the line of sight from the viewpoint, the projection position of the object) may be changed without changing the coordinates of the viewpoints.

[0353] In Fig. 9-7(2), the position of the camera is set between the friendly CA1 and the enemy CA2, and such a viewpoint is referred to as the inner viewpoint (IE). When the inner viewpoint is set, the virtual screen SC is set between one character and the inner viewpoint, or between one background object and the inner viewpoint. In the generated image IM, one character may or may not be included, and one background object may or may not be included. That is, when the inner viewpoint is set, both characters are not displayed simultaneously, and both background objects are not displayed simultaneously (see the latter half, second part of the SP reach described later).

[0354] As the inner viewpoints, there are an inner first viewpoint (IE1), an inner second viewpoint (IE2), an inner third viewpoint (IE3), and an inner fourth viewpoint (IE4). The display control unit 123 can change the position of the virtual screen SC corresponding to the switching of the inner viewpoints, thereby changing the image displayed on the screen, that is, which character to display (or not display any character), and which background object to display (or not display any background object) (see the latter half, second part of the SP reach described later).

[0355] In the example of Fig. 9-7(2), an example is shown where the inner first viewpoint to the inner fourth viewpoint have different coordinates, respectively. However, some or all of these inner viewpoints may have common coordinates. That is, for the inner viewpoints, the position of the virtual screen SC (the direction of the line of sight from the viewpoint, the projection position of the object) may be changed without changing the coordinates of the viewpoints.

[0356] The performance control CPU 120 starts the variable display of the decorative pattern in the central area of the screen and starts the variable display of the small pattern in the upper left area of the screen in response to the start of the variable display of the special symbol. Also, in response to the end of the variable display of the special symbol and the derivation and display of the display result, the combination of the decorative patterns that is the display result is fixed and stopped in the central area of the screen, and the combination of the small patterns that is the display result is fixed and stopped in the upper left area of the screen.

[0357] When the variation pattern is the super reach (SP reach) variation pattern, after the reach state is established, at the timing of developing into the SP reach (the timing of shifting to the battle performance), the performance control CPU 120 makes the combination of the decorative patterns in the reach mode invisible or reduces the display. Regarding the small patterns, they are continuously variably displayed in the upper left area of the screen before and after the development of the SP reach.

[0358] Figure 9-8 is a time chart showing the execution timing of each performance after the development of the SP reach. "T" in the figure indicates timing. Figure 9-9 is a diagram showing a specific example of the performance corresponding to the first half part of the SP reach. The performance control CPU 120 executes the variable display of the decorative pattern based on the variation pattern of the SP reach, and after the establishment of the reach state, as the SP reach performance, executes a battle performance in which the ally CA1 and the enemy CA2 battle.

[0359] The performance control CPU 120 starts a battle performance in which the ally CA1 and the enemy CA2 battle at the timing of developing into the SP reach (Figure 9-8: T1). In response to the start of the battle performance, a battle start image including the ally CA1 and the enemy CA2 is displayed on the image display device 5 (Figure 9-9: (1)).

[0360] Next, the production control CPU 120 causes the image display device 5 to display a friendly introduction image that includes friendly CA1 and does not include enemy CA2 (FIGS. 9-8: T2, 9-9: (2)), and then causes the image display device 5 to display an enemy introduction image that includes enemy CA2 and does not include friendly CA1 (FIGS. 9-8: T3, 9-9: (3)). Here, the battle start image, the friendly introduction image, and the enemy introduction image are all images different from the images generated based on the objects arranged in the virtual three-dimensional space, and are planar images that do not include a background and do not give a sense of depth.

[0361] Next, the production control CPU 120 causes the image display device 5 to display a first battle image that is an overhead image of the virtual three-dimensional space (FIGS. 9-8: T4, 9-9: (4)). The first battle image is an image generated based on the outer first viewpoint (OE1), and is a three-dimensional image that gives a sense of depth with friendly CA1 on the left, enemy CA2 on the right, tree BG1 in front of the characters, and building BG2 behind the characters. In FIG. 9-9, at the timing of switching from the images (1) to (3) to (4), the objects displayed on the screen change from a planar mode to a three-dimensional mode, so the impact of the battle production can be increased towards the latter half of the SP reach.

[0362] From the above battle start image to the first battle image are images displayed in the first half of the SP reach. Note that in the first half, for one or more of the battle start image, the friendly introduction image, and the enemy introduction image, images generated based on the virtual three-dimensional space may be used. For example, as the battle start image, an image based on the outer first viewpoint or the outer third viewpoint may be used (FIGS. 9-10: (5), (7), (9), etc. described later), as the friendly introduction image, an image based on the inner first viewpoint may be used (FIGS. 9-11: (11), etc. described later), and as the enemy introduction image, an image based on the inner third viewpoint may be used (FIGS. 9-11: (13), etc. described later).

[0363] Next, in response to the transition to the first part of the second half of the SP reach, the effect control CPU 120 causes the image display device 5 to display a second battle image including objects in a wider range than the first battle image, based on the zoom-back process for the character display area of the first battle image in FIG. 9-9(4) (FIG. 9-8: T5, FIG. 9-10: (5)). Thereby, the overlooking area from the outer first viewpoint is expanded, and an effect can be produced by using a wide range of the virtual three-dimensional space.

[0364] Also, in this second battle image, effects are superimposed on the fist of ally CA1 and the fist of enemy CA2 respectively, thereby notifying that a battle in which ally CA1 and enemy CA2 will fight each other will be held, and suggesting that if ally CA1 wins the battle, it will be a "big win", and if enemy CA2 wins the battle, it will be a "miss".

[0365] After this second battle image, the character's lines are displayed on the subtitle telop ST at the lower part of the screen, and the character's voice (character voice) corresponding to the lines displayed on the subtitle telop ST is output from the speakers 8L and 8R. Since the big win expectation level varies according to the content of the lines, and also varies depending on the mode of the subtitle telop ST and the mode (color, size, pattern, etc.) of the lines displayed on the subtitle telop ST, the effects related to the lines can be diversified.

[0366] In this example, the line "Take this!!!" of ally CA1 is displayed on the subtitle telop ST, and the voice of ally CA1 ("Take this!!!") is output from the speakers 8L and 8R. The subtitle telop ST and the lines can be superimposed and displayed on objects (characters, background objects), and are more visible than the objects. As the relationship of the visibility (display priority), it is subtitle > subtitle telop ST > object (character, background object).

[0367] Next, a scene is performed where ally CA1 and enemy CA2 approach and punch the opponent. That is, in the virtual three-dimensional space, the distance in the x-axis direction between ally CA1 with a raised fist and enemy CA2 will shrink. The production control CPU 120 causes the image display device 5 to display the third battle image, which is an overhead view image of the virtual three-dimensional space (FIG. 9-8: T6, FIG. 9-10: (6)). The third battle image is an image generated based on the outer second viewpoint (OE2), and is a three-dimensional image in which ally CA1 is arranged in the upper left, enemy CA2 is arranged in the lower right, tree BG1 is arranged in the lower left, and building BG2 is arranged in the upper right.

