Gaming machine

The gaming machine improves the jackpot flow by executing variable displays and controlling game states to create more advantageous conditions for players, resulting in a more engaging and rewarding experience.

JP7693612B2Active Publication Date: 2025-06-17SANKYO CO LTD
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2022149867
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-21
Publication Date
2025-06-17
Estimated Expiration
2042-09-21

AI Technical Summary

Technical Problem

Existing gaming machines lack improvements in the flow where a jackpot occurs, a fanfare effect is executed, an effect during the jackpot is executed, and the jackpot ends, leading to suboptimal player experience.

Method used

A gaming machine capable of executing variable displays of specific identification information, controlling the machine to an advantageous state for the player, and managing the transition between different game states to enhance player engagement and reward distribution.

Benefits of technology

The proposed solution shortens the time from identifying specific display results to achieving advantageous game states, increases the frequency and duration of advantageous states, and enhances the overall gaming experience by providing more frequent and substantial rewards.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007693612000001
    Figure 0007693612000001
  • Figure 0007693612000002
    Figure 0007693612000002
  • Figure 0007693612000003
    Figure 0007693612000003
Patent Text Reader

Abstract

To provide a game machine for mounting a flow of a suitable fanfare performance, a suitable in-jackpot performance, and completion of a suitable jackpot.SOLUTION: A game machine includes means for executing a performance for showing a flow of a suitable fanfare performance, a suitable in-jackpot performance, and completion of a suitable jackpot.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

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, a gaming machine has been proposed in which a fanfare effect is executed when controlled to a jackpot gaming state. For example, Patent Document 1 discloses a gaming machine in which a fanfare effect is executed when a jackpot occurs.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Regarding the gaming machine as described in Patent Document 1, there is room for improvement in the flow where a jackpot occurs, a fanfare effect is executed, an effect during the jackpot is executed, and the jackpot ends.

[0005] This invention has been made in view of the above actual situation, and aims to improve the effects in the flow where a jackpot occurs, a fanfare effect is executed, an effect during the jackpot is executed, and the jackpot ends.

Means for Solving the Problems

[0006] A gaming machine capable of executing variable display of specific identification information, and by deriving a specific display result as a display result of the variable display of the specific identification information, being controllable to an advantageous state more advantageous to a player than a normal state, effect execution means capable of executing an effect, Variable winning means that can be controlled between a first state in which gaming media can easily enter and a second state in which the gaming media cannot enter or has difficulty entering, Round control means capable of executing a plurality of round games that control the variable winning means to change from the first state to the second state when controlled to the advantageous state, After being controlled to the advantageous state, it can be controlled to a special state in which variable display is more likely to be executed than in the normal state, The period from when the specific display result is derived as the display result of the variable display of the specific identification information until the variable winning means is controlled to the first state when controlled to the special state is shorter than the period from when the specific display result is derived as the display result of the variable display of the specific identification information until the variable winning means is controlled to the first state when controlled to the normal state, In the last round game among the plurality of round games in the advantageous state controlled based on the derivation of the specific display result as the display result of the variable display of the specific identification information when controlled to the normal state, the period from when the variable winning means changes from the first state to the second state until the variable display of the specific identification information becomes executable is shorter than the period from when the variable winning means changes from the first state to the second state until the variable display of the specific identification information becomes executable in the last round game among the plurality of round games in the advantageous state controlled based on the derivation of the specific display result as the display result of the variable display of the specific identification information when controlled to the special state, The effect execution means, Can display a predetermined display composed of a plurality of characters, which is a display corresponding to being controlled to the advantageous state, In the normal state when being controlled to the advantageous state Can display a first predetermined display as the predetermined display, and in the special state when being controlled to the advantageous state Can display a second predetermined display as the predetermined display, the first predetermined display and the second predetermined display have a plurality of common characters the effect execution means In the normal state when being controlled to the advantageous stateTo display the first predetermined display case to the common after displaying a part of a plurality of characters, the the common other part of the plurality of characters can be displayed, and in the special state when being controlled to the advantageous state to display the second predetermined display case to without displaying a part and another part of the plurality of common characters at different timings can be displayed simultaneously.

[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.

Brief Description of Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8-1

Figure 8-2

Figure 8-3

Figure 8-4

Figure 8-5

Figure 8-6

Figure 8-7

Figure 8-8

Figure 8-9

Figure 8-10

Figure 8-11

Figure 8-12

Figure 8-13

Figure 8-14

Figure 8-15

Figure 8-16

Figure 8-17

Figure 8-18

Figure 8-19

Figure 8-20

Figure 8-21

Figure 8-22

Figure 8-23

Figure 8-24

Figure 8-25

Figure 8-26

Figure 8-27

Figure 8-28

Figure 8-29

Figure 8-30

Figure 8-31

Figure 8-32

Figure 8-33

Figure 8-34

Figure 8-35

Figure 8-36

Figure 8-37

Figure 8-38

Figure 8-39

Figure 8-40

Figure 8-41

Figure 8-42

Figure 8-43

Figure 8-44

Figure 8-45

Figure 8-46

Figure 8-47

Figure 8-48

Figure 8-49

Figure 8-50

Figure 8-51

Figure 8-52

Figure 8-53

Figure 8-54

Figure 8-55

Figure 8-56

Figure 8-57

Figure 8-58

Figure 8-59

Figure 8-60

Figure 8-61

Figure 8-62

Figure 8-63

Figure 8-64

Figure 8-65

Figure 8-66

Figure 8-67

Figure 8-68

Figure 8-69

Figure 8-70

Figure 8-71

Figure 8-72

Figure 8-73

Figure 8-74

Mode for Carrying Out the Invention

[0009] (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.

[0010] (Configuration, etc. of the Pachinko Gaming Machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 constituting 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.

[0011] At a predetermined position on 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 for performing 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 pattern may include a pattern in which all LEDs are turned off.

[0012] 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, enlargement / reduction of one or more symbols, etc. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed, enlarged, or 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.

[0013] Note that the special symbol variably displayed in the first special symbol display device 4A is also referred to as the "first special symbol in the figure", and the special symbol variably displayed in the second special symbol display device 4B is also referred to as the "second special symbol in the figure". Also, the special symbol game using the first special symbol in the figure is referred to as the "first special symbol game in the figure", and the special symbol game using the second special symbol in the figure is also referred to as the "second special symbol game in the figure". Note that there may be one type of special symbol display device that performs the variable display of the special symbol.

[0014] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.

[0015] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol (such as a pattern indicating a number, etc.) is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the decorative pattern display areas 5L, 5C, and 5R of "left", "center", and "right". The special figure game and the variable display of the decorative pattern that are executed synchronously are collectively referred to simply as variable display.

[0016] On the screen of the image display device 5, a display area for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display being executed may be provided. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0017] 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. Also, the sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0018] Also, at a predetermined position of the game board 2, a first hold display device 25A and a second hold display device 25B each composed of a plurality of LEDs are provided. The first hold display device 25A displays the first hold memory number according to the number of lit LEDs, and the second hold display device 25B displays the second hold memory number according to the number of lit LEDs.

[0019] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0020] The winning ball device 6A forms, for example, a first starting winning opening 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 opening, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.

[0021] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning opening that changes between a closed state and an open state by means of a solenoid 81 (see FIG. 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 opening is in a closed state where game balls do not enter (it is also said that the second starting winning opening is in a closed state). On the other hand, in the variable winning ball device 6B, when the solenoid 81 is in the on state, the movable wing pieces are in the tilted position, so that the second starting winning opening is in an open state where game balls can enter (it is also said that the second starting winning opening is in an open state). When a game ball enters the second starting winning opening, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to including an electric tulip-type accessory.

[0022] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions in the lower left and right of the game area), general winning openings 10 that are always kept in a certain open state by predetermined ball receiving members are provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, ten) of game balls are paid out as prize balls.

[0023] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 includes a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and forms a large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.

[0024] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door (for the special electric accessory) is in the off state, the large winning opening door closes the large winning opening, and game balls cannot enter (pass through) the large winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door is in the on state, the large winning opening door opens the large winning opening, and game balls can easily enter the large winning opening.

[0025] When a game ball enters the big winning opening, a predetermined number (e.g., 14) of game balls are paid out as bonus balls. When a game ball enters the big winning opening, more bonus 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.

[0026] The entry of a game ball into each winning opening including the general winning opening 10 is also referred to as "winning". In particular, winning at the starting openings (the first start winning opening, the second start winning opening) is also referred to as start winning.

[0027] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from 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 the LEDs are turned off. Such variable display of normal symbols is also referred to as a normal symbol game.

[0028] A passage gate 41 through which a game ball can pass is provided to the left of the image display device 5. Based on the game ball passing through the passage gate 41, a normal symbol game is executed.

[0029] A normal symbol hold display 25C is provided above the normal symbol display 20. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.

[0030] On the surface of the game board 2, in addition to the above configuration, a windmill for changing the flow direction and speed of the game ball and a number of obstacle pins are provided. At the bottom of the game area, an out opening is provided for taking in game balls that have not entered any of the winning openings.

[0031] At the upper left and right positions of the gaming machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Further, a game effect lamp 9 for game effects is provided in the peripheral part of the game area. The game effect lamp 9 is configured to include an LED.

[0032] At a predetermined position of the game board 2 (not shown in FIG. 1), a movable body 32 that operates according to an effect is provided.

[0033] At the lower right position of the gaming machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by a hitting and launching device is provided.

[0034] At a predetermined position of the gaming machine frame 3 below the game area, a hitting supply tray (upper tray) is provided to hold (store) the game balls paid out as prize balls or the game balls lent out by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. Below the upper tray, a hitting supply tray (lower tray) from which prize balls are paid out when the upper tray is full is provided.

[0035] At a predetermined position of the gaming machine frame 3 below the game area, a stick controller 31A that can be held and tilted by a player is attached. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).

[0036] At a predetermined position of the gaming machine frame 3 below the game area, a push button 31B that enables a player to perform a predetermined instruction operation by a pressing operation or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 2).

[0037] In the pachinko gaming machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of a player, but other detection means may be provided.

[0038] (Overview of Game Progression) When a player rotates the hitting operation handle 30 provided in the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passing gate 41, the normal symbol game by the normal symbol display 20 is started. If the game ball passes through the passing gate 41 during the period of execution of the previous normal symbol game etc. (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be executed immediately), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).

[0039] In this normal symbol game, if a specific normal symbol (winning normal symbol) stops and is displayed, the display result of the normal symbol becomes "winning in normal symbols". On the other hand, as the determined normal symbol, if a normal symbol other than the winning normal symbol (losing normal symbol) stops and is displayed, the display result of the normal symbol becomes "losing in normal symbols". When it is "winning in normal symbols", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).

[0040] 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.

[0041] 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.

[0042] If a game ball enters (wins) the start winning opening during the period of execution of the special symbol game or during the period controlled to be in the big win game state or small win game state described later (when a start win occurs but the special symbol game based on the start win cannot be executed immediately), the execution of the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0043] In the special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) is stopped and displayed as the determined special symbol, it is a "big win". If a predetermined special symbol different from the big win symbol (small win symbol, for example, "2") is stopped and displayed, it is a "small win". Also, if a special symbol different from the big win symbol and the small win symbol (losing symbol, for example, "-") is stopped and displayed, it is a "loss".

[0044] After the display result in the special symbol game becomes a "big win", it is controlled to be in the big win game state as an advantageous state for the player. After the display result in the special symbol game becomes a "small win", it is controlled to be in the small win game state.

[0045] In the big win game state, the big winning opening formed by the special variable winning ball device 7 becomes open in a predetermined manner. The open state continues until the earlier timing of the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period for opening the big winning opening in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes open in this way is called a round (round game). In the big win game state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.

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

[0047] In addition, a jackpot type is set for the "big win". For example, multiple types of opening modes of the big winning opening (number of rounds and upper limit period of opening) and game states after the big win game state (such as the normal state, time-shortened state, probability-variable state, etc. to be described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type where a large number of prize balls can be obtained, or a jackpot type where few prize balls can be obtained or almost no prize balls can be obtained.

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

[0049] After the big win game state ends, it may be controlled to enter the time-shortened state or the probability-variable state according to the above-mentioned jackpot type.

[0050] In the time-shortened state, control (time-shortening control) to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state is executed. In the time-shortened state, control (high-opening control, high-base control) is also executed to make it easier for the game ball to enter the second start winning opening, such as shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or improving the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time-shortened 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 the probability-variable state (probability variation state), in addition to the time-shortening control, probability-variable control to increase the probability that the display result becomes a "big win" compared to the normal state is executed. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "big win" in addition, it is an even more advantageous state for the player.

[0052] The short-time state and the probability-variable state continue until any one of the end conditions, such as the execution of a specific figure game a predetermined number of times and the start of the next jackpot game state, is satisfied first. What has the execution of a specific figure game a predetermined number of times as an end condition is also called "running out of times" (running out of times with short time, running out of times with probability variation, etc.).

[0053] The normal state is a game state other than advantageous states such as the jackpot game state advantageous to the player, special states such as the short-time state and the probability-variable state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal figure game becomes "normal figure win" and the probability that the display result in the specific figure game becomes "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (when a predetermined return process is not executed after power-on, for example, when a system reset is performed).

[0054] The state in which the probability-variable control is being executed is also called the high-probability state, and the state in which the probability-variable control is not being executed is also called the low-probability state. The state in which the short-time control is being executed is also called the high-base state, and the state in which the short-time control is not being executed is also called the low-base state. Combining these, the short-time state is also said to be the low-probability high-base state, the probability-variable state is the high-probability high-base state, the normal state is the low-probability low-base state, etc. The high-probability state and the low-base state are also called the high-probability low-base state.

[0055] After the small jackpot game state ends, the game state is not changed, and the game is continuously controlled in the game state before the display result of the specific figure game becomes "small jackpot" (however, if the specific figure game at the time of "small jackpot" occurrence is the specific figure game of the above-mentioned predetermined number of times in the above-mentioned running out of times, the game state is naturally changed). Note that the display result of the specific figure game may not be "small jackpot".

[0056] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area inside the big winning opening) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after the jackpot game state.

[0057] (Advancement of the performance, etc.) In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The following 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 be carried out by voice 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.

[0058] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5, variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) is stopped and displayed in the first special figure game or the second special figure game, the determined decorative symbol (combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, is also stopped and displayed (derived).

[0059] 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 a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later.

[0060] 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 referred to as jackpot reliability and jackpot expectancy) at which the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becomes a "jackpot" according to the effect mode are executed. The reach effects include, for example, a normal reach and a super reach with a higher jackpot reliability than the normal reach.

[0061] 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".

[0062] 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.

[0063] When the display result of the special figure game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern (for example, "1 3 5", etc.) that becomes a predetermined small win combination is derived (the display result of the variable display of the decorative pattern becomes a "small win"). As an example, the decorative patterns that form the chance symbols stop and are displayed on a predetermined effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". Note that a common determined decorative pattern may be derived and displayed when the display result of the special figure game becomes a "big win" of some big win types (big win types in the big win gaming state in the same mode as the small win gaming state) and when it becomes a "small win".

[0064] When the display result of the special figure game is "losing", the variable display mode of the decorative symbol does not become the reach mode, and as the display result of the variable display of the decorative symbol, a non-reach combination of determined decorative symbols (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative symbol becomes "non-reach loss"). Also, when the display result is "losing", after the variable display mode of the decorative symbol becomes the reach mode, as the display result of the variable display of the decorative symbol, a determined decorative symbol of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") may be stopped and displayed (the display result of the variable display of the decorative symbol becomes "reach loss").

[0065] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Also, as other effects, for example, a preview effect for announcing the jackpot reliability is executed during the variable display of the decorative symbol. The preview effect includes a preview effect for announcing the jackpot reliability in the variable display being executed and a preview effect for announcing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview effect for announcing, an effect 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.

[0066] Also, in the image display device 5, a pseudo-continuous effect that makes a single variable display appear to be a plurality of variable displays by temporarily stopping the decorative symbol once during the variable display of the decorative symbol and then resuming the variable display may be executed.

[0067] Even during a jackpot gaming state, a jackpot in-play effect that notifies the jackpot gaming state is executed. As the jackpot in-play effect, an effect that notifies the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improving may be executed. Also, even during a minor-win gaming state, a minor-win in-play effect that notifies the minor-win gaming state is executed. Note that, by executing a common effect during the minor-win gaming state and the jackpot gaming state of some jackpot types (jackpot types of the jackpot gaming state in the same manner as the minor-win gaming state, for example, jackpot types that make the subsequent gaming state a high-probability state), it may be made so that the player cannot tell whether the current state is the minor-win gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor-win gaming state and after the end of the jackpot gaming state, it may be made so that it is impossible to distinguish whether it is a high-probability state or a low-probability state.

[0068] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).

[0069] (Board Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, an effect 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 gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, a power supply board, etc. are arranged.

[0070] The main board 11 is the main-side control board and has the function of controlling the progress of the above-described games in the pachinko gaming machine 1 (execution of a special figure game (including management of holds), execution of a normal figure game (including management of holds), jackpot gaming state, minor-win gaming state, gaming state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0071] 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.

[0072] By executing the program stored in the ROM 101, the CPU 103 performs a process of controlling the progress of the game (a process for realizing the functions of the main board 11). At this time, various data stored in the ROM 101 (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 serves as 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.

[0073] 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).

[0074] 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).

[0075] 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.

[0076] The solenoid circuit 111 transmits solenoid drive signals (such as signals for turning on solenoid 81 or solenoid 82) from the game control microcomputer 100 to the solenoid 81 for normal electric accessory or the solenoid 82 for the big winning port door.

[0077] The main board 11 (game control microcomputer 100), as part of controlling the progress of the game, supplies effect control commands (commands specifying (notifying) the progress status of the game, etc.) to the effect control board 12 according to the progress of the game. The effect control commands output from the main board 11 are relayed by the relay board 15 and supplied to the effect control board 12. The effect 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 a win, the number of stored holds, the game state), commands specifying the occurrence of an error, etc.

[0078] The effect control board 12 is a sub - side control board independent of the main board 11, receives the effect control commands, and has a function of executing effects (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control commands.

[0079] The effect control board 12 is equipped with an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0080] The dedicated CPU 120 for performance control executes, by executing the programs stored in the ROM 121, processes for executing a performance together with the display control unit 123 (the processes for realizing the above functions of the performance control board 12, including determination of the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0081] The dedicated CPU 120 for performance control may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals output when an operation by a player is detected, and signals appropriately indicating the operation content).

[0082] 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 dedicated CPU 120 for performance control.

[0083] 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 dedicated CPU 120 for performance control, thereby causing the image display device 5 to display a performance image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 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 that drives the movable body 32.

[0084] 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.

[0085] 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 mode specified by the lamp signal. In this way, the display control unit 123 controls the audio output and the lighting / extinguishing of the lamp.

[0086] 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.

[0087] 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).

[0088] 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).

[0089] Boards other than the main board 11, such as the effect control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions as in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.

[0090] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.

[0091] (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.

[0092] 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 settings of 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.

[0093] 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.

[0094] 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 performed.

[0095] 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 stops 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.

[0096] When backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 performs a data check of 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.

[0097] 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.

[0098] 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.

[0099] 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 executing special figure game may be sent. These commands can use the same commands as those set for transmission in the special symbol process described later. When the effect control CPU 120 receives an effect control command specifying recovery from power interruption, for example, on the image display device 5, a screen display is performed to notify that recovery from power interruption has been made or that recovery from power interruption is in progress. The effect control CPU 120 may perform an appropriate screen display based on the effect control command.

[0100] After finishing the recovery process or the initialization process and sending the effect control command to the effect control board 12, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S10). Then, the register of the CTC built in the game control microcomputer 100 is set so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S11), and interrupts are permitted (step S12). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.

[0101] 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 game machine 1 is diagnosed for abnormalities, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of times of start wins, etc.), and probability variation information (information indicating the number of times of entering the probability variation state, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[0102] 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, the execution and reservation management of the special symbol game, the control of the jackpot game state and the minor jackpot game state, the control of the game state, etc. are realized (details will be described later).

[0103] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interrupt, the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passing of the game ball through the passing gate 41), the opening control of the variable winning ball device 6B based on "normal symbol win", etc. are made possible. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol reservations is displayed by lighting the normal symbol reservation display 25C.

[0104] After executing the normal symbol process, as part of the game control timer interrupt process, processes such as the process when a power failure occurs and the process for paying out 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 processing of step S27, a process of transmitting the transmitted and set effect control command to a sub-control board such as the effect control board 12 is performed. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.

[0105] 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).

[0106] 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 memory count is executed. When a start winning occurs, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored as 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 memory count, transmission settings for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the reservation memory count, and the pre-reading determination to the effect control board 12 are performed. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control process of step S27 shown in FIG. 4 is executed.

[0107] After executing the start winning determination process in S101, the CPU 103 selects and executes any one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, transmission settings for transmitting the production control command corresponding to each process to the production control board 12 are made.

[0108] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, based on the presence or absence of hold information, etc., it is determined whether to start the first special drawing game or the second special drawing game. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to make the display result of the special symbol and the decoration symbol a "big win" or a "small win", or the big win type in the case of a "big win", is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, a definite special symbol (any one of a big win symbol, a small win symbol, and a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential consumption of special drawing 2). Also, the winning order of the game balls 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 winning order (also referred to as winning order consumption).

[0109] 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 values are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the production control board 12. In the production control board 12, various tables are stored in the ROM 121.

[0110] 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 processes such as determining one of multiple types of variable patterns using a random number value for variable pattern determination 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.

[0111] 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 the variable display pattern.

[0112] 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 processes such as performing settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and measuring the elapsed time since the start of the variation of the special symbol. Also, a determination is made as to whether the measured elapsed time has reached the special 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.

[0113] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes a process of setting to stop the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and to stop displaying (derive) the determined special symbol that is the display result of the special symbol. And 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 shortening state or the probability variation state and the end of the count down is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.

[0114] The pre-big win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big win release process includes a process of setting to start the execution of a round and open the big winning port in the big win game state based on the fact that the display result is "big win", etc. When opening the big winning port, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning port door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning port and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big win release process ends.

[0115] The jackpot release in - process processing of step S115 is executed when the value of the special figure process flag is "5". This jackpot release in - process processing includes processing for measuring the elapsed time since the big winning opening is opened, and processing for determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing processing such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special figure process flag is updated to "6", and the jackpot release in - process processing ends.

[0116] The post - jackpot release processing of step S116 is executed when the value of the special figure 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 figure 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 figure process flag is updated to "7". When the value of the special figure process flag is updated, the post - jackpot release processing ends.

[0117] The jackpot end processing of step S117 is executed when the value of the special figure 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 the effect operation for notifying the end of the jackpot game state is executed elapses, and processing for making various settings for starting the probability - variable control and time - shortening control in response to the end of the jackpot game state. When such settings are made, the value of the special figure process flag is updated to "0", and the jackpot end processing ends.

[0118] The pre-small-win-opening processing in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening processing includes processing such as setting the big winning opening to the open state in the small-win gaming state based on the fact that the display result is "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening processing ends.

[0119] 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 the timing to return the big winning opening from the open state to the closed state based on the measured elapsed time and the like. When the big winning opening is returned to the closed state and it is 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.

[0120] 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.

[0121] (Main operations of the effect control board 12) Next, the main operations of the production control board 12 will be described. When the production control board 12 receives the supply of the power voltage from the power supply board or the like, the production control CPU 120 is activated and executes the production control main process as shown in the flowchart of FIG. 6. When starting the production control main process shown in FIG. 6, the production 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 production 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 confirmation, are executed.

[0122] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0123] 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 to be disabled. However, when using a CPU that does not automatically enter the interrupt disabled state, it is desirable to issue an interrupt disable command (DI command). In response to the interrupt caused by the effect control INT signal becoming on, the effect control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, among the input ports included in the I / O 125, an effect control command is fetched from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt to be enabled and then ends the command reception interrupt process.

[0124] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command are read out, settings and controls corresponding to the read effect control commands are performed. For example, the read effect control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the effect control process processing or the like what effect control command was received and what the content specified by the effect control command is. Also, when the effect control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0125] 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.

[0126] 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.

[0127] FIG. 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.

[0128] After executing the process of step S161, the effect control CPU 120 selects and executes one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.

[0129] 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 designating 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.

[0130] 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.

[0131] The variable display performance process in step S172 is a process that is executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 executes various performance controls during the variable display of the decorative pattern by instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the audio control board 13 to output sound and sound effects from the speakers 8L and 8R, and outputting a command (decoration signal) to the lamp control board 14 to turn on / off / blink the game effect lamp 9 and the decorative LED. After performing such performance control, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the performance control pattern, or receiving a command from the main board 11 to stop displaying the determined decorative pattern, the determined decorative pattern, which is the display result of the decorative pattern, is stopped from being displayed. When the determined decorative pattern is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.

[0132] The special symbol hit waiting process in step S173 is a process that is executed when the value of the performance process flag is "3". In this special symbol hit waiting process, the performance control CPU 120 determines whether an performance control command for specifying the start of the big win game state or the small win game state is received from the main board 11. When an performance control command for specifying the start of the big win game state or the small win game state is received, if the command specifies the start of the 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 the 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 for specifying the start of the big win game state or the 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 waiting process ends.

[0133] The small-win in-play rendering process in step S174 is a process executed when the value of the rendering control process flag is "4". In this small-win in-play rendering process, the rendering control CPU 120 sets, for example, a rendering control pattern corresponding to the rendering content in the small-win gaming state, and executes various rendering controls in the small-win gaming state based on the set content. Also, in the small-win in-play rendering process, for example, in response to receiving a command specifying the end of the small-win gaming state from the main board 11, the value of the rendering process flag is updated to "5", which is a value corresponding to the small-win end rendering, and the small-win in-play rendering process is terminated.