[0368] Next, the production control CPU 120 causes the image display device 5 to display the fourth battle image, which is an overhead view image of the virtual three-dimensional space (FIG. 9-8: T7, FIG. 9-10 (7)). The fourth battle image is an image generated based on the outer third viewpoint (OE3), and is a three-dimensional image in which ally CA1 is arranged on the right, enemy CA2 is arranged on the left, tree BG1 is arranged behind the character, and building BG2 is arranged in front of the character.

[0369] Next, the production control CPU 120 causes the image display device 5 to display the fifth battle image, which is an overhead view image of the virtual three-dimensional space (FIG. 9-8: T8, FIG. 9-10 (8)). The fifth battle image is an image generated based on the outer fourth viewpoint (OE4), and is a three-dimensional image in which ally CA1 is arranged in the lower right, enemy CA2 is arranged in the upper left, tree BG1 is arranged in the upper right, and building BG2 is arranged in the lower left.

[0370] A series of display switching effects from the second battle image to the fifth battle image based on the switching of viewpoints from the outer first viewpoint to the outer fourth viewpoint (FIG. 9-10 (5) to (8)) are effects executed in the latter half of the first part of the SP reach. By executing the display switching effect based on the outer viewpoint, the player can be made to view the character and the background objects from above and can grasp the positional relationship of each object in detail.

[0371] After the switching of viewpoints from the second battle image to the fifth battle image is completed, an overhead image based on the same outer first viewpoint (OE1) as the second battle image is displayed, and a battle image in which the distance between friendly CA1 and enemy CA2 is closer than in the second battle image is displayed (Figs. 9-10(9)). By displaying this battle image before transitioning to the second part of the second half of the SP reach, it becomes clear that friendly CA1 and enemy CA2 are approaching each other in the virtual three-dimensional space, and the tension and impact of the battle can be enhanced.

[0372] Also, in response to the end of the first part of the second half of the SP reach, the effect control CPU 120 executes a whiteout effect that improves the brightness of the entire screen (Figs. 9-8: T9, Figs. 9-10(10)). In the whiteout effect, when the whiteout image WO is displayed, the visibility of all objects of friendly CA1 and enemy CA2, as well as tree BG1 and building BG2, decreases. After that, the viewpoint switches from the outer viewpoint to the inner viewpoint, and the game progresses to the second part of the second half of the SP reach.

[0373] In this way, when switching from the outer viewpoint to the inner viewpoint, by reducing the visibility of the objects arranged in the virtual three-dimensional space to make them difficult to see, the discomfort caused by a significant change in the viewpoint in the virtual three-dimensional space is reduced, and the player can strongly recognize the scene transition in the battle. As shown in Figs. 9-10(10), regarding the dialogue telop ST and the dialogue, the visibility is not reduced by the whiteout effect and they can be seen during the execution of the whiteout effect. Therefore, the player recognizes that the battle itself continues. That is, in terms of the relationship of visibility (display priority), dialogue > dialogue telop ST > whiteout image WO > objects (characters, background objects).

[0374] In the above-described embodiment, an example was shown in which the visibility of an object arranged in the virtual three-dimensional space was reduced and made difficult to view by executing a whiteout effect and displaying a whiteout image WO at the timing of switching from the outer viewpoint to the inner viewpoint. However, the present invention is not limited to such a form, and at the timing of switching from the outer viewpoint to the inner viewpoint, a whiteout effect is executed and a whiteout image capable of gradually changing the transmittance is displayed, so that the visibility of an object arranged in the virtual three-dimensional space may be gradually reduced and made difficult to view.

[0375] For example, when the configuration is such that the transmittance of the whiteout image can be set to an arbitrary value, at the timing when the whiteout effect is executed, the whiteout image is displayed in a display mode with a transmittance of 100%, and the transmittance is gradually decreased over time, and finally the whiteout image may be displayed in a display mode with a transmittance of 0%. When the whiteout image is displayed in a display mode with a transmittance of 100%, the visibility of the object arranged in the virtual three-dimensional space is not the most reduced and is in a state where it is easy to view. When the whiteout image is displayed in a display mode with a transmittance of 0%, the visibility of the object arranged in the virtual three-dimensional space is the most reduced and is in a state where it is difficult to view.

[0376] According to such a configuration, at the timing of switching from the outer viewpoint to the inner viewpoint, the visibility of the object arranged in the virtual three-dimensional space can be gradually reduced and made difficult to view, and when switching from the outer viewpoint to the inner viewpoint, it is possible to naturally switch from the outer viewpoint to the inner viewpoint without giving the player a sense of discomfort.

[0377] Next, in response to the transition to the second part of the latter half of the SP reach, the effect control CPU 120 causes the image display device 5 to display the sixth battle image, which is an image based on the viewpoint in the virtual three-dimensional space (FIG. 9-8: T10, FIG. 9-11(11)). The sixth battle image is an image generated based on the inner first viewpoint (IE1). Since the inner first viewpoint is set between the friendly CA1 and the enemy CA2, and the virtual screen SC is set between the inner first viewpoint and the friendly CA1, in the generated image, the friendly CA1 is displayed large in the center, and the other objects (enemy CA2, tree BG1, building BG2) are not displayed. The player can grasp the expression and movement of the friendly CA1 in detail. Here, by adding an aura-like effect to the fist of the friendly CA1, an impression that the power of the punch is enhanced can be given, and the battle can be made more compelling.

[0378] Also, in response to the transition to the second part of the latter half of the SP reach, the effect control CPU 120 changes the lines to be displayed on the line telop ST. In this example, the line "Let's go!!!" of the friendly CA1 is displayed on the line telop ST, and the voice of the friendly CA1 ("Let's go!!!") is output from the speakers 8L and 8R.

[0379] Next, in response to the transition to the second part of the latter half of the SP reach, the effect control CPU 120 causes the image display device 5 to display the seventh battle image, which is an image based on the viewpoint in the virtual three-dimensional space (FIG. 9-8: T11, FIG. 9-11(12)). The seventh battle image is an image generated based on the inner second viewpoint (IE2). Since the inner second viewpoint is set between the friendly CA1 and the enemy CA2, and the virtual screen SC is set between the inner second viewpoint and the tree BG1, in the generated image, the tree BG1 is displayed large, and the other objects (friendly CA1, enemy CA2, building BG2) are not displayed.

[0380] Next, the effect control CPU 120 causes the image display device 5 to display an eighth battle image, which is an image based on the viewpoint in the virtual three-dimensional space (FIGS. 9-8: T12, 9-11(13)). The eighth battle image is an image generated based on the inner third viewpoint (IE3). Since the inner third viewpoint is set between the friendly CA1 and the enemy CA2, and the virtual screen SC is set between the inner third viewpoint and the enemy CA2, in the generated image, the enemy CA2 is largely displayed in the center, and the other objects (friendly CA1, tree BG1, building BG2) are not displayed. The player can grasp the expression and movement of the enemy CA2 in detail. Here, by adding an aura-like effect to the fist of the enemy CA2, an impression that the power of the punch is enhanced can be given, and the battle can be made more compelling.