[0134] The small-win end rendering process in step S175 is a process executed when the value of the rendering control process flag is "5". In this small-win end rendering process, the rendering control CPU 120 sets, for example, a rendering control pattern corresponding to the end of the small-win gaming state, and executes various rendering controls at the end of the small-win gaming state based on the set content. Then, the value of the rendering process flag is updated to the initial value "0", and the small-win end rendering process is terminated.

[0135] The big-win in-play rendering process in step S176 is a process executed when the value of the rendering process flag is "6". In this big-win in-play rendering process, the rendering control CPU 120 sets, for example, a rendering control pattern corresponding to the rendering content in the big-win gaming state, and executes various rendering controls in the big-win gaming state based on the set content. Also, in the big-win in-play rendering process, for example, in response to receiving a command specifying the end of the big-win gaming state from the main board 11, the value of the rendering control process flag is updated to "7", which is a value corresponding to the ending rendering process, and the big-win in-play rendering process is terminated.

[0136] The ending effect process in step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a big win gaming state, and executes various effect controls for the ending effect at the end of the big win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0137] (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.

[0138] The pachinko gaming machine 1 in the above basic explanation was a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning. However, it may be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0139] 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).

[0140] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. However, the present invention is also applicable to a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) 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 according to the operation of a stop button by the player, a predetermined number of medals are paid out to the player.

[0141] 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 game machine 1, and may be distributed by being installed in advance in a storage device of a computer device or the like. Furthermore, the program and data for implementing the present invention may be distributed by being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.

[0142] And the execution form of the game is not limited to only the one executed by attaching a detachable recording medium, but may be a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or a form that directly executes using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed by exchanging data with other computer devices or the like via a network.

[0143] Note that in this specification, expressions for comparing various ratios such as the execution ratio of the effect ("higher", "lower", "make different", etc.) 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%".

[0144] [Feature Part 02TM] Next, regarding [Feature Part 02TM], it will be described with reference to FIGS. 8-1 to 8-74. In this embodiment, when the game state is controlled to the normal state where the left hit should be made and the player makes a right hit, an abnormal left hit instruction for instructing to make a left hit can be executed. When the abnormal left hit instruction is being executed and the game state is controlled to the big win game state and the big win fanfare effect is executed, it is possible to end the execution of the executed abnormal left hit instruction.

[0145] [Panel Configuration] Figure 8-1 is a front view of the pachinko gaming machine according to the present embodiment. As shown in Figure 8-1, in the pachinko gaming machine 1, in the gaming area, the first path among the flow-down paths through which the game balls flow down is mainly provided in the area on the left side 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 on the right side of the image display device 5 when viewed from the front.

[0146] Punching the game ball into the left area (left gaming area) of the image display device 5 to make the game ball flow down through the first path is called left punching. Punching the game ball into the right area (right gaming area) of the image display device 5 to make the game ball flow down through the second path is called right punching. Since the first path is a path through which the game ball can flow down by punching the game ball into the left side of the gaming area, it may also be called the left punching path. Also, since the second path is a path through which the game ball can flow down by punching the game ball into the right side of the gaming area, it may also be called the right punching path.

[0147] 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 gaming area and the right gaming area may be divided, for example, by the end face of the image display device 5 in the gaming area, the arrangement of the game pins, etc.

[0148] When the game ball launched from the hitting device according to the operation of the hitting operation handle 30 and driven into the gaming area is guided to the left gaming area, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to be guided to the right gaming area. Also, when the game ball is guided to the right gaming area, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to be guided to the left gaming area.

[0149] As a structure into which the game balls divided into the left gaming area in the gaming area can enter, a winning ball device 6A constituting the first start winning opening is provided.

[0150] As structures into which game balls divided into the right game area in the game area can enter, a passage gate 41, a variable prize ball device 6B constituting a second start winning opening, and a special variable prize ball device 7 constituting a big winning opening are provided.

[0151] In the left game area, game nails are implanted so that game balls are guided to the prize ball device 6A among the prize opening structures. For this reason, when aiming to make a game ball enter the prize ball device 6A, 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 variable prize ball device 6B, the passage gate 41, and the special variable prize ball device 7 among the prize opening structures. For this reason, when aiming to make a game ball enter the variable prize ball device 6B, the passage gate 41, and the special variable prize ball device 7, the player only needs to hit the game ball to the right.

[0152] Note that it is possible to allow game balls divided into the right game area to enter the prize ball device 6A, but from the viewpoint of game playability, it is desirable to make that possibility extremely lower than the possibility that game balls divided into the left game area enter them. Conversely, it is possible to allow game balls divided into the left game area to enter the passage gate 41 and the variable prize ball device 6B, but from the viewpoint of game playability, it is desirable to make that possibility extremely lower than the possibility that game balls divided into the right game area enter them.

[0153] In the present embodiment, a special variable prize ball device 7 having a big winning opening is provided in the lower right part of the image display device 5 (between the prize ball device 6A and the variable prize ball device 6B). The special variable prize ball device 7 includes a big winning opening door that is driven to open and close by a solenoid (not shown), 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.

[0154] As an example, in the special variable winning ball device 7, when the solenoid for the big winning port door (for the special electric accessory) is in the off state, the big winning port door closes the big winning port, and game balls cannot enter (pass through) the big winning port. On the other hand, in the special variable winning ball device 7, when the solenoid for the big winning port door is in the on state, the big winning port door opens the big winning port, making it easier for game balls to enter the big winning port.

[0155] When a game ball enters the big winning port, a predetermined number (for example, 10) of game balls are paid out as winning balls. When a game ball enters the big winning port, more winning balls are paid out than when a game ball enters, for example, the first start winning port, the second start winning port, or the general winning port 10.

[0156] (Big win round control) In this embodiment, when the CPU 103 is controlling the big win gaming state, (A) when transmitting a big win round start designation command, it changes the special variable winning ball device 7 from the closed state to the open state, and performs open control of the special variable winning ball device 7 so that game balls can easily win at the big winning port. (B) When transmitting a big win round end designation command, it changes the special variable winning ball device 7 from the open state to the closed state, and performs closed control of the special variable winning ball device 7 so that game balls are less likely to win at the big winning port. This series of controls in (A) and (B) is referred to as "big win RD control" (big win round control). The open control of the special variable winning ball device 7 in (A) is appropriately referred to as "attacker open control", and the closed control of the special variable winning ball device 7 in (B) is appropriately referred to as "attacker closed control". The big win RD control is executed for the number of rounds of the big win.

[0157] In this embodiment, in the big win RD control for the nth round (hereinafter, appropriately referred to as "big win RD control (nth round)"), the attacker closed control for the nth round is executed, and the big win RD control (nth round) ends. Then, the next attacker open control is executed, and the big win RD control (n + 1th round) starts.

[0158] In this embodiment, in the jackpot RD control, when a predetermined number (e.g., 10) of game balls enter the big winning opening, or when a predetermined period (e.g., 60 seconds) has elapsed after controlling the special variable winning ball device 7 to the open state, the special variable winning ball device 7 is controlled from the open state to the closed state.

[0159] Also, in this embodiment, in the jackpot RD control, when a predetermined number (e.g., 10) of game balls enter the big winning opening and the special variable winning ball device 7 is controlled from the open state to the closed state, rarely, more game balls than the predetermined number (e.g., 10) may enter the big winning opening. In the jackpot RD control like this, when more game balls than the predetermined number enter the big winning opening and more winning balls than the number assumed to be given in advance are given, it is called "over winning". In the design of the game board in this embodiment, the occurrence of over winning itself is extremely rare, and even if over winning occurs, in one jackpot RD control, the number of game balls that can be over won is assumed to be "one".

[0160] In this embodiment, inside the big winning opening, a V winning opening and a discharge port on the downstream side of the V winning opening are provided. Also, a variable V winning ball device (V lid) is provided on the upstream side of the V winning opening. The variable V winning ball device changes between a closed state and an open state by a solenoid. That is, the game balls flowing down inside the big winning opening can pass through the V winning opening when the variable V winning ball device is in the open state, and cannot pass through the V winning opening and flow down to the discharge port when the variable V winning ball device is in the closed state.

[0161] On the main board 11, via a switch circuit 110, a V switch (not shown) capable of detecting that a game ball has passed through the V winning opening provided downstream of the big winning opening and a discharge switch (not shown) capable of detecting that a game ball has passed through the discharge port are provided.

[0162] In this embodiment, the special variable winning ball device 7 is formed of a transparent member, and is a device through which the passage of the game balls inside can be visually recognized. An effect device such as an LED lamp may be provided in the special variable winning ball device 7, and a light emission effect that causes the LED lamp to emit light (flash) may be executed at a predetermined timing (for example, the timing when a game ball enters the big winning opening). In this case, since the light emission effect is executed by the special variable winning ball device 7 and the acquired winning ball update effect described later is executed by the image display device 5 at the timing when a game ball enters the big winning opening, the excitement during the jackpot game can be further enhanced.

[0163] In this embodiment, although not shown in FIG. 8-1, a first accessory and a second accessory, which are accessories, are provided near the image display device 5. The installation positions and the presence or absence of movement of the first accessory and the second accessory will be described with reference to FIG. 8-69, which will be described later.

[0164] [Normal state, time shortening state, probability variation state] In this embodiment, in the time shortening state, control (time shortening control) for shortening the average special symbol variation time (the period during which the special symbol is varied) compared to the normal state is executed. 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 symbol variation time (the period during which the normal symbol is varied) compared to the normal state or by increasing the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time shortening state is a state in which the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.

[0165] In the probability variation state (probability variation state), in addition to the time shortening control, probability variation control for increasing the probability that the display result becomes a "jackpot" compared to the normal state is executed. Since the probability variation state is a state in which the variation efficiency of the special symbol is improved and it is easy to get a "jackpot", it is an even more advantageous state for the player.

[0166] The short-time state or the probability-variable state continues until any one of the end conditions, such as the execution of a specific figure game a predetermined number of times and the start of the next big win game state, is satisfied first. The one where the execution of a specific figure game a predetermined number of times becomes the end condition is called "running out of times" (running out of times in the short-time state, running out of times in the probability-variable state, etc.). In this example, such a game state is called the "ST state".

[0167] The normal state is a game state other than advantageous states such as a big win game state advantageous to the player, special states such as the short-time state and the probability-variable state, and is a state in which the pachinko 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 specific figure game becomes "big win", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (when a predetermined return process is not executed after power-on, such as when a system reset is performed).

[0168] The state in which the probability-variable control is being executed is also called the high-probability state, and the state in which the probability-variable control is not being executed is also called the low-probability state. The state in which the short-time control is being executed is also called the high-base state, and the state in which the short-time control is not being executed is also called the low-base state. Combining these, the short-time state is also called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, and the normal state is also called the low-probability low-base state. The high-probability state and the low-base state are also called the high-probability low-base state.

[0169] In this embodiment, the case where the game state is the low-probability / low-base state is defined as the "normal state", the case where the game state is the low-probability / high-base state is defined as the "short-time state", and the case where the game state is the high-probability / high-base state is defined as the "ST state". Also, in this embodiment, a "game mode" is provided as a mode corresponding to the game state, and the details will be described in the game flow of FIGS. 8-12 described later.

[0170] [Random value] FIG. 8-2 is an explanatory diagram illustrating random values counted on the side of the main board 11. As shown in FIG. 8-2, in the present embodiment, on the side of the main board 11, in addition to the random value MR1 for determining the special figure display result, numerical data indicating each of the random value MR2 for determining the jackpot type, the random value MR3 for determining the variation pattern, the random value MR4 for determining the normal figure display result, and the random value MR5 for determining the initial value of MR4 is controllably counted.

[0171] In addition, 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 in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built 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.

[0172] 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. 8-2 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.

[0173] 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 kinds of random numbers used on the side of the main board 11 by executing a random number generation program.

[0174] [Table Data] In the ROM 101 included 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, a variable pattern table storing a plurality of types of variable display patterns that are variable display modes of each symbol in variable displays such as special symbols and normal symbols, and the like.

[0175] The determination tables stored in the ROM 101 include a display result determination table, a big win type determination table, a big win type detailed information table (not shown), a variable pattern determination table, a normal symbol display result determination table (not shown), a normal symbol variable pattern determination table (not shown), and the like.

[0176] <Display result determination table> FIG. 8-3(A) is an explanatory diagram showing the [for the first special symbol] display result determination table and the [for the second special symbol] display result determination table stored in the ROM 101. Among these, FIG. 8-3(A1) is a table for determining the display result using the hold memory based on the winning of the game ball in the first start winning opening (that is, when the variable display of the first special symbol is performed). Further, FIG. 8-3(A2) is a table for determining the display result using the hold memory based on the winning of the game ball in the second start winning opening (that is, when the variable display of the second special symbol is performed).

[0177] When the CPU 103 detects a start winning (first start winning) for the first start winning opening or a start winning (second start winning) for the second start winning opening, it extracts the count value (MR1) of the random number circuit 124 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, and 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, and if the extracted value matches any of the jackpot determination values, it is determined that the second special symbol is a jackpot.

[0178] Figure 8-3(A) shows a configuration example of the result determination table. Figure 8-3(A1) shows a configuration example of the [First Special Symbol Display] result determination table used when the special symbol of the variable display is the first special symbol, and Figure 8-3(A2) shows a configuration example of the [Second Special Symbol Display] result determination table used when the special symbol of the variable display is the second special symbol. The result determination table is a collection of data stored in the ROM 101. In the result determination table, the jackpot determination values compared with the random number value MR1 are assigned to the special symbol display results (special figure display results) of the variable display of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is randomly updated in the range of 0 to 65535. As the result determination table, a common result determination table for the first special symbol and the second special symbol may be used.

[0179] As shown in Figure 8-3(A1), when the special symbol of the variable display is the first special symbol, when the game state is in the low probability state (normal state or time-saving state), it is a numerical value that can take a value in the range of 0 to 65535, and among the jackpot determination values compared with the random number value MR1 for determining the special figure display result, 1020 to 1224 are assigned as "jackpot", and the other numerical ranges are assigned as "miss". Also, when the game state is in the high-probability state (probability-variable state), among the above-mentioned winning determination values, those from 1020 to 1680 are assigned to "big win", and the other numerical ranges are assigned to "loss".

[0180] As shown in FIG. 8-3(A2), for the case where the variable-display special symbol is the second special symbol, when the game state is in the low-probability state (normal state or time-saving state), it is a numerical value that can take values in the range of 0 to 65535, and among the winning determination values compared with the random number value MR1 for special symbol display result determination, those from 1020 to 1224 are assigned to "big win", and the other numerical ranges are assigned to "loss". Also, when the game state is in the high-probability state (probability-variable state), among the above-mentioned winning determination values, those from 1020 to 1680 are assigned to "big win", and the other numerical ranges are assigned to "loss".

[0181] (Big win type determination table) FIG. 8-3(B) is an explanatory diagram showing the big win type determination table for [first special symbol] and the big win type determination table for [second special symbol] stored in the ROM101. Among them, FIG. 8-3(B1) is a table for determining the big win type using the hold memory based on the winning of the game ball into the first start winning port (that is, when the variable display of the first special symbol is performed). Also, FIG. 8-3(B2) is a table for determining the big win type using the hold memory based on the winning of the game ball into the second start winning port (that is, when the variable display of the second special symbol is performed).

[0182] The big win type determination table is a table referred to for determining the type of big win as either "Big win A", "Big win B", or "Big win C" (see FIG. 8-4) based on the random number for big win type determination (MR2) when the determination is made that the variable display result is a big win symbol.

[0183] Here, the jackpot types in this embodiment will be described with reference to FIGS. 8-4(1) and (2). In this embodiment, as jackpot types, there are provided "Jackpot A" in which time-saving control is executed for up to 100 variable displays after the end of the jackpot gaming state, and "Jackpot B" and "Jackpot C" in which time-saving control is executed for up to 154 variable displays after the end of the jackpot gaming state. Also, in this embodiment, a control state in which time-saving control is not executed is appropriately referred to as "non-time-saving control" or the like.

[0184] Further, these "Jackpot A", "Jackpot B", and "Jackpot C" are also jackpots in which probability-variable control is executed for up to 154 variable displays after the end of the jackpot gaming state by winning a prize in the V winning port after winning a prize in the big winning port in the first round of the jackpot gaming state. Also, in this embodiment, a control state in which probability-variable control is not executed is appropriately referred to as "non-probability-variable control" or "low-probability control" or the like.

[0185] In this embodiment, for the open state of the variable V winning ball device (V lid), there are a short open state (e.g., 0.1 seconds) in which the period of the open state is short and a long open state (e.g., 15 seconds) in which the period of the open state is long. "Jackpot A" is such that the variable V winning ball device becomes the short open state in the first round of the jackpot gaming state, and "Jackpot B" and "Jackpot C" are such that the variable V winning ball device becomes the long open state in the first round of the jackpot gaming state.

[0186] The jackpot gaming state by "Jackpot A" is a normal open jackpot that changes the big winning port to an open state advantageous to the player from the first round to the third round. Also, in "Jackpot A", since it is extremely difficult to make the game ball win a prize in the V winning port due to the variable V winning ball device becoming the short open state in the first round and probability-variable control cannot be expected to be executed, it becomes a substantial "normal jackpot". Hereinafter, "Jackpot A" will be appropriately referred to as "3R normal jackpot", "normal jackpot", "3R jackpot", etc.

[0187] In this "Big Win A", although it is irregular, when a game ball wins in the V winning opening, probability variation control is executed for up to 154 variable displays. Therefore, in this case, after probability variation control and time shortening control are executed for up to 100 variable displays, probability variation control and non-time shortening control are executed for up to 54 variable displays.

[0188] The big win game state by "Big Win B" is a normal opening big win that changes the big winning opening to an advantageous open state for the player from the 1st round to the 10th round. Also, in "Big Win B", since the variable V winning ball device becomes in a long open state in the 1st round, it is extremely easy to make the game ball win in the V winning opening, and probability variation control can be expected to be executed, so it becomes a substantial probability variation big win. Hereinafter, "Big Win B" is appropriately referred to as "3R probability variation big win", "probability variation big win", "10R big win".

[0189] The big win game state by "Big Win C" is a normal opening big win that changes the big winning opening to an advantageous open state for the player from the 1st round to the 10th round. Also, in "Big Win C", since the variable V winning ball device becomes in a long open state in the 1st round, it is extremely easy to make the game ball win in the V winning opening, and probability variation control can be expected to be executed, so it becomes a substantial probability variation big win. Hereinafter, "Big Win C" is appropriately referred to as "10R probability variation big win", "probability variation big win", "10R big win".

[0190] Note that in this embodiment, a form in which three types of big win types, namely "Big Win A", "Big Win B", and "Big Win C", are provided is exemplified, but the present invention is not limited to this, and the number of big win types may be three or less, or three or more.

[0191] As shown in FIG. 8-3(B1), in the jackpot type determination table for [First Special Symbol], among the range of determination values of MR2 from 0 to 299, those from 0 to 149 are assigned to "Jackpot A" and those from 150 to 299 are assigned to "Jackpot B". On the other hand, as shown in FIG. 8-3(B2), in the jackpot type determination table for [Second Special Symbol], all determination values in the range of determination values of MR2 from 0 to 299 are assigned to "Jackpot C".

[0192] That is, in the present embodiment, when the variable special symbol is the first special symbol, in 50% of cases, in the first round of the jackpot gaming state, the game balls are likely to win at the V winning opening, and thus both the certain-variation control and the time-shortening control are implemented after the jackpot game ends. Further, when the variable special symbol is the second special symbol, in 100% of cases, in the first round of the jackpot gaming state, the game balls are likely to win at the V winning opening, and thus both the certain-variation control and the time-shortening control are implemented after the jackpot game ends.

[0193] In this example, even when it becomes "Jackpot A", although it is possible to win at the V winning opening when the V lid is in the short-open state, this is extremely rare. Therefore, when it becomes "Jackpot A", it will be described as not winning at the V winning opening and not executing the certain-variation control. Also, even when it becomes "Jackpot B" or "Jackpot C", although it is possible that it cannot win at the V winning opening when the V lid is in the long-open state, this is extremely rare. Therefore, when it becomes "Jackpot B" or "Jackpot C", it will be described as winning at the V winning opening and executing the certain-variation control.

[0194] Note that in the above embodiment, as shown in the description of the jackpot type in FIG. 8-4, an example where the number of times of the certain-variation control and the number of times of the time-shortening control are common regardless of the gaming state is shown. However, it is not limited to such a form, and the number of times of the certain-variation control and the number of times of the time-shortening control may be made different according to the gaming state.

[0195] For example, as described above, when the variable display of the first special symbol is controlled to be in the low base state where it should mainly be executed, if the variable display of the first special symbol is executed and the display result of the variable display becomes "Big Win A", after the end of the big win gaming state, low probability control and time shortening control are executed for up to 100 variable displays at most. On the other hand, when it is controlled to be in the high base state where the variable display of the second special symbol should mainly be executed, if the variable display of the first special symbol is executed and the display result of the variable display becomes "Big Win A", a configuration may be adopted in which low probability control and time shortening control are executed for up to 450 variable displays at most after the end of the big win gaming state.

[0196] According to such a configuration, even when the variable display of the first special symbol is executed while being controlled in the high base state and the display result of the variable display becomes "Big Win", as the number of times of time shortening control, a number of times (up to 450 times) more than the normal "up to 100 times" is given, and it is possible to prevent the player from being overly disadvantaged.

[0197] In this embodiment, the big win type is determined using MR2 which is a random number value for big win type determination. However, the present invention is not limited to this, and the big win type may be determined using MR1 which is a random number value for special symbol display result determination.

[0198] [Variable Pattern] Figs. 8-5 to 8-7 are explanatory diagrams showing specific examples of the variable pattern determination table in this embodiment. Fig. 8-5 shows a specific example of the variable pattern determination table for the normal state (normal mode described later) (hereinafter, appropriately referred to as the "variable pattern determination table for [normal state (normal mode)]"). Fig. 8-6 shows a specific example of the variable pattern determination table for the time shortening state (right hitting mode: time shortening mode described later) (hereinafter, appropriately referred to as the "variable pattern determination table for [time shortening state (right hitting mode: time shortening mode)]"). FIG. 8-7 shows a specific example of a variation pattern determination table for the ST state (right-handed mode: ST mode) (hereinafter, appropriately referred to as the "[ST state (right-handed mode: ST mode)] variation pattern determination table"). Among these, (1) in FIGS. 8-5 to 8-7 shows a specific example of a variation pattern determination table for deviation (hereinafter, appropriately referred to as the "[for deviation] variation pattern determination table"), and (2) in FIGS. 8-5 to 8-7 shows a specific example of a variation pattern determination table for big win (hereinafter, appropriately referred to as the "[for big win] variation pattern determination table").

[0199] <Variation pattern without reach> In the present embodiment, a variation pattern without reach ("non-reach deviation", "high-speed B deviation", "high-speed C deviation", "high-speed C deviation result display", etc.) refers to a variation pattern in which a combination of decorative symbols indicating that the variation display result becomes "deviation" without reach being established after the start of the variation display is stopped and displayed.

[0200] In the present embodiment, among the variation patterns without reach, the variation display period when determined as the variation pattern of "non-reach deviation" is 5000 ms, the variation display period when determined as the variation pattern of "high-speed B deviation" is 3000 ms, the variation display period when determined as the variation pattern of "high-speed C deviation" is 2000 ms, and the variation display period when determined as the variation pattern of "high-speed C deviation result display" is 6000 ms.

[0201] In the present embodiment, the variation pattern of "high-speed C deviation result display" is a variation pattern executed only in the final variation of the ST state, and after the variation pattern of "high-speed C deviation" is executed, a result display including information related to the number of prize balls and the number of big wins given to the player is displayed.

[0202] <Variation pattern with normal reach> In this embodiment, for the variable patterns with normal reach ( "Normal Reach A deviation", "Normal Reach A jackpot", "Normal Reach B deviation", "Normal Reach B jackpot", "Normal Reach C deviation", "Normal Reach C jackpot"), after the reach state is established, the final display result is determined and stopped without executing the super reach effect described later.

[0203] In this embodiment, among the variable patterns with normal reach, when it is determined as the variable pattern of "Normal Reach A deviation", the variable display period is 30000 ms; when it is determined as the variable pattern of "Normal Reach A jackpot", the variable display period is 35000 ms; when it is determined as the variable pattern of "Normal Reach B deviation", the variable display period is 20000 ms; when it is determined as the variable pattern of "Normal Reach B jackpot", the variable display period is 22000 ms; when it is determined as the variable pattern of "Normal Reach C deviation", the variable display period is 15000 ms; when it is determined as the variable pattern of "Normal Reach C jackpot", the variable display period is 17000 ms.

[0204] <Variable Pattern with Super Reach> In this embodiment, for the variable patterns with super reach ( "SP Reach A deviation", "SP Reach A jackpot", "SP Reach B deviation", "SP Reach B jackpot", "SP Reach C deviation", "SP Reach C jackpot"), the final display result is determined and stopped by executing the super reach effect that notifies whether a jackpot has been won.

[0205] (Super Reach Effect (Battle Effect)) In this embodiment, in the variation pattern with super reach, when the variation display starts, a reach state is established, and a super reach effect (hereinafter, appropriately referred to as a "battle effect") that notifies whether the player character has won a big prize by battling with the enemy character is executed. Here, when the final display result is "miss", an effect in which the player character loses to the enemy character (a losing effect) is executed. On the other hand, when the final display result is "big prize", an effect in which the player character wins against the enemy character (a winning effect) is executed.