[0381] Next, the effect control CPU 120 causes the image display device 5 to display a ninth battle image, which is an image based on the viewpoint in the virtual three-dimensional space (FIGS. 9-8: T13, 9-11(14)). The ninth battle image is an image generated based on the inner fourth viewpoint (IE4). Since the inner fourth viewpoint is set between the friendly CA1 and the enemy CA2, and the virtual screen SC is set between the inner fourth viewpoint and the building BG2, in the generated image, the building BG2 is largely displayed, and the other objects (friendly CA1, enemy CA2, tree BG1) are not displayed.

[0382] A series of display switching effects from the sixth battle image to the ninth battle image based on the switching of viewpoints from the inner first viewpoint to the inner fourth viewpoint (FIGS. 9-11(11) to (14)) are effects executed in the second part of the latter half of the SP reach. By executing the display switching effect based on the inner viewpoint, the player can be made to grasp the states of the respective objects in detail.

[0383] Here, the display periods of the 6th battle image and the 8th battle image where characters are displayed are set to be longer than the display periods of the 7th battle image and the 9th battle image where only the background is displayed without the characters. For example, the ratio of the former display period to the latter display period is about 2:1 to 4:1. In this way, a situation is created where the player is more likely to pay attention to the characters than to the background.

[0384] Also, a series of display switching effects from the 6th battle image to the 9th battle image based on the inner perspective are repeatedly executed a plurality of times in the latter half of the 2nd part. The cycle of the first display switching effect (Fig. 9-8: T10~T14, Fig. 9-11(11)~(14)) is 10 seconds, while the cycle of the second display switching effect (Fig. 9-8: T14~T18, Fig. 9-11(15)~(18)) is 9 seconds.

[0385] Furthermore, the cycle of the third display switching effect (Fig. 9-8: T18~T22, Fig. 9-12(19)~(22)) is 5 seconds, the cycle of the fourth display switching effect (Fig. 9-8: T22~T26, Fig. 9-12(23)~(26)) is 2 seconds, and the cycle of the fifth display switching effect (Fig. 9-8: T26~T30, Fig. 9-13(27)~(30)) is 1 second.

[0386] In this way, when repeatedly executing a series of display switching effects based on the inner perspective a plurality of times, by making the cycle of the display switching effect executed later shorter than the cycle of the display switching effect executed earlier and gradually shortening the cycle, the sense of speed of the battle can be increased and the impact can be enhanced. Also, by shortening the cycle of the display switching effect, it can be suggested that the notification of victory or defeat is approaching.

[0387] In this embodiment, from the third display switching effect to the fifth display switching effect (FIGS. 9-8: T18 to T30, FIGS. 9-12(19) to (26) and FIGS. 9-13(27) to (30)), the normal button effect related to the operation unit (in this example, the push button 31B) is executed. In the normal button effect, a spiral effect UEF (hereinafter referred to as the "spiral effect UEF") is superimposed on each of the sixth battle image to the ninth battle image that is repeatedly displayed, and from the fourth display switching effect (cycle: 2 seconds) to the fifth display switching effect (cycle: 1 second), an operation preview display, which is an image imitating the push button 31B, is emphasized.

[0388] When the normal button effect is started, in the third display switching effect (FIGS. 9-8: T18 to T22, FIGS. 9-12(19) to (22)), the spiral effect UEF is superimposed on each of the sixth battle image to the ninth battle image, so that the visibility of each object arranged in the virtual three-dimensional space is reduced. Here, when the spiral effect UEF is displayed, the visibility of the dialogue telop ST and the dialogue is also reduced. This is different from the whiteout image WO described above. By attracting attention to the spiral effect UEF rather than the dialogue, it is possible to more easily direct the user's attention to the operation preview display and the operation unit (push button 31B) described later.

[0389] Next, in the fourth display switching effect (FIGS. 9-8: T22 to T26, FIGS. 9-12(23) to (26)), the spiral effect UEF is continuously superimposed on each of the sixth battle image to the ninth battle image, and in the center of the spiral, the operation preview display BTA1 of the first mode is displayed. The operation preview display BTA1 of the first mode is thinner and has lower visibility than the operation preview display BTA2 of the second mode described later.

[0390] Next, in the fifth display switching effect (FIGS. 9-8: T26 to T30, FIGS. 9-13(27) to (30)), the swirling effect UEF is continuously superimposed on each of the sixth to ninth battle images, and the display mode of the operation notice display shown at the center of the vortex changes from the first mode to the second mode. The operation notice display BTA2 in the second mode is darker and more visible than the operation notice display BTA1 in the first mode.

[0391] In this way, by emphasizing the operation notice display BTA2 in the second mode via the operation notice display BTA1 in the first mode, it is announced that some effect using the operation unit (push button 31B) will be executed. Also, for each of the sixth to ninth battle images, by displaying the operation notice display together with the swirling effect UEF, it is suggested that the result of the battle will be notified by operating the operation unit (push button 31B) indicated by the operation notice display.

[0392] When the second part of the latter half of the SP reach ends, it transitions to the third part of the latter half shown in FIG. 9-15. Here, the effect control CPU 120 causes the operation promotion display BT1 that prompts the player to operate the operation unit (push button 31B) to be displayed at the center of the screen (FIGS. 9-8: T30, FIG. 9-14(31)). The operation promotion display BT1 is a mode in which a display prompting the player to operate is added to the operation notice display BTA2 in the second mode, and is formed via the operation notice display BTA2 in the second mode.

[0393] In this example, the operation promotion display BT1 is formed by adding the characters "Push!!" and a downward arrow above the operation notice display BTA2 in the second mode, and adding a time bar indicating the effective period of the operation below. Here, since the ally CA1 and the enemy CA2 are displayed in the background of the operation promotion display BT1, the player operates the operation unit expecting the ally CA1 to win by operating the operation unit.

[0394] Note that when the production control CPU 120 transitions from the second half part 2 to the second half part 3 after the SP reach (when the operation promotion display BT1 is completed), it ends the display based on the viewpoint of the virtual three-dimensional space. As a result, the player will pay attention to the operation promotion display BT1 rather than the character, and will concentrate on the operation of the operation unit. Therefore, the character displayed in FIG. 9-14(31) is not a display based on the viewpoint of the virtual three-dimensional space, but a planar image.

[0395] When the variable display result of the special symbol becomes "big win" (when the variation pattern is the big win variation pattern), when the player operates the operation unit, the production control CPU 120 executes a victory production. In the victory production, the ally CA1 is largely displayed in the center of the screen, the movable body YM is moved from the retracted position (first position) to the advanced position (second position), and a combination of common decorative symbols (in this example, "333") is stopped in the lower area of the screen (FIG. 9-8: T31, FIG. 9-14(32A)). When the movable body YM is in the advanced position rather than in the retracted position, there is a larger area where the ally CA1 is hidden (covered by the movable body YM) as seen from the player's side, making it difficult to visually recognize the ally CA1. The relationship of the visibility height (display priority) in FIG. 9-14(32A) is movable body YM > decorative symbol > ally CA1.

[0396] In the above embodiment, an example of the victory production is shown as a production that includes a production of displaying the ally CA1 and a combination of decorative symbols indicating a big win, and a production of moving the movable body YM from the retracted position (first position) to the advanced position (second position). However, it is not limited to such a form, and the victory production may be a production that includes other productions.