[0206] In this embodiment, among the variation patterns with super reach, when it is determined to be the variation pattern of "SP reach A miss", the variation display period is 90000 ms, when it is determined to be the variation pattern of "SP reach A big prize", the variation display period is 100000 ms, when it is determined to be the variation pattern of "SP reach B miss", the variation display period is 60000 ms, when it is determined to be the variation pattern of "SP reach B big prize", the variation display period is 62000 ms, when it is determined to be the variation pattern of "SP reach C miss", the variation display period is 45000 ms, and when it is determined to be the variation pattern of "SP reach C big prize", the variation display period is 47000 ms.

[0207] <[For normal state (normal mode)] Variation pattern determination table> FIG. 8-5 is a specific example of the [for normal state (normal mode)] variation pattern determination table in this embodiment.

[0208] As shown in FIG. 8-5(1), in the [for miss] variation pattern determination table, among the range 1 to 997 of the determination value of MR3, the range from 1 to 950 is assigned to the variation pattern of "non-reach miss", the range from 951 to 990 is assigned to the variation pattern of "normal reach A miss", and the range from 991 to 997 is assigned to the variation pattern of "SP reach A miss".

[0209] As shown in FIG. 8-5(2), in the [big win] variation pattern determination table, among the range of the determination value of MR3 from 1 to 997, from 1 to 100 is assigned to the variation pattern of "normal reach A big win", and from 101 to 997 is assigned to the variation pattern of "SP reach A big win".

[0210] <[For time-saving state (right hitting mode: time-saving mode)] Variation pattern determination table> FIG. 8-6 is a specific example of the [for time-saving state (right hitting mode: time-saving mode)] variation pattern determination table in the present embodiment.

[0211] As shown in FIG. 8-6(1), in the [losing] variation pattern determination table, among the range of the determination value of MR3 from 1 to 997, from 1 to 950 is assigned to the variation pattern of "high-speed B losing", from 951 to 990 is assigned to the variation pattern of "normal reach B losing", and from 991 to 997 is assigned to the variation pattern of "SP reach B losing".

[0212] As shown in FIG. 8-6(2), in the [big win] variation pattern determination table, among the range of the determination value of MR3 from 1 to 997, from 1 to 50 is assigned to the variation pattern of "high-speed B big win", from 51 to 150 is assigned to the variation pattern of "normal reach B big win", and from 151 to 997 is assigned to the variation pattern of "SP reach B big win".

[0213] <[For ST state (right hitting mode: ST mode)] Variation pattern determination table> FIG. 8-7 is a specific example of the [for ST state (right hitting mode: ST mode)] variation pattern determination table in the present embodiment. FIG. 8-7(A) is a specific example of the [for ST state (right hitting mode: ST mode) <1st to 153rd rotation>] variation pattern determination table in the present embodiment, and FIG. 8-7(B) is a specific example of the [for ST state (right hitting mode: ST mode) <154th rotation>] variation pattern determination table in the present embodiment.

[0214] As shown in FIG. 8-7(A):(1), in the [deviation use] variation pattern determination table, among the range of determination values of MR3 from 1 to 997, from 1 to 970 is assigned to the variation pattern of "high-speed C deviation", from 971 to 993 is assigned to the variation pattern of "normal reach C deviation", and from 994 to 997 is assigned to the variation pattern of "SP reach C deviation".

[0215] As shown in FIG. 8-7(A):(2), in the [big win use] variation pattern determination table, among the range of determination values of MR3 from 1 to 997, from 1 to 300 is assigned to the variation pattern of "high-speed C big win", from 301 to 600 is assigned to the variation pattern of "normal reach C big win", and from 601 to 997 is assigned to the variation pattern of "SP reach C big win".

[0216] As shown in FIG. 8-7(B):(1), in the [deviation use] variation pattern determination table, among the range of determination values of MR3 from 1 to 997, all determination values are assigned to the variation pattern of "high-speed C deviation + result display".

[0217] The table shown in FIG. 8-7(B):(2) is the same as the table of FIG. 8-7(A):(2) described above, so the description is omitted.

[0218] [Operation method instruction performance] In the present embodiment, when controlled to a game state in which the game should be played by a specific operation method, an operation method instruction performance for instructing to play the game by the correct operation method can be executed. This operation method instruction performance includes a normal operation method instruction performance and an abnormal operation method instruction performance. Hereinafter, the operation method instruction performance will be appropriately referred to as "operation method instruction".

[0219] (Normal operation method instruction performance) In the present embodiment, when the game is controlled to a game state in which the game should be played in a specific operation method, it is possible to execute a normal operation method instruction effect that instructs the player to play the game in the correct operation method. This normal operation method instruction effect is an effect that is executed at a predetermined execution timing regardless of whether the player is playing the game in the correct operation method or the player is playing the game in an incorrect operation method.

[0220] In the present embodiment, when the game is controlled from a right-handed mode in which the game should be played by right-handed hitting to a normal mode (left-handed mode) in which the game should be played by left-handed hitting (in this example, the timing immediately after being controlled to the normal mode), it is possible to execute a normal left-handed instruction effect that instructs the player to play the game by left-handed hitting, which is the correct operation method. This normal left-handed instruction effect is an effect that is executed regardless of whether the player is playing the game by left-handed hitting, which is the correct operation method, or the player is playing the game by right-handed hitting, which is an incorrect operation method.

[0221] Also, when the game is controlled to a right-handed mode (big win game state, time shortening state, ST state) in which the game should be played by right-handed hitting (in this example, the timing immediately after being controlled to the right-handed mode), it is possible to execute a normal right-handed instruction effect that instructs the player to play the game by right-handed hitting, which is the correct operation method. This normal right-handed instruction effect is an effect that is executed regardless of whether the player is playing the game by right-handed hitting, which is the correct operation method, or the player is playing the game by left-handed hitting, which is an incorrect operation method.

[0222] (Abnormal operation method instruction effect) In the present embodiment, when the game is controlled to a game state in which the game should be played in a specific operation method, it is possible to execute an abnormal operation method instruction effect that instructs the player to play the game in the correct operation method. This abnormal operation method instruction effect is an effect that is executed when a predetermined condition (see FIG. 8-10(A)) is satisfied by the player playing the game in an incorrect operation method.

[0223] In this embodiment, when the game is controlled to be in the normal mode (left-handed mode) in which the player should play with a left-handed shot, if the player plays with a right-handed shot, which is an incorrect operation method, and a predetermined condition (for example, continuously detecting a signal of the passing of the game ball from the gate switch five times) is satisfied, an abnormal left-handed shot instruction effect that instructs the player to play with a left-handed shot, which is the correct operation method, can be executed. This abnormal left-handed shot instruction effect is not executed when the player is playing with a left-handed shot, which is the correct operation method, etc.

[0224] Also, when the game is controlled to be in the right-handed mode in which the player should play with a right-handed shot, if the player plays with a left-handed shot, which is an incorrect operation method, and a predetermined condition (for example, detecting the winning of the game ball from the first start port switch) is satisfied, an abnormal right-handed shot instruction effect that instructs the player to play with a right-handed shot, which is the correct operation method, can be executed. This abnormal right-handed shot instruction effect is not executed when the player is playing with a right-handed shot, which is the correct operation method, etc.

[0225] [Operation Method Instruction Effect List Table] FIG. 8-8(A) is an explanatory diagram of a specific example of the operation method instruction effect list table in this embodiment. In FIG. 8-8(A), there are provided "Operation Method Instruction Effect" indicating the name and type of each operation method instruction effect, "Execution Timing" indicating the timing at which each operation method instruction effect is executed, "Effect Device" indicating the effect device used in each operation method instruction effect, "Example of Effect Content" indicating an example of the effect content of each operation method instruction effect, and "Effect Execution Period" indicating the period during which each operation method instruction effect is executed. In the description of FIG. 8-8(A), effects, modes, etc. that are not described in detail will be described later.

[0226] As shown in Fig. 8-8(A), when the operation method instruction effect is the "first operation method instruction effect", it is the "normal right punch instruction" among the "normal operation method instructions", the execution timing is "at the start of the big win", the effect devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the effect content is that the "first instruction image" is displayed on the image display device 5, and the "first instruction voice (it's a left punch)" is reproduced and output from the speakers 8L, 8R, and the effect execution periods are "1500 ms" and "3000 ms". In this example, according to the big win type, the effect execution periods of the first operation method instruction effect are different (see Figs. 8-54, 8-55, 8-56).

[0227] Also, when the operation method instruction effect is the "second operation method instruction effect", it is the "normal right punch instruction" among the "normal operation method instructions", the execution timing is "at the start of time shortening", the effect devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the effect content is that the "second instruction image" is displayed on the image display device 5, and the "second instruction voice (it's a right punch)" is reproduced and output from the speakers 8L, 8R, and the effect execution period is "3000 ms".

[0228] Also, when the operation method instruction effect is the "third operation method instruction effect", it is the "normal left punch instruction" among the "normal operation method instructions", the execution timing is "at the end of time shortening control", the effect devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the effect content is that the "third instruction image" is displayed on the image display device 5, and the "third instruction voice (it's a left punch)" is reproduced and output from the speakers 8L, 8R, and the effect execution period is "5000 ms". The "at the end of time shortening control" which is the execution timing of this third operation method instruction effect specifically refers to the timing when the control of the right punch mode (time shortening state, ST state) ends and the control of the left punch mode (normal state) starts.

[0229] Also, when the operation method instruction performance is the "Fourth Operation Method Instruction Performance", it is the "Abnormal Right Punch Instruction" among the "Abnormal Operation Method Instructions", the execution timing is "when an abnormal left punch is detected during the right punch mode", the performance devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the performance content is that the "Fourth Instruction Image" is displayed on the image display device 5, and the "Fourth Instruction Voice (It's a right punch)" is reproduced and output from the speakers 8L, 8R, and the performance execution period is "5000 ms". The "when an abnormal left punch is detected during the right punch mode", which is the execution timing of this Fourth Operation Method Instruction Performance, specifically refers to the timing when the abnormal left punch detection condition (refer to Fig. 8-10(A)) is satisfied while being controlled in the right punch mode (time-saving state, ST state).

[0230] Also, when the operation method instruction performance is the "Fifth Operation Method Instruction Performance", it is the "Abnormal Left Punch Instruction" among the "Abnormal Operation Method Instructions", the execution timing is "when an abnormal right punch is detected during the left punch mode", the performance devices are the "image display device 5" and the "speakers 8L, 8R", and an example of the performance content is that the "Fifth Instruction Image" is displayed on the image display device 5, and the "Fifth Instruction Voice (It's a left punch)" is reproduced and output from the speakers 8L, 8R.

[0231] In this embodiment, as the Fifth Operation Method Instruction Performance, there are the Fifth Operation Method Instruction Performance (LV1: Short) and the Fifth Operation Method Instruction Performance (LV2: Long). The Fifth Operation Method Instruction Performance (LV1: Short) is executed when the abnormal right punch detection condition (LV1: Short) (refer to Fig. 8-10(A)) is satisfied, and the Fifth Operation Method Instruction Performance (LV2: Long) is executed when the abnormal right punch detection condition (LV2: Long) (refer to Fig. 8-10(A)) is satisfied. Hereinafter, the Fifth Operation Method Instruction Performance (LV1: Short) will be appropriately referred to as the "Fifth Operation Method Instruction Performance (LV1)", the "Fifth Operation Method Instruction Performance (Short)", and the Fifth Operation Method Instruction Performance (LV2: Long) will be appropriately referred to as the "Fifth Operation Method Instruction Performance (LV2)", the "Fifth Operation Method Instruction Performance (Long)".

[0232] When the operation method instruction performance is the "5th operation method instruction performance (LV1)", the performance execution period is "5000 ms", and when the operation method instruction performance is the "5th operation method instruction performance (LV2)", the performance execution period is "10000 ms". In this way, since the performance execution period of the 5th operation method instruction performance (LV2) is longer than that of the 5th operation method instruction performance (LV1), the 5th operation method instruction performance (LV2) is a performance that is more emphasized than the 5th operation method instruction performance (LV1).

[0233] In addition, in the above embodiment, an example where the performance execution periods are different between the 5th operation method instruction performance (LV1) and the 5th operation method instruction performance (LV2) is shown, but it is not limited to such an example, and elements different from the performance execution period may be different between the 5th operation method instruction performance (LV1) and the 5th operation method instruction performance (LV2).

[0234] For example, in the 5th operation method instruction performance (LV1), the "5th A instruction image" is displayed on the image display device 5, and the "5th A instruction voice" is reproduced and output from the speakers 8L and 8R. In the 5th operation method instruction performance (LV2), the "5th B instruction image" is displayed on the image display device 5, and the "5th B instruction voice" is reproduced and output from the speakers 8L and 8R.

[0235] At this time, the 5th B instruction image may be an image that is more emphasized than the 5th A instruction image. An emphasized image means "having a large display area", "using a large number of display colors", etc. Also, the 5th B instruction voice may be a voice that is more emphasized than the 5th A instruction voice. An emphasized voice means "having a large voice volume", "having a large number of voice characters", "having a high voice key", etc.

[0236] [Error notification performance] In this embodiment, when an error occurs, an error notification performance for notifying that an error has occurred can be executed. This error notification performance includes a 1st error notification performance, a 2nd error notification performance, a 3rd error notification performance, and a 4th error notification performance according to the type of error. Hereinafter, the error notification performance will be appropriately referred to as "error notification".

[0237] (First error notification effect) In this embodiment, when a ball depletion error occurs, a first error notification effect (ball depletion error notification) for notifying the player that the ball depletion error has occurred can be executed. This first error notification effect is an effect executed when the first error detection condition (see FIG. 8-10(B)) is satisfied (the ball depletion error is detected).

[0238] (Second error notification effect) In this embodiment, based on the upper tray of the pachinko gaming machine 1 being filled with game balls, when a full-ball error occurs, a second error notification effect (full-ball error notification) for notifying the player that the full-ball error has occurred can be executed. This second error notification effect is an effect executed when the second error detection condition (see FIG. 8-10(B)) is satisfied (the full-ball error is detected).

[0239] (Third error notification effect) In this embodiment, when a door opening error occurs, a third error notification effect (door opening error notification) for notifying the player that the door opening error has occurred can be executed. This third error notification effect is an effect executed when the third error detection condition (see FIG. 8-10(B)) is satisfied (the door opening error is detected).

[0240] (Fourth error notification effect) In this embodiment, when a magnetic error occurs, a fourth error notification effect (magnetic error notification) for notifying the player that the magnetic error has occurred can be executed. This fourth error notification effect is an effect executed when the fourth error detection condition (see FIG. 8-10(B)) is satisfied (the magnetic error is detected).

[0241] [Operation method instruction effect list table] FIG. 8-8(B) is an explanatory diagram of a specific example of an error notification effect list table in the present embodiment. In FIG. 8-8(B), there are provided "error notification effect" indicating the name and type of each error notification effect, "execution timing" indicating the timing at which each error notification effect is executed, "effect device" indicating the effect device used in each error notification effect, "example of effect content" indicating an example of the effect content of each error notification effect, and "effect execution period" indicating the period during which each error notification effect is executed. In the description of FIG. 8-8(B), effects, modes, etc. for which details are not described will be described later.

[0242] As shown in FIG. 8-8(B), when the error notification effect is the "first error notification effect", it is the "ball depletion error notification" among the "error notifications", the execution timing is "when a ball depletion error is detected", the effect devices are the "image display device 5" and the "game effect lamp 9", the example of the effect content is that a "first error image" (an image including the characters "ball depletion error") is displayed on the image display device 5, the game effect lamp 9 emits light with "red flashing", and the effect execution period is "until the error is resolved".

[0243] Also, when the error notification effect is the "second error notification effect", it is the "full error notification" among the "error notifications", the execution timing is "when a full error is detected", the effect devices are the "image display device 5" and the "game effect lamp 9", the example of the effect content is that a "second error image" (an image including the characters "full error") is displayed on the image display device 5, the game effect lamp 9 emits light with "red flashing", and the effect execution period is "until the error is resolved".

[0244] Also, when the error notification effect is the "third error notification effect", it is the "door opening error notification" among the "error notifications", the execution timing is "when a door opening error is detected", the effect devices are the "image display device 5" and the "game effect lamp 9", the example of the effect content is that a "third error image" (an image including the characters "door opening error") is displayed on the image display device 5, the game effect lamp 9 emits light with "red flashing", and the effect execution period is "until the error is resolved".

[0245] Also, when the error notification effect is the "Fourth Error Notification Effect", among the "error notifications", it is a "magnetic error notification", the execution timing is "when a magnetic error is detected", the effect devices are the "image display device 5" and the "game effect lamp 9", and an example of the effect content is that a "Fourth Error Image" (an image including the characters "magnetic error") is displayed on the image display device 5, and the game effect lamp 9 emits light with "red blinking", and the effect execution period is "until the error is resolved".

[0246] In this way, the operation method instruction is an effect using the image display device 5 and the speakers 8L and 8R, and it is possible to instruct the operation method by appealing to the player's vision and hearing. On the other hand, the error notification is an effect using the image display device 5 and the game effect lamp 9, and it is possible to notify that an error has occurred by appealing to the player's vision.

[0247] [Abnormal Operation Method Instruction Effect Decision Processing] Figs. 8-9 are flowcharts showing the abnormal operation method instruction effect decision processing executed during waiting for variation start, at the start of variation, during variation, at the end of variation, during jackpot, etc. The effect control CPU 120 executes the abnormal operation method instruction effect decision processing shown in Figs. 8-9 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect process (step S172), jackpot effect process (step S176), ending process (step S177), etc. of the effect control process shown in Fig. 7.

[0248] First, the effect control CPU 120 determines whether the game mode is the normal mode (step S02TM1010). If the game mode is not the normal mode (step S02TM1010: NO), the effect control CPU 120 advances the process to step S02TM1200.

[0249] When the game mode is the normal mode (step S02TM1010: YES), the effect control CPU 120 determines whether or not a second abnormal left hit instruction flag described later is set (step S02TM1020). When the second abnormal left hit instruction flag is set (step S02TM1020: YES), the effect control CPU 120 proceeds to the process of step S02TM1200.

[0250] When the second abnormal left hit instruction flag is not set (step S02TM1020: NO), the effect control CPU 120 determines whether or not an abnormal right hit detection condition (LV2) is satisfied (step S02TM1030).

[0251] In the present embodiment, the CPU 103 determines whether or not the abnormal right hit detection condition (LV2) is satisfied based on a condition table (see FIG. 8-10(A)) related to an abnormal operation method instruction described later, and transmits an effect command including the determination result to the effect control CPU 120, whereby the effect control CPU 120 can grasp the determination result.

[0252] When the abnormal right hit detection condition (LV2) is not satisfied (step S02TM1030: NO), the effect control CPU 120 proceeds to the process of step S02TM1080.

[0253] When the abnormal right hit detection condition (LV2) is satisfied (step S02TM1030: YES), the effect control CPU 120 decides to execute an abnormal left hit instruction effect (LV2) (step S02TM1040), and sets the second abnormal left hit instruction flag (step S02TM1050).

[0254] In this embodiment, the second abnormal left hitting instruction flag is a type of effect flag that is set based on the determination that the abnormal left hitting instruction effect (LV2) is to be executed. When the second abnormal left hitting instruction flag is set, it becomes possible to determine that the abnormal left hitting instruction effect (LV2) has already been executed in the abnormal operation method instruction effect determination process and the jackpot start time effect end determination process described later. This second abnormal left hitting instruction flag is erased when the abnormal left hitting instruction effect (LV2) targeted when the second abnormal left hitting instruction flag is set ends.

[0255] After step S02TM1050, the effect control CPU 120 determines whether or not the first abnormal left hitting instruction flag described later is set (S02TM1060). If the first abnormal left hitting instruction flag is not set (S02TM1060: NO), the effect control CPU 120 advances the process to step S02TM1210.

[0256] If the first abnormal left hitting instruction flag is set (S02TM1060: YES), the effect control CPU 120 erases the first abnormal left hitting instruction flag (step S02TM1070) and advances the process to step S02TM1210.

[0257] In the case of step S02TM1030: NO, the effect control CPU 120 determines whether or not the first abnormal left hitting instruction flag is set (S02TM1080). If the first abnormal left hitting instruction flag is set (S02TM1080: YES), the effect control CPU 120 advances the process to step S02TM1210.

[0258] If the first abnormal left hitting instruction flag is not set (S02TM1080: NO), the effect control CPU 120 determines whether or not the abnormal right hitting detection condition (LV1) is satisfied based on the condition table related to the abnormal operation method instruction (see FIG. 8-10(A)) (step S02TM1090).

[0259] In this embodiment, the CPU 103 determines whether or not the abnormal right hitting detection condition (LV1) is satisfied based on a condition table related to the abnormal operation method instruction (see Fig. 8-10(A)), and transmits an effect command including the determination result to the effect control CPU 120, whereby the effect control CPU 120 can grasp the determination result.

[0260] When the abnormal right hitting detection condition (LV1) is not satisfied (step S02TM1090: NO), the effect control CPU 120 proceeds to the process of step S02TM1210.

[0261] When the abnormal right hitting detection condition (LV1) is satisfied (step S02TM1090: YES), the effect control CPU 120 determines to execute the abnormal left hitting instruction effect (LV1) (step S02TM1100), sets the first abnormal left hitting instruction flag (step S02TM1110), and proceeds to the process of step S02TM1210.

[0262] In this embodiment, the first abnormal left hitting instruction flag is a kind of effect flag that is set based on the fact that the abnormal left hitting instruction effect (LV1) has been determined to be executed. By setting the first abnormal left hitting instruction flag, it becomes possible to determine that the abnormal left hitting instruction effect (LV1) has already been executed in the abnormal operation method instruction effect determination process and the jackpot start time effect end determination process described later. This first abnormal left hitting instruction flag is erased when the abnormal left hitting instruction effect (LV2) targeted when the first abnormal left hitting instruction flag is set ends, or when the second abnormal left hitting instruction flag is set.

[0263] Next, the effect control CPU 120 determines whether or not the game mode is the right hitting mode (step S02TM1210). That is, it determines whether or not the game mode is controlled to be any one of the jackpot mode, the time shortening mode, or the ST mode. When the game mode is not the right hitting mode (step S02TM1210: NO), the effect control CPU 120 ends the process as it is.

[0264] When the game mode is the right hitting mode (step S02TM1210: YES), the effect control CPU 120 determines whether or not an abnormal right hitting instruction flag described later is set (step S02TM1220). When the abnormal right hitting instruction flag is set (step S02TM1220: YES), the effect control CPU 120 ends the process as it is.

[0265] When the abnormal right hitting instruction flag is not set (step S02TM1220: NO), the effect control CPU 120 determines whether or not the abnormal left hitting detection condition is satisfied based on the condition table related to the abnormal operation method instruction (see FIG. 8-10(A)) (step S02TM1230).

[0266] In the present embodiment, the CPU 103 determines whether or not the abnormal left hitting detection condition is satisfied based on the condition table related to the abnormal operation method instruction (see FIG. 8-10(A)), and transmits an effect command including the determination result to the effect control CPU 120, whereby the effect control CPU 120 can grasp the determination result.

[0267] When the abnormal left hitting detection condition is not satisfied (step S02TM1230: NO), the effect control CPU 120 ends the process as it is.

[0268] When the abnormal left hitting detection condition is satisfied (step S02TM1230: YES), the effect control CPU 120 determines whether or not the abnormal operation method instruction effect determination process is being executed during the jackpot fanfare period (hereinafter, appropriately referred to as the "jackpot FF period") (S02TM1240). When the abnormal operation method instruction effect determination process is being executed during the jackpot FF period (S02TM1240: YES), the effect control CPU 120 ends the process as it is.

[0269] When the abnormal operation method instruction performance determination process is not executed during the big win FF period (S02TM1240: NO), the performance control CPU 120 determines to execute the abnormal right hitting instruction performance (step S02TM1250), sets the abnormal right hitting instruction flag (S02TM1260), and ends the process as it is.

[0270] In this embodiment, the abnormal right hitting instruction flag is a type of performance flag that is set based on the determination that the abnormal right hitting instruction performance is to be executed. When the abnormal right hitting instruction flag is set, it becomes possible to determine that the abnormal right hitting instruction performance has already been executed in the abnormal operation method instruction performance determination process and the big win start-time performance end determination process described later. This abnormal right hitting instruction flag is erased when the abnormal right hitting instruction performance targeted when the abnormal right hitting instruction flag is set ends.

[0271] [Table referred to in the abnormal operation method instruction performance determination process] <Condition table related to the abnormal operation method instruction> FIG. 8-10(A) is an explanatory diagram showing a specific example of the condition table related to the abnormal operation method instruction. As shown in FIG. 8-10(A), in this embodiment, conditions are set corresponding to each abnormal operation method instruction performance.

[0272] (Abnormal left hitting detection condition) As a condition corresponding to the abnormal right hitting instruction, an abnormal left hitting detection condition is defined. Specifically, as the abnormal left hitting detection condition, "detecting a signal from the first start port switch in the right hitting mode" is defined.

[0273] For example, when a game ball enters the first start winning port due to the player playing the game with a left hit during the time shortening mode, or when a game ball enters the first start winning port due to the player playing the game with a left hit during the ST mode, or when a game ball enters the first start winning port due to the player playing the game with a left hit during the big win mode, etc., this abnormal left hitting detection condition is satisfied.

[0274] (Abnormal right hitting detection condition LV1: Short circuit) As a condition corresponding to the abnormal left hitting instruction, an abnormal right hitting detection condition (LV1: Short circuit) is defined. Specifically, as the abnormal right hitting detection condition (LV1: Short circuit), "continuously detecting the signal from the gate switch 5 times" is defined in the normal mode (left hitting mode).

[0275] For example, when the player plays the game by hitting the ball to the right during the normal mode and 5 game balls continuously pass through the passing gate 41, this abnormal right hitting detection condition (LV1: Short circuit) is satisfied. In this embodiment, the "continuous" when 5 game balls continuously pass through the passing gate 41 assumes that the next game ball passes within 1.5 seconds, but it is not limited to such a form and may be within a time shorter than 1.5 seconds or within a time longer than 1.5 seconds.