[0397] For example, the victory presentation may include a presentation in which a background image including a rainbow color, which is a display color suggesting that the display result is a "big win", is displayed, and a presentation in which the movable body YM is moved from the retracted position (first position) to the advanced position (second position). In this case, the presentation in which the background image including the rainbow color is displayed and the presentation in which the movable body YM is moved from the retracted position (first position) to the advanced position (second position) may be executed at the same timing or at different timings.

[0398] Next, the presentation control CPU 120 moves the movable body YM from the advanced position (second position) to the retracted position (first position), and in response to the end of the variable display of the special symbol, determines and stops the combination of decorative symbols (in this example, "333") that notify "big win" in the lower area of the screen (FIG. 9-8: T32 to T33, FIG. 9-14 (33A)). Thereby, the player recognizes that a big win has occurred due to the victory of the battle.

[0399] On the other hand, when the variable display result of the special symbol is "loss", when the player operates the operation unit, the presentation control CPU 120 executes a defeat presentation. In the defeat presentation, the enemy CA2 is largely displayed in the center of the screen, the movable body YM is not moved from the retracted position (first position) to the advanced position (second position), and at least one symbol in the lower area of the screen is stopped in a combination of decorative symbols different from other symbols (in this example, "323") (FIG. 9-8: T31, FIG. 9-14 (32B)). In the relationship of the visibility height in FIG. 9-14 (32B), the decorative symbol > the enemy CA2.

[0400] Next, the presentation control CPU 120 determines and stops the combination of decorative symbols (in this example, "323") that notify "loss" in the lower area of the screen in response to the end of the variable display of the special symbol (FIG. 9-8: T32 to T33, FIG. 9-8 (33B)). Thereby, the player recognizes that a big win has not occurred due to the defeat of the battle.

[0401] (Chance-up presentation) Next, an explanation will be given regarding the chance-up effect that is executed in the second half of the SP reach. The chance-up effect is an example of a preview effect that suggests (foretells) that it will be controlled to a big win gaming state based on the variable display of the special symbol (ornamental symbol) being executed. As the chance-up effect in this embodiment, there are a first chance-up effect using ally CA1, a second chance-up effect using enemy CA2, a third chance-up effect using a preview telop YT and a movable body YM, and a fourth chance-up effect using a dialogue telop ST.

[0402] (First chance-up effect) In the first chance-up effect, the effect added to the fist of ally CA1 becomes a special mode that is larger in size than the normal mode. For the player, as the aura covering the fist of ally CA1 becomes larger, the expectation that ally CA1 will defeat enemy CA2 increases.

[0403] In this embodiment, as shown in FIGS. 9-15(1A) to (4A), in the sixth battle image among the sixth to ninth battle images where ally CA1 is displayed, the effect added to the fist of ally CA1 becomes a special mode. On the other hand, in the eighth battle image where enemy CA2 is displayed, the effect added to the fist of enemy CA2 is in the normal mode (a size smaller than the special mode). From this, it is suggested that the punch of ally CA1 is more powerful than the punch of enemy CA2, and the player recognizes that the probability of ally CA1 defeating enemy CA2 is higher compared to the case where the effect added to the fist of ally CA1 is in the normal mode.

[0404] (Second chance-up effect) In the second chance-up effect, the effect added to the fist of enemy CA2 is erased. For the player, since the aura covers the fist of ally CA1 while not covering the fist of enemy CA2, the player can recognize that it is a relatively advantageous situation, and the expectation that ally CA1 will defeat enemy CA2 increases.

[0405] In this embodiment, as shown in FIGS. 9-16(1B) to (4B), in the sixth battle image in which ally CA1 is displayed among the sixth to ninth battle images, a normal effect is added to the fist of ally CA1. On the other hand, in the eighth battle image in which enemy CA2 is displayed, no effect is added to the fist of enemy CA2. From this, it is suggested that the punch of enemy CA2 is weaker than the punch of ally CA1, and the player recognizes that the probability of ally CA1 winning against enemy CA2 is higher compared to the case where an effect is added to the fist of enemy CA2.

[0406] (Third Chance Up Effect) In the third chance up effect, a preview telop YT is displayed on the character screen. The preview telop YT includes either the message "CHANCE" or "Intense Heat", and the expectation of hitting the jackpot varies depending on the message included in the preview telop YT. In this embodiment, when the second-mode preview telop YT2 with the message "Intense Heat" is displayed, the expectation of hitting the jackpot is higher than when the first-mode preview telop YT1 with the message "CHANCE" is displayed.

[0407] In this embodiment, as shown in FIGS. 9-16(1A) to (4A) and FIGS. 9-16(1B) to (4B), the preview telop YT is added to the lower left area and the upper right area of the screen, respectively, in the sixth battle image in which ally CA1 is displayed and the eighth battle image in which enemy CA2 is displayed among the sixth to ninth battle images. In the examples of FIGS. 9-16(1A) and (3A), the message of the preview telop YT is set to "CHANCE", and in the examples of FIGS. 9-16(1B) and (3B), "Intense Heat" is set.

[0408] By displaying the preview telop YT, the area sandwiched by the preview telop YT is emphasized and attracts attention compared to the case where the preview telop YT is not displayed. In this embodiment, by executing the third chance up effect, the preview telop YT is displayed and the movable body YM moves from the retracted position (first position) to the advanced position (second position).

[0409] When the movable body YM is in the retracted position (the first position), since the ally CA1 is displayed in the area sandwiched by the preview telop YT, the ally CA1 can be emphasized (the visibility of the ally CA1 can be improved) by the preview telop YT. On the other hand, when the movable body YM moves to the advanced position (the second position) (the states in FIGS. 9-16(1A) and (1B)), since the movable body YM is located in front of the ally CA1 (on the player side), the visibility of the ally CA1 will be reduced by the movable body YM.

[0410] (Fourth chance-up effect) In the fourth chance-up effect, the jackpot expectancy is suggested by the display mode of the dialogue telop ST. In the present embodiment, when the dialogue telop ST2 in the red band mode is displayed, the jackpot expectancy is higher than when the dialogue telop ST1 in the blue band mode is displayed.

[0411] In the present embodiment, as shown in FIGS. 9-17(1A) to (4A) and FIGS. 9-17(1B) to (4B), the dialogue telop ST is continuously displayed from the sixth battle image to the ninth battle image and is added to the lower area of the screen. In the example of FIGS. 9-17(1A) to (4A), the dialogue telop ST1 in the blue band mode is set, and in the example of FIGS. 9-17(1B) to (4B), the dialogue telop ST2 in the red band mode is set.

[0412] In the example of FIGS. 9-17(1B) to (4B), the dialogue displayed on the dialogue telop ST2 in the red band mode is the dialogue "Let's go!!!" of the ally CA1, which is the same as the dialogue displayed on the dialogue telop ST1 in the blue band mode in FIGS. 9-17(1A) to (4A). However, the difference in the color of the dialogue telop can suggest that the jackpot expectancy is higher.

[0413] In the above-described embodiment, an example of executing a fourth chance-up effect that suggests a high jackpot expectation by changing the background color of the subtitle telop has been shown. However, the present invention is not limited to such a form, and a fourth chance-up effect that suggests a high jackpot expectation may be executed by changing the display color of an object different from the background color of the subtitle telop.