[0276] (Abnormal right hitting detection condition LV2: Long) As a condition corresponding to the abnormal left hitting instruction, an abnormal right hitting detection condition (LV2: Long) is defined. Specifically, as the abnormal right hitting detection condition (LV2: Long), "continuously detecting the signal from the gate switch 6 times or more in the normal mode (left hitting mode)" or "detecting the signal from the second start port switch in the normal mode" is defined.

[0277] For example, when the player plays the game by hitting the ball to the right during the normal mode and 6 or more game balls continuously pass through the passing gate 41, or when the player plays the game by hitting the ball to the right during the normal mode and the game ball enters the second start winning port, this abnormal right hitting detection condition (LV2: Long) is satisfied.

[0278] <Condition table related to error notification> FIG. 8-10(B) is an explanatory diagram showing a specific example of a condition table related to error notification. As shown in FIG. 8-10(B), in this embodiment, for each error notification effect, a condition and an effect flag set when the condition is satisfied are set respectively.

[0279] (First error detection condition) As a condition corresponding to the first error notification (puck depletion error notification), a first error detection condition is defined. Specifically, as the first error detection condition, "puck depletion error detection" is defined, and as an effect flag set when this condition is satisfied, a "first error specified flag" is defined.

[0280] (Second error detection condition) As a condition corresponding to the second error notification (full error notification), a second error detection condition is defined. Specifically, as the second error detection condition, "full error detection" is defined, and as an effect flag set when this condition is satisfied, a "second error specified flag" is defined.

[0281] (Third error detection condition) As a condition corresponding to the third error notification (door opening error notification), a third error detection condition is defined. Specifically, as the third error detection condition, "door opening error detection" is defined, and as an effect flag set when this condition is satisfied, a "third error specified flag" is defined.

[0282] (Fourth error detection condition) As a condition corresponding to the fourth error notification (magnetic error notification), a fourth error detection condition is defined. Specifically, as the fourth error detection condition, "magnetic error detection" is defined, and as an effect flag set when this condition is satisfied, a "fourth error specified flag" is defined.

[0283] [Judgment process for ending the effect at the start of the big win] Figures 8-11 are flowcharts showing the jackpot start performance end determination process executed at the start of the jackpot. The performance control CPU 120 executes the jackpot start performance end determination process shown in Figures 8-11 in the jackpot performance process (step S176) of the performance control process shown in Figure 7.

[0284] First, the performance control CPU 120 determines whether the abnormal left hit instruction flag is set (S02TM2010). That is, it determines whether either the first abnormal left hit instruction flag or the second abnormal left hit instruction flag is set. If the abnormal left hit instruction flag is not set (S02TM2010: NO), the performance control CPU 120 proceeds to step S02TM2030.

[0285] If the abnormal left hit instruction flag is set (S02TM2010: YES), the performance control CPU 120 ends the currently executing abnormal left hit instruction performance (step S02TM2020) and proceeds to step S02TM2030.

[0286] Next, the performance control CPU 120 determines whether the abnormal right hit instruction flag is set (S02TM2030). If the abnormal right hit instruction flag is not set (S02TM2030: NO), the performance control CPU 120 ends the process as it is.

[0287] If the abnormal right hit instruction flag is set (S02TM2030: YES), the performance control CPU 120 ends the currently executing abnormal right hit instruction performance (step S02TM2040) and ends the process as it is.

[0288] In this way, in the jackpot start performance determination process executed when the jackpot FF performance is started, a process to end the abnormal operation method instruction (abnormal left hit instruction, abnormal right hit instruction) is executed. So, when the jackpot FF performance is executed, the abnormal operation method instruction (abnormal left hit instruction, abnormal right hit instruction) that has been executed until then ends.

[0289] On the other hand, in the jackpot start performance determination process executed when the jackpot FF performance starts, since the processes for ending error notifications, volume adjustment performances, light quantity adjustment performances, auto button setting performances, etc. described later are not executed, even when the jackpot FF performance is executed, the error notifications, volume adjustment performances, light quantity adjustment performances, auto button setting performances, etc. that have been executed until then continue to be executed without ending.

[0290] [Game flow] Next, the game flow in this embodiment will be described. In this example, the game mode when the game state is controlled to the normal state (low probability / low base state) is set as the [normal mode], the game state is controlled to the time-saving state (low probability / high base state), and when the number of control times in this time-saving state is at most 100 times, the game mode is set as the [time-saving mode], the game state is controlled to the probability-variable state (high probability / high base state), and when the number of control times in this probability-variable state is at most 154 times, the game mode is set as the [ST mode], and the game mode when the game state is controlled to the jackpot game state is set as the [jackpot mode].

[0291] In this embodiment, since the [normal mode] is a game mode mainly for playing with left strikes, it is appropriately referred to as the "left strike mode", and the [time-saving mode], [ST mode], and [jackpot mode] are game modes mainly for playing with right strikes, so they are appropriately referred to as the "right strike mode".

[0292] In this embodiment, when a jackpot occurs and a game ball wins in the probability-variable area, the game state in which (1) the time-saving control is performed a specified number of times and (2) the probability-variable control is performed a specified number of times is referred to as the "probability-variable state". Hereinafter, it is appropriately referred to as the "ST state" or "ST".

[0293] In the example of the game flow shown in FIGS. 8 - 12, when (1) the game mode is the [Normal Mode], (2) a jackpot (first jackpot) occurs, and after the end of the jackpot game state, it is controlled to the time - shortening state (low - probability / high - base state). Then, it shifts to (3) the [Time - Shortening Mode] (Chance Time) (100 - rotation time - shortening), or (4) the [ST Mode] (Powerful Rush) (154 - rotation ST). When a jackpot occurs while being controlled in these game modes, it shifts to (4) the [ST Mode] (Powerful Rush) (154 - rotation ST). When no jackpot occurs, it shifts to (1) the [Normal Mode]. Hereinafter, the game modes (1) to (5) in the game flow will be described.

[0294] (1) When the game state is controlled to the normal state (low - probability / low - base state), the game mode is the [Normal Mode].

[0295] (2) In the state of (1) described above, when a variable display with the display result of "Jackpot" is executed, it is controlled to the jackpot game state. In this embodiment, as the jackpot types of the first special symbol, there are "Jackpot A" and "Jackpot B". As an example of the production when the jackpot type is "Jackpot A" or "Jackpot B", the characters "BONUS" for notifying that it is a "3R Jackpot" or a "10R Jackpot" are displayed on the image display device 5.

[0296] In this example, during the jackpot rounds (1R - 3R) of (2), a production for notifying which jackpot type the jackpot is (for example, a production on whether an icon showing the characters "Powerful Rush" can be obtained) is executed, and after the end of this jackpot game state, the player is notified which game mode it will be controlled to.

[0297] (3) When the jackpot ends in the case where the jackpot type described above in (2) is "Jackpot A", the effect control CPU 120 controls the game state to the time limit state (low probability / high base state), and when 100 variable displays are executed, the game mode is set as the [Time Limit Mode] (Chance Time). As an example of the effect when the game mode is the [Time Limit Mode], the characters "Chance Time" notifying that the game mode has shifted to the [Time Limit Mode] are displayed on the image display device 5.

[0298] In the state of (3), when 100 variable displays in the time limit state where all display results are "loss" are executed, it is controlled to the state of (1).

[0299] (4) When the jackpot ends in the case where the jackpot type described above in (2) is "Jackpot B", the effect control CPU 120 controls the game state to the probability variable state (high probability / high base state), and when 154 variable displays are executed, the game mode is set as the [ST Mode] (Powerful Rush). As an example of the effect when the game mode is the [ST Mode], the characters "Powerful Rush" notifying that the game mode has shifted to the [ST Mode] are displayed on the image display device 5.

[0300] In the present embodiment, when the game mode is the [ST Mode], three effect modes with different effect performances are set in the ST Mode, and the player can arbitrarily select these effect modes. Hereinafter, when the game mode is the [ST Mode] and the effect mode is set to any of the effect modes, it is appropriately referred to as "ST Mode [Effect Mode Name]".

[0301] In this example, as the effect modes within the ST Mode, three effect modes of [Dream Mode], [Nana Mode], and [Jam Mode] are set. The [Yume Mode] is a performance mode in which Character A mainly appears in reach effects, etc. The [Nana Mode] is a performance mode in which Character B mainly appears in reach effects, etc. The [Yume Mode] is a performance mode in which Character C mainly appears in reach effects, etc. Note that the present invention is not limited to the above embodiments, and depending on the performance mode, the background image, the interface of the corresponding display (active display, hold display), etc. may be made different.

[0302] In this example, as a method of selecting the performance mode of the ST mode, when controlled from "Big Win B" to the ST mode, it is possible to select the performance mode within the big win game (see Fig. 8-60(B)), and when controlled from "Big Win C" to the ST mode, it is possible to select the performance mode within the big win game (not shown).

[0303] In the state of (4), when 154 variable displays in the probability-variable state where all display results are "loss" are executed, it is controlled to the state of (1).

[0304] When the game mode is the [Time-Saving Mode] (see (3)) or the [ST Mode] (see (4)), if the display result of any variable display is "big win", it is controlled to the big win game state. In this embodiment, there is "Big Win C" as the big win type of the second special symbol when the display result is "big win".

[0305] As an example of the performance when the big win type is "Big Win C", the characters of "Yume BONUS" notifying that it is a "10R big win" are displayed on the image display device 5.

[0306] [Decoration Symbol, Small Symbol] In this embodiment, the performance control CPU 120 starts the variable display of the decoration symbol in the central area of the screen (hereinafter, appropriately referred to as the "symbol display area") and starts the variable display of the small symbol in the upper left area of the screen (hereinafter, appropriately referred to as the "small symbol display area") in response to the start of the variable display of the special symbol.

[0307] Then, in response to the end of the variable display of the special symbol and the derived display of the display result, the combination of decorative symbols that is the display result is fixed and stopped in the symbol display area, and the combination of small symbols that is the display result is fixed and stopped in the small symbol display area.

[0308] [Layer Structure] FIG. 8-13(A) is a conceptual diagram schematically showing the layer structure of various images in the image display device 5, and FIG. 8-13(B) is an explanatory diagram of the layer structure of various images in the image display device 5. In the present embodiment, as shown in FIGS. 8-13(A) and (B), the layer structure is composed of four types of layers: a first layer, a second layer, a third layer, and a fourth layer.

[0309] As shown in FIG. 8-13(A), the first layer is displayed on the frontmost layer, the second layer is displayed on the layer one behind the first layer, the third layer is displayed on the layer one behind the second layer, and the fourth layer is displayed on the layer one behind the third layer, that is, the rearmost layer. Therefore, as the display priority of the layers, the display priority of the first layer is the highest, the display priorities of the second layer and the third layer decrease in order, and the display priority of the fourth layer is the lowest. That is, the display priorities increase in the order of the fourth layer < the third layer < the second layer < the first layer. Note that the information displayed in the predetermined display area of the layer with a higher display priority is more visible than the information displayed in the predetermined display area of the layer with a lower display priority (it appears to be displayed in front as seen by the player).

[0310] Also, as shown in FIG. 8-13(B), small symbols and the like are displayed on the first layer. Error notification images (first error image, second error image, third error image, fourth error image) related to error notification are displayed on the second layer. Instruction images (first instruction image, second instruction image, third instruction image, fourth instruction image) related to the instruction of the operation method and the system right hit image described later are displayed on the third layer. Decorative symbols, background images, characters, corresponding displays (active display, reserved display), etc. are displayed on the fourth layer.

[0311] In the following description, when a predetermined image is arranged on the nth layer, the predetermined image may be referred to as "predetermined image [nth layer]". For example, when a decorative pattern as a predetermined image is arranged on the 4th layer, the decorative pattern is referred to as "decorative pattern [4th layer]".

[0312] Note that for a specific layer, a layer structure with different display priorities may be further provided. For example, on the 4th layer, as described above, a decorative pattern, a background image, corresponding displays (reserved display, active display), characters, etc. can be arranged. Here, the 4th layer is assumed to be composed of a 4-1 layer, a 4-2 layer, and a 4-3 layer, and the corresponding display is arranged on the 4-1 layer, the decorative pattern and the character are arranged on the 4-2 layer, and the background image is arranged on the 4-3 layer. In this case, the display priority is assumed to be higher in the order of 4-3 layer < 4-2 layer < 4-1 layer.

[0313] [Normal mode: Example of abnormal left hit instruction effects] FIG. 8-14 is an explanatory diagram showing an example of an effect image and an effect sound of each effect related to an abnormal left hit instruction (LV1, LV2) during the normal mode. FIG. 8-15 is a time chart showing the execution timing of each effect related to the abnormal left hit instruction (LV1) among the abnormal left hit instructions during the normal mode. FIG. 8-16 is a time chart showing the execution timing of each effect related to the abnormal left hit instruction (LV2) among the abnormal left hit instructions during the normal mode. "T" in the figure indicates timing.