[0414] For example, a fourth chance-up effect that suggests a high jackpot expectation may be executed by changing the display color of the characters included in the subtitle telop. For example, when the fourth chance-up effect is not executed, the characters of "Let's go!!!" are displayed in black, but when the fourth chance-up effect is executed, the characters of "Let's go!!!" are displayed in blue or red. In this case, the case where the characters of "Let's go!!!" are red suggests a higher jackpot expectation than the case where the characters of "Let's go!!!" are blue.

[0415] Regarding the above-described first chance-up effect to fourth chance-up effect, with respect to the sixth effect image to ninth effect image, at least the visibility of the object (character, background object) is not reduced. Here, in the third chance-up effect, initially, the ally CA1 is emphasized and displayed by the preview telop YT, but during the period when the movable body YM is in the advancing position, the visibility of the ally CA1 is reduced by the movable body YM.

[0416] [Effect Determination Process at the Start of Variation] When starting the variable display of the special symbol, the CPU 103 transmits a display result specification command for specifying the display result, a variation pattern specification command for specifying the variation pattern, and a hold memory number subtraction specification command (the first hold memory number subtraction specification command or the second hold memory number subtraction specification command) to the effect control CPU 120.

[0417] When the variable display of the special symbol (the first special symbol or the second special symbol) starts, the performance control CPU 120, based on receiving a set of commands from the game control microcomputer 100, including a hold memory count subtraction designation command (the first hold memory count subtraction designation command or the second hold memory count subtraction designation command) that designates that the hold memory count has been subtracted, a display result designation command that designates the display result (big win, or loss, the big win type, etc. in the case of a big win), and a variable pattern designation command that designates the variable time and performance content (reach and pseudo - consecutive, etc.) of the special symbol, executes the variable display of the special symbol, and is capable of specifying the variable time and performance content (reach and pseudo - consecutive, etc.) of the special symbol.

[0418] Also, when the variable display of the special symbol ends and the display result is determined, the performance control CPU 120, based on receiving a symbol determination designation command from the game control microcomputer 100, is capable of specifying that the variable display of the special symbol (the first special symbol or the second special symbol) has ended and the display result has been derived.

[0419] FIG. 9 - 18 is a flowchart showing the performance determination process executed at the start of variable display in this embodiment. The performance control CPU 120 executes the performance determination process at the start of variable display shown in FIG. 9 - 18 in the variable display start setting process (step S171) of the performance control process shown in FIG. 7. Specifically, when the performance control CPU 120 receives the above - mentioned set of commands accompanying the start of the variable display of the special symbol, it sets a performance control pattern (a collection of control data for instructing the execution of the performance to the display control unit 123) for executing the variable display of the decorative symbol corresponding to the variable display of the special symbol based on the display result designation command and the variable pattern designation command, and determines the performances (and non - executed performances) to be executed during the variable display of the decorative symbol based on the designated variable pattern by the performance determination process at the start of variable display shown in FIG. 9 - 18.

[0420] First, the production control CPU 120 determines whether the variation pattern specified by the variation pattern specification command (the variation pattern of the variation display to be executed next) is a variation pattern with a super reach (a "super reach deviation" or a "super reach jackpot") (step S03TM1010). If the variation pattern is not a variation pattern with a super reach (NO in step S03TM1010), the production control CPU 120 ends the process as it is.

[0421] If the variation pattern is a variation pattern with a super reach (YES in step S03TM1010), the production control CPU 120 determines whether to execute the first chance up production based on a table (see FIG. 9-19(1)) for determining whether to execute the first chance up production (step S03TM1020).

[0422] Next, the production control CPU 120 determines whether to execute the second chance up production based on a table (see FIG. 9-19(2)) for determining whether to execute the second chance up production (step S03TM1030).

[0423] Next, the production control CPU 120 determines whether to execute the third chance up production and the production mode based on a table (see FIG. 9-19(3)) for determining whether to execute the third chance up production and the production mode (step S03TM1040).

[0424] Next, the production control CPU 120 determines whether to execute the fourth chance up production and the production mode based on a table (see FIG. 9-19(4)) for determining whether to execute the fourth chance up production and the production mode (step S03TM1050), and then ends the process as it is.

[0425] In addition, in the above-described embodiment, an example is shown in which any one of the first chance-up effect to the fourth chance-up effect can be executed in one variation display. However, the present invention is not limited to such a form. When any one of the first chance-up effect to the fourth chance-up effect is executed in one variation display, the execution of other chance-up effects may be restricted.

[0426] For example, in the effect determination process at the start of variation, before the process of determining the execution or non-execution of various chance-up effects (step S03TM1020, step S03TM1030, step S03TM1040, step S03TM1050), a process of determining whether a CU restriction flag described later is set (hereinafter, appropriately referred to as "CU determination process") is executed.

[0427] When the CU restriction flag is set (when it is determined that any one of the chance-up effects is to be executed), the process of determining the execution or non-execution of the next chance-up effect is skipped. When the CU restriction flag is not set (when it is not determined that any of the chance-up effects is to be executed), the process of determining the execution or non-execution of the next chance-up effect is executed. The CU restriction flag is a type of flag that is set based on the determination that a chance-up effect is to be executed in the process of determining the execution or non-execution of various chance-up effects.

[0428] According to such a configuration, it is possible to prevent the effect during SP reach from becoming too complicated due to the execution of multiple chance-up effects in a short period.

[0429] [Table referred to in the effect determination process at the start of variation] FIGS. 9-19(1) to (4) are an example of a table referred to when determining the execution or non-execution of various effects and the effect mode in the effect determination process at the start of variation.

[0430] [Table for determining the execution or non-execution of the first chance-up effect] FIG. 9-19(1) is an example of a determination table for determining whether to execute the first chance-up effect when determining whether to execute the first chance-up effect in step S03TM1020 of the effect determination process at the start of variation.

[0431] FIG. 9-19(1) is an explanatory diagram showing a specific example of the determination table for determining whether to execute the first chance-up effect. As shown in FIG. 9-19(1), in this embodiment, determination values are assigned so that the execution ratio of the first chance-up effect differs depending on whether the display result is "miss" or "big win".

[0432] When the display result is "miss" (that is, when the display result specified by the display result specification command is "miss"), it is determined not to execute the first chance-up effect at a rate of 90%, and it is determined to execute the first chance-up effect at a rate of 10%.

[0433] When the display result is "big win" (that is, when the display result specified by the display result specification command is "big win"), it is determined not to execute the first chance-up effect at a rate of 70%, and it is determined to execute the first chance-up effect at a rate of 30%.

[0434] As shown in FIG. 9-19(1), the expected big win degree is higher when the first chance-up effect is executed than when the first chance-up effect is not executed.

[0435] FIG. 9-19(2) is an example of a determination table for determining whether to execute the second chance-up effect when determining whether to execute the second chance-up effect in step S03TM1030 of the effect determination process at the start of variation.

[0436] FIG. 9-19(2) is an explanatory diagram showing a specific example of a determination table for determining whether or not to execute the second chance-up effect. As shown in FIG. 9-19(2), in this embodiment, determination values are assigned so that the execution ratio of the second chance-up effect differs according to whether the display result is "miss" or "big win".

[0437] When the display result is "miss" (that is, when the display result specified by the display result specification command is "miss"), it is determined not to execute the second chance-up effect at a rate of 90%, and it is determined to execute the second chance-up effect at a rate of 10%.

[0438] When the display result is "big win" (that is, when the display result specified by the display result specification command is "big win"), it is determined not to execute the second chance-up effect at a rate of 70%, and it is determined to execute the second chance-up effect at a rate of 30%.

[0439] As shown in FIG. 9-19(2), the expected big win degree is higher when the second chance-up effect is executed than when the second chance-up effect is not executed.

[0440] FIG. 9-19(3) is an example of a determination table for determining whether or not to execute the third chance-up effect and the effect mode when determining whether or not to execute the third chance-up effect and the effect mode in step S03TM1040 of the variable start-time effect determination process.

[0441] FIG. 9-19(3) is an explanatory diagram showing a specific example of a determination table for determining whether or not to execute the third chance-up effect and the effect mode. As shown in FIG. 9-19(3), in this embodiment, determination values are assigned so that the execution ratio of the third chance-up effect and the selection ratio of the effect mode differ according to whether the display result is "miss" or "big win".

[0442] When the display result is "miss" (i.e., when the display result specified by the display result specification command is "miss"), it is determined not to execute the third chance-up effect at a rate of 90%, to execute the third chance-up effect in the chance mode at a rate of 9%, and to execute the third chance-up effect in the intense heat mode at a rate of 1%.

[0443] When the display result is "big win" (i.e., when the display result specified by the display result specification command is "big win"), it is determined not to execute the third chance-up effect at a rate of 50%, to execute the third chance-up effect in the chance mode at a rate of 30%, and to execute the third chance-up effect in the intense heat mode at a rate of 20%.

[0444] In this embodiment, the preview telop displayed in the third chance-up effect in the chance mode is an image with the characters "CHANCE" on a white background, and hereinafter, it will be appropriately referred to as the "white preview telop", the "white preview telop", or the "preview telop in the chance mode". Also, the preview telop displayed in the third chance-up effect in the intense heat mode is an image with the characters "intense heat" on a gold background, and hereinafter, it will be appropriately referred to as the "gold preview telop", the "gold preview telop", or the "preview telop in the intense heat mode".

[0445] As shown in Fig. 9-19(3), the expected probability of a big win is higher when the third chance-up effect is executed than when it is not executed. Also, among the cases where the third chance-up effect is executed, the expected probability of a big win is higher when the third chance-up effect in the intense heat mode is executed than when the third chance-up effect in the chance mode is executed.

[0446] FIG. 9-19(4) is an example of a determination table for the execution and mode of the fourth chance-up effect when determining the execution and mode of the fourth chance-up effect in step S03TM1050 of the effect determination process at the start of variation.

[0447] FIG. 9-19(4) is an explanatory diagram showing a specific example of a determination table for the execution and mode of the fourth chance-up effect. As shown in FIG. 9-19(4), in this embodiment, determination values are assigned so that the execution ratio and the selection ratio of the mode of the fourth chance-up effect differ depending on whether the display result is "miss" or "big win".

[0448] When the display result is "miss" (that is, when the display result specified by the display result specification command is "miss"), it is determined not to execute the fourth chance-up effect at a rate of 90%, and it is determined to execute the fourth chance-up effect in the blue band mode at a rate of 8%, and it is determined to execute the fourth chance-up effect in the red band mode at a rate of 2%.

[0449] When the display result is "big win" (that is, when the display result specified by the display result specification command is "big win"), it is determined not to execute the fourth chance-up effect at a rate of 70%, and it is determined to execute the fourth chance-up effect in the blue band mode at a rate of 20%, and it is determined to execute the fourth chance-up effect in the red band mode at a rate of 10%.

[0450] As shown in FIG. 9-19(4), the expected big win probability is higher when the fourth chance-up effect is executed than when it is not executed. Also, among the cases where the fourth chance-up effect is executed, the expected big win probability is higher when the fourth chance-up effect in the red band mode is executed than when the fourth chance-up effect in the blue band mode is executed.

[0451] [Reserved continuous effect] In this embodiment, when the RAM 122 serving as a hold memory buffer stores hold information determined to be controlled to a "win" (either a "big win" or a "small win"), it is referred to as a "hold series". In this embodiment, among the hold information stored when a big win occurs, if there is hold information that will become a "win" in the future, it is possible to execute a hold series effect that notifies that the next "win" continuously occurs within the range of the hold information stored at the time of the big win after the end of the big win gaming state. Note that when the display result of the hold information is a "small win", since it becomes a big win via the small win based on the occurrence of a V win, it can be said that the hold information of the small win is the hold memory information of a win that will become a big win in the future.

[0452] The hold series effect is an effect that is executed when, in a predetermined big win round game while being controlled in a big win gaming state, the winning of a predetermined number of game balls is detected, and notifies that a big win continuously occurs using the image display device 5 and the attacker lamp.

[0453] <Image Hold Series Effect> In this embodiment, the hold series effect that notifies that a big win continuously occurs using the image display device 5 is referred to as an "image hold series effect". The image hold series effect is an effect that notifies that a big win continuously occurs by displaying a hold series suggestion display including the characters "V GET" or the character "V" on the right part of the screen of the image display device 5 in the 6th round big win round game when being controlled in a big win gaming state (such as the timing when the 6th round big win round game starts, the timing when the winning of the 5th game ball into the big winning port is detected, etc.) (see FIGS. 9-24(10B) to (12B)).

[0454] [Big Win In-Game Effect Determination Process] FIG. 9-20 is a flowchart showing the effect determination process executed during a big win. The effect control CPU 120 executes the big win effect determination process shown in FIG. 9-20 in the big win effect process (step S176) of the effect control process shown in FIG. 7. Specifically, when the big win start designation command is received, the effect control CPU 120 determines the effects to be executed (and the effects not to be executed) during the big win by the big win effect determination process shown in FIG. 9-20.

[0455] First, the effect control CPU 120 determines whether or not a hold continuation flag described later is set (step S03TM2010). If the hold continuation flag is set (YES in step S03TM2010), the effect control CPU 120 ends the process as it is.

[0456] If the hold continuation flag is not set (NO in step S03TM2010), the effect control CPU 120 determines whether or not the big win type is "10R big win" (either "pattern 10R big win" or "10(9)R big win via small win") (step S03TM2020). If the big win type is not "10R big win" (either "pattern 10R big win" or "10(9)R big win via small win") (NO in step S03TM2020), the effect control CPU 120 ends the process as it is.

[0457] If the big win type is "10R big win" (either "pattern 10R big win" or "10(9)R big win via small win") (YES in step S03TM2020), the effect control CPU 120 determines whether or not the second hold memory number is 1 or more (step S03TM2030). If the second hold memory number is not 1 or more (second hold memory number = 0) (NO in step S03TM2030), the effect control CPU 120 ends the process as it is.

[0458] When the second reserved memory count is 1 or more (second reserved memory count ≥ 1) (NO in step S03TM2030), the effect control CPU 120 determines whether or not at least any one of the display results in the second reserved memory is "small win" or "big win" (step S03TM2040). When any of the display results in the second reserved memory is "loss" (NO in step S03TM2040), the effect control CPU 120 ends the process as it is.

[0459] When at least any one of the display results in the second reserved memory is "small win" or "big win" (YES in step S03TM2040), the effect control CPU 120 determines whether or not to execute the image reservation continuous effect based on a table (see FIG. 9-21) for determining whether or not to execute the image reservation continuous effect (step S03TM2050).

[0460] Next, the effect control CPU 120 determines whether or not it has been determined to execute the image reservation continuous effect (step S03TM2060). When it has been determined not to execute the image reservation continuous effect (NO in step S03TM2060), the effect control CPU 120 ends the process as it is.

[0461] When it has been determined to execute the image reservation continuous effect (YES in step S03TM2060), the effect control CPU 120 sets the reservation continuous flag (step S03TM2070) and ends the process as it is.

[0462] In this embodiment, the hold continuation flag is a type of flag that is set based on the determination that the image hold continuation effect is to be executed. When the hold continuation flag is set, the processes from step S03TM2020 to step S03TM2070 are skipped. Thus, in the jackpot game state currently under control, it is possible to limit the situation where, in a state where it has been determined to execute the image hold continuation effect corresponding to the second hold memory for which the display result is "jackpot" or "minor jackpot", it is determined to repeatedly execute the image hold continuation effect corresponding to the second hold memory. This hold continuation flag is erased when the jackpot game state at the time when the hold continuation flag was set ends.

[0463] [Table referred to in jackpot in-play effect determination process] [Table for determining whether to execute image hold continuation effect]< FIG. 9-21 is an example of a table referred to when determining whether to execute the image hold continuation effect in step S03TM2050 of the jackpot in-play effect determination process in this embodiment.

[0464] FIG. 9-21 is an explanatory diagram showing a specific example of the table for determining whether to execute the image hold continuation effect. As shown in FIG. 9-21, in this embodiment, determination values are assigned so that the selection ratios for whether to execute the image hold continuation effect are different.

[0465] In this example, it is determined not to execute the image hold continuation effect at a ratio of 50%, and it is determined to execute the image hold continuation effect at a ratio of 50%.

[0466] [Jackpot round game] In this embodiment, during the jackpot round game when it is controlled to be in the jackpot game state, a jackpot round effect can be executed. In this embodiment, the jackpot round effect is an effect including any one of a round number display effect, a prize ball number display effect, a music effect, a music video effect, a music selection effect, a replay effect, a replay video selection effect, or a replay preview effect, which will be described later. The effect images (videos) related to the various effects of this jackpot round effect are referred to as "jackpot round images" or "jackpot round videos".

[0467] Note that, as the jackpot round effect, an effect different from the above various effects (round number display effect, prize ball number display effect, music effect, music video effect, music selection effect, replay effect, replay video selection effect, replay preview effect, etc.) may be executed. An effect different from the various effects is, for example, a promotion suggestion effect suggesting that the jackpot round number is promoted, a mode suggestion effect suggesting the effect mode controlled after the jackpot, etc.

[0468] <Round number display effect, Prize ball number display effect> The round number display effect is an effect in which a round display (for example, the characters "1Round") corresponding to the jackpot round number is displayed in the upper left part of the screen of the image display device 5. The prize ball number display effect is an effect in which a prize ball number display (for example, "00450pt") indicating the number of prize balls awarded in the jackpot game is displayed in the lower right part of the screen of the image display device 5.

[0469] <Music effect, Music video effect> In this embodiment, during the big win round game, it is possible to execute music performance that plays and outputs music from speakers 8L and 8R, and music video performance that displays a music video (video) corresponding to the music of the music performance on the screen of the image display device 5. In this embodiment, a plurality of types of music are provided as the music of the music performance. In this example, three types of music, "Music A", "Music B", and "Music C", are provided as the music of the music performance, and a configuration is adopted in which the player can select the music to be played and output from speakers 8L and 8R during the big win round game. Similarly, a plurality of types of videos are provided as the videos of the music video performance. In this example, three types of videos, "Video (A)" corresponding to Music A, "Video (B)" corresponding to Music B, and "Video (C)" corresponding to Music C, are provided as the videos of the music video performance, and a configuration is adopted in which the player can select the video to be displayed on the screen of the image display device 5 during the big win round game together with the music. In this embodiment, since the type of music corresponds to the type of video, "selecting music" is the same as "selecting video".

[0470] <Music Selection Performance> In this embodiment, during the big win round game, it is possible to execute a music selection performance for the player to select the music to be played and output from speakers 8L and 8R. The music selection performance includes a music selection promotion display (in this example, an icon imitating a cross key) for selecting the music to be played and output from speakers 8L and 8R in the big win round game at the lower left of the screen of the image display device 5, and a selected music display indicating the music being selected (for example, an image imitating musical notes and the characters "Music A"), and is an effect that switches to the selected music when the operation unit (for example, a cross button (not shown) provided on the pachinko gaming machine 1) is operated by the player.

[0471] In the above-described embodiment, an example where the music in the jackpot round game corresponds to the music video in the music video performance was shown. However, the present invention is not limited to such a form, and in the jackpot round game, the music in the music performance and the music video in the music video performance do not have to correspond to each other.

[0472] For example, during the jackpot round game, a music selection performance for the player to select the music to be played and output from the speakers 8L and 8R is executed, and a video selection performance for the player to select the music video to be displayed on the image display device 5 is executed. In this case, for example, it is possible for the player to select music A in the music selection performance and select a video (C) that does not correspond to music A in the video selection performance.

[0473] <Replay performance> In the present embodiment, when the jackpot type is "10R jackpot" ("Pattern 10R short-time jackpot", "10(9) jackpot via small jackpot"), a replay performance can be executed in which a video related to the super reach executed in the variable display (the variable display immediately preceding) when the jackpot occurs is displayed on the image display device 5 during a predetermined period of the jackpot round game. (Hereinafter, it is appropriately referred to as "replay video" or "replay image".)

[0474] The replay performance is a performance in which a replay video is displayed on the image display device 5 during the jackpot round game period from the 4th round to the 10th round when the jackpot type is "10R jackpot" ("Pattern 10R short-time jackpot", "10(9) jackpot via small jackpot").

[0475] The replay video is a video related to the super reach (battle effect) that was being executed in the variable display that was executed immediately before, and is a video corresponding to any one of the three chapters into which the battle effect is divided. Although it will be described in detail later, in this embodiment, it is possible to execute a replay video selection effect in which the player selects which chapter among the three chapters the video corresponding to will be displayed in the replay effect.

[0476] In this example, as the video to be displayed as the replay video, Chapter1: First half part of SP reach Chapter2: Second half first part of SP reach Chapter3: Second half second part and third part of SP reach is composed of three chapters of.

[0477] (Chapter1: First half part of SP reach) Chapter1 is a video corresponding to the first half part of the SP reach. In this example, it is a series of effect videos (images) from the battle start image shown in FIG. 9-9 to the first battle image.

[0478] (Chapter2: Second half first part of SP reach) Chapter2 is a video corresponding to the second half first part of the SP reach. In this example, it is a series of display switching effect videos (images) from the second battle image → the third battle image → the fourth battle image → the fifth battle image → the second battle image → the whiteout image based on the switching of viewpoints from the outer first viewpoint to the outer fourth viewpoint as shown in FIG. 9-10.

[0479] (Chapter3: Second half second part and third part of SP reach) Chapter 3 corresponds to the second and third parts of the latter half of the SP reach. Specifically, it corresponds to a part of the second part of the latter half of the SP reach and the third part of the latter half of the SP reach. In this example, the video corresponding to a part of the second part of the latter half of the SP reach is a series of display switching effects from the 6th battle image to the 9th battle image based on the switching of viewpoints from the inner first viewpoint to the inner fourth viewpoint as shown in FIGS. 9-11(11)-(14), and it is the effect video (image) of only the first display switching effect. Also, the video corresponding to the third part of the latter half of the SP reach is the effect video (image) of a series of effects from the button effect (operation promotion display) to the victory effect as shown in FIG. 9-14.

[0480] In this embodiment, when executing the replay effect, when various chance-up effects were executed in the super reach (battle effect) of the variable display that was executed immediately before, it is possible to display a replay video including the effect video (image) of the executed chance-up effect.

[0481] For example, in the second part of the latter half of the SP reach, when the 3rd chance-up effect in the intense heat mode was executed, when Chapter 3 is selected as the replay effect, a replay video including the preview telop of the 3rd chance-up effect is displayed.

[0482] However, in this embodiment, when executing the replay effect, when various chance-up effects were executed in the super reach (battle effect) of the variable display that was executed immediately before, the execution as a replay effect is restricted (not executed in the replay effect) for the effects that reduce the visibility of the screen of the image display device 5 among the executed chance-up effects.

[0483] For example, in the second half part of the SP reach, when the third chance-up effect in the intense heat mode is being executed, if Chapter 3 is selected as the replay effect, the effect of moving the movable body in the third chance-up effect from the retracted position (the first position) to the advanced position (the second position) (hereinafter, appropriately referred to as the "movable body effect") is not executed.

[0484] When the movable body is in the advanced position rather than in the retracted position, there is a larger area where the screen of the image display device 5 is hidden (covered by the movable body) as viewed from the player side, making it difficult to view the screen of the image display device 5. Regarding the relationship of high visibility, it is movable body > image display device. Therefore, by adopting a configuration that restricts the execution as a replay effect for the effect that reduces the visibility of the screen of the image display device 5, it is possible to prevent the visibility of the round number and the prize ball number display on the screen of the image display device 5 from being reduced and the interest in the jackpot gaming state from being reduced.

[0485] <Replay video selection effect> In the present embodiment, a replay video selection effect is executable in which the player selects which video corresponding to any of the three chapters is to be displayed in the replay effect.

[0486] The replay video selection effect is an effect in which when the jackpot type is "10R jackpot" ("pattern 10R time-saving jackpot", "10(9) jackpot via small jackpot"), during the replay video selection period (a part of the jackpot fanfare period), a replay video selection icon is displayed on the left part of the screen of the image display device 5, and the characters "Press the button to select the chapter of the battle replay!!" and the replay video selection promotion display BT1 are displayed on the right part of the screen of the image display device 5, and the chapter corresponding to the selected replay video icon is determined as the replay video at a predetermined timing (for example, at the start of the first round).

[0487] In this example, the replay video selection icons are composed of a first replay video selection icon IC1 (an icon containing the characters "Chapter1"), a second replay video selection icon IC2 (an icon containing the characters "Chapter2"), and a third replay video selection icon IC3 (an icon containing the characters "Chapter3").

[0488] In this embodiment, when the player operates the push button 31B, the replay video selection icon changes. In this example, every time the player operates the push button 31B, it switches in the order of the first replay video selection icon IC1 → the second replay video selection icon IC2 → the third replay video selection icon IC3. When the player operates the push button 31B in a state where the third replay video selection icon IC3 is selected, it switches back to the first replay video selection icon IC1 again. Also, the currently selected replay video selection icon is displayed in an enlarged manner compared to the non - selected replay video selection icons.

[0489] Note that in the above - described embodiment, an example where the currently selected replay video selection icon is displayed in an enlarged manner compared to the non - selected replay video selection icons is shown. However, it is not limited to such a form, and the currently selected replay video selection icon may be displayed in a manner different from being enlarged compared to the non - selected replay video selection icons.

[0490] For example, a thumbnail of the currently selected replay video may be displayed inside the icon, or explanatory information regarding the currently selected replay video (chapter explanatory information, for example, characters such as "Transformation scene!!", "Battle special move scene!!", "Battle conclusion scene!!", etc.) may be displayed near the icon (for example, on the right side).

[0491] <Replay preview effect> In this embodiment, when the jackpot type is a "10R jackpot" ("10R pattern time-saving jackpot", "10(9) jackpot via small jackpot"), a replay preview effect can be executed in which a replay preview display is displayed on the image display device 5 to notify the user that a replay effect will be executed during a specified period of time during the jackpot round play.

[0492] The replay notice performance is performed by displaying the words "Next Round Battle Replay" in the center of the screen of the image display device 5 as a replay notice display during the third round of the big win round game.

[0493] [Example of a 3R jackpot round play] Figure 9-22 is an explanatory diagram showing the presentation modes of various presentations during the jackpot round period in the jackpot game state when the jackpot type is a "3R jackpot" ("pattern 3R time-saving jackpot", "3(2)R time-saving jackpot via small jackpot")

[0494] As shown in Figure 9-22 (1), when the CPU 103 starts the jackpot game state, the performance control CPU 120 receives a jackpot start designation command and displays a jackpot start screen (in this example, the word "BONUS" corresponding to a 3R jackpot) on the entire screen of the image display device 5.

[0495] As shown in FIG. 9-22(2), at the timing when the CPU 103 opens the large winning hole of the special variable winning ball device 7, the performance control CPU 120 executes the big win round performance and displays a big win round image on the screen of the image display device 5. This big win round image includes an image including a round display (in this example, the characters "1 Round") corresponding to the big win round number at the upper left of the screen, a prize ball number display (in this exa...

Claims

【Claim 1】 A gaming machine that can be controlled to an advantageous state favorable to a player, production control means for executing production, display means, sound output means, and a movable body, The movable body is movable from a first position to a second position that covers the display means more than the first position, The production control means, can display a predetermined video as a video of a suggestive production that suggests whether or not to be controlled to the advantageous state on the display means, When a specific scene among the predetermined videos is displayed, the movable body can be moved from the first position to the second position, After it is notified in the suggestive production that control is started in the advantageous state and control is started in the advantageous state, a specific video can be displayed, The specific video includes a first specific video including at least the specific scene, a second specific video suggesting that the first specific video is displayed, and a third specific video corresponding to a music output from the sound output means, The production control means, When the specific scene is displayed in the first specific video, the movable body is not moved from the first position to the second position, A special production can be executed while the suggestive production is being executed, As the predetermined video, a special production video related to the special production and a game information display related to the progress of the game can be displayed on the display means, In the first specific video, the special production video and the game information display are not displayed, In the suggestive production, the ratio of being controlled to the advantageous state is higher when the special production is executed than when the special production is not executed, A gaming machine characterized by this.

Citation Information

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