[0314] In the figure in [Feature part 02TM], for the explanation of the effect example, for convenience, the effect sound reproduced and output from the speakers 8L and 8R and the effect light of the game effect lamp 9 are shown near (such as on the right side) of the image display device 5. The actual positional relationship of each device (image display device 5, speakers 8L, 8R, game effect lamp 9) is as shown in FIG. 8-1.

[0315] Also, in the figure in [Feature Part 02TM], in order to clearly show the features of the production example, the production sound reproduced and output from the speakers 8L and 8R near the image display device 5 is illustrated. However, the production sound illustrated here is only a part of the production sound actually reproduced and output from the speakers 8L and 8R, and it is assumed that other production sounds may be reproduced and output. For example, even when at least two or more types of production sounds (music, voice lines, message sounds (instruction voices), sound effects) are reproduced and output from the speakers 8L and 8R, if it is desired to clearly show that the instruction voice is being reproduced and output, only the fact that the instruction voice is being reproduced and output from the speakers 8L and 8R may be illustrated. The same applies to the production light of the game effect lamp 9.

[0316] Also, when illustrating a case where two or more types of production sounds are being reproduced and output from the speakers 8L and 8R, the production sound described only by the characters "production sound" is reproduced and output in a state where the reproduction output priority is higher than that of the production sound described by the characters with parentheses "(production sound)".

[0317] In this embodiment, the following method is used as a method for reproducing and outputting the production sound in a state with a high reproduction output priority. The channel setting ratio, which is the volume value specified for the channel assigned to each production sound, can be set between the maximum volume "1" which is 100% of the reference output volume and the full mute "0" which is 0%. By setting the channel setting ratio of the production sound to be reproduced and output in a state with a high reproduction output priority to "1" and setting the channel setting ratio of the production sound to be reproduced and output in a state with a low reproduction output priority to a value lower than "1" (for example, "0.3"), the reproduction output priority can be made different. Since these are similarly applicable in the following figures, the description will be omitted below.

[0318] (Production example of abnormal left hit instruction (LV1)) First, as shown in Fig. 8-14(1), when the CPU 103 is executing the variable display of the first special symbol (Fig. 8-15: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, an active display (in this example, a circular object) is displayed in the active display area below the center of the screen of the image display device 5.

[0319] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.

[0320] Next, as shown in Fig. 8-14(2), when the CPU 103 detects an abnormal right hit (LV1) (Fig. 8-15: T2), the effect control CPU 120 executes the abnormal left hit instruction effect (LV1), and displays the fifth instruction image IP5 (in this example, an image including an object of a left arrow and the character "left hit") in the center of the screen of the image display device 5, and reproduces and outputs the fifth instruction voice (in this example, the voice of "left hit") from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is such that the normal mode effect sound < the fifth instruction voice.

[0321] In this example, the image including the object of the left arrow and the character "left hit" of the fifth instruction image IP5 when the abnormal left hit instruction effect (LV1) is executed is a video that performs display control of fading in from the right end of the screen of the image display device 5 and fading out toward the left end of the screen. In the abnormal left hit instruction effect (LV1), this display control is repeated twice (5000 ms).

[0322] Next, as shown in Fig. 8-14(3), when 5000 ms has elapsed since the start of the abnormal left turn instruction effect (LV1) (Fig. 8-15: T3), the effect control CPU 120 ends the abnormal left turn instruction effect (LV1), erases the fifth instruction image IP5 (in this example, an image including an object of a left arrow and the character "left turn") from the center of the screen of the image display device 5, and ends the playback output of the fifth instruction voice (in this example, the voice of "left turn") from the speakers 8L and 8R. At this time, the normal mode effect sound is being played back and output from the speakers 8L and 8R.

[0323] (Effect example of abnormal left turn instruction (LV2)) First, as shown in Fig. 8-14(1), when the CPU 103 is executing the variable display of the first special symbol (Fig. 8-16: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area.

[0324] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be played back and output from the speakers 8L and 8R.

[0325] Next, as shown in Fig. 8-14(2), when the CPU 103 detects an abnormal right turn (LV2) (Fig. 8-16: T2), the effect control CPU 120 executes the abnormal left turn instruction effect (LV2), displays the fifth instruction image IP5 (in this example, an image including an object of a left arrow and the character "left turn") in the center of the screen of the image display device 5, and causes the fifth instruction voice (in this example, the voice of "left turn") to be played back and output from the speakers 8L and 8R. At this time, although the normal mode effect sound is being played back and output from the speakers 8L and 8R, the playback output priority is normal mode effect sound < fifth instruction voice.

[0326] In this example, when the abnormal left turn instruction effect (LV2) is executed, the image including the object of the left arrow of the fifth instruction image IP5 and the character "left turn" is a video that performs display control to frame in from the right end of the screen of the image display device 5 and frame out toward the left end of the screen. In the abnormal left turn instruction effect (LV2), this display control is repeated four times (10000 ms).

[0327] Next, as shown in Fig. 8-14(3), when 10000 ms has elapsed since the start of the abnormal left turn instruction effect (LV2) (Fig. 8-16: T3), the effect control CPU 120 ends the abnormal left turn instruction effect (LV2), erases the fifth instruction image IP5 (in this example, the image including the object of the left arrow and the character "left turn") from the center of the screen of the image display device 5, and ends the reproduction output of the fifth instruction voice (in this example, the voice of "left turn") from the speakers 8L and 8R. At this time, the normal mode effect sound is being reproduced and output from the speakers 8L and 8R.

[0328] [Normal mode: Example of error notification effect] Fig. 8-17 is an explanatory diagram showing an example of the effect image and the effect light of each effect related to the error notification during the normal mode. Fig. 8-18 is a time chart showing the execution timing of each effect related to the error notification during the normal mode.

[0329] First, as shown in Fig. 8-17(1), when the CPU 103 is executing the variable display of the first special symbol (Fig. 8-18: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area.

[0330] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.

[0331] Next, as shown in Fig. 8-17(2), when the CPU 103 detects a ball depletion error (Fig. 8-18: T2), the effect control CPU 120 executes a ball depletion error notification effect, and displays a first error image EP1 (in this example, an image including the characters "Ball depletion error") in the error image display area (upper right of the screen) of the image display device 5, and causes the game effect lamp 9 to blink and emit red light. At this time, the normal mode effect sound is continuously reproduced and output from the speakers 8L and 8R.

[0332] Next, as shown in Fig. 8-17(3), when the ball depletion error is resolved and the detection of the ball depletion error ends (Fig. 8-18: T3), the effect control CPU 120 ends the ball depletion error notification effect, erases the first error image EP1 from the error image display area of the image display device 5, and ends the blinking and red light emission of the game effect lamp 9. At this time, the normal mode effect sound is continuously reproduced and output from the speakers 8L and 8R.

[0333] [Normal mode: Abnormal left hit instruction → Right hit mode: Big win FF effect] Fig. 8-19 is an explanatory diagram showing an example of the effect image, effect sound, and effect light of each effect related to the case where a big win fanfare effect (big win FF effect) is started under the control of the big win game state when an abnormal left hit instruction started during the normal mode is being executed. Fig. 8-20 is a time chart showing the execution timing of each effect related to the case where a big win fanfare effect (big win FF effect) is started under the control of the big win game state when an abnormal left hit instruction started during the normal mode is being executed. The big win FF effect will be described in detail with reference to Figs. 8-54 and 8-52 described later.

[0334] First, as shown in Fig. 8-19(1), when the CPU 103 is executing the variable display of the first special symbol (Fig. 8-20: T1), the effect control CPU 120 stops and displays (swings to a stop) a combination of decorative symbols (in this example, "333") indicating that the display result is a "big win" in the symbol display area of the image display device 5. At this time, the variable display of the small symbols is being executed in the small symbol display area of the image display device 5. At this time, the active display is being displayed in the active display area.

[0335] At this time, the effect control CPU 120 causes the normal mode effect sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.

[0336] Next, as shown in Fig. 8-19(2), when the CPU 103 detects an abnormal right hit (LV1) (Fig. 8-20: T2), the effect control CPU 120 executes an abnormal left hit instruction effect (LV1), displays the fifth instruction image IP5 in the center of the screen of the image display device 5, and reproduces and outputs the fifth instruction voice from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is such that the normal mode effect sound < the fifth instruction voice.

[0337] Next, as shown in Fig. 8-19(3), before 5000 ms has elapsed since the start of the abnormal left hit instruction effect (LV1), when the CPU 103 controls the game state to a big win game state (Fig. 8-20: T3), the effect control CPU 120 starts the big win FF effect, causes the image display device 5 to display the first big win type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS"), reproduces and outputs a big win FF effect sound (fanfare effect sound) from the speakers 8L and 8R, and causes the game effect lamp 9 to emit light in a rainbow color.

[0338] At this time, the effect control CPU 120 ends the abnormal left hit instruction effect (LV1), erases the fifth instruction image from the image display device 5, and ends the reproduction output of the fifth instruction voice from the speakers 8L and 8R.

[0339] Further, based on being controlled in the right-handed mode, the production control CPU 120 causes the image display device 5 to display a system right-handed image that promotes playing a game in the right-handed manner in the upper right of the screen. In the following production examples, the description of the system right-handed image will be omitted.

[0340] In the present embodiment, this system right-handed image is an image that promotes right-handed play and is constantly displayed in the upper right of the screen of the image display device 5 when controlled in the right-handed mode (big win mode, time-saving mode, ST mode). It is different from the instruction images related to the normal right-handed instruction and the abnormal right-handed instruction that are displayed only at specific timings.

[0341] The system right-handed image in the big win mode starts to be displayed at the timing when the production control CPU 120 receives a big win start designation command, which is a type of production command indicating the start of the control of the big win game state, and ends the display at the timing when the production control CPU 120 receives a big win end designation command, which is a type of production command indicating the end of the control of the big win game state.

[0342] Similarly, for the system right-handed image in the time-saving mode and the ST mode, the display is started / ended based on the reception of a time-saving start designation command, which is a type of production command indicating the start of the control of the time-saving mode, a time-saving end designation command, which is a type of production command indicating the end of the control of the time-saving mode, an ST start designation command, which is a type of production command indicating the start of the control of the ST mode, and an ST end designation command, which is a type of production command indicating the end of the control of the ST mode.

[0343] In this example, an example where the big win FF production is executed when the abnormal left-handed instruction production (LV1) is being executed and the abnormal left-handed instruction production (LV1) ends has been shown. However, since the same applies to the abnormal left-handed instruction (LV2), the description will be omitted.

[0344] [Normal mode: Error notification → Right-handed mode: Big win FF production] FIG. 8-21 is an explanatory diagram showing an example of the production image, production sound, and production light of each production related to the case where the jackpot fanfare production (jackpot FF production) is started under the control of the jackpot gaming state when the error notification started during the normal mode is being executed. FIG. 8-22 is a time chart showing the execution timing of each production related to the case where the jackpot fanfare production (jackpot FF production) is started under the control of the jackpot gaming state when the error notification started during the normal mode is being executed.

[0345] First, as shown in FIG. 8-21(1), when the CPU 103 is executing the variable display of the first special symbol (FIG. 8-22: T1), the production control CPU 120 stops and displays (swings to a stop) a combination of decorative symbols (in this example, "333") indicating that the display result is "jackpot" in the symbol display area of the image display device 5. At this time, the variable display of the small symbols is being executed in the small symbol display area of the image display device 5. At this time, the active display is being displayed in the active display area.

[0346] At this time, the production control CPU 120 causes the normal mode production sound related to the normal mode to be reproduced and output from the speakers 8L and 8R.

[0347] Next, as shown in FIG. 8-21(2), when the CPU 103 detects a ball depletion error (FIG. 8-22: T2), the production control CPU 120 executes a ball depletion error notification production, displays a first error image EP1 (in this example, an image including the characters "ball depletion error") in the error image display area (upper right of the screen) of the image display device 5, and causes the game effect lamp 9 to blink and emit red light. At this time, the normal mode production sound continues to be reproduced and output from the speakers 8L and 8R.

[0348] Next, as shown in FIG. 8-21(3), when the CPU 103 controls the game state to the jackpot game state before the start of the out-of-ball error notification effect and the error is resolved (FIG. 8-22: T3), the effect control CPU 120 starts the jackpot FF effect, causes the image display device 5 to display the first jackpot type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS"), and outputs and plays the jackpot FF effect sound (fanfare effect sound) from the speakers 8L and 8R.

[0349] At this time, the effect control CPU 120 continues to execute the out-of-ball error notification effect and continues to display the first error image EP1 (in this example, an image including the characters "out-of-ball error") in the error image display area of the image display device 5. Also, originally, it is the time when the game effect lamp 9 emits light in a rainbow color corresponding to the jackpot FF effect, but in this embodiment, since the error notification has a higher execution priority of the effect than the jackpot FF effect, the game effect lamp 9 continues to blink and emit light in red.

[0350] When the out-of-ball error is resolved (FIG. 8-22: T4), the effect control CPU 120 ends the out-of-ball error notification effect, erases the first error image EP1 (in this example, an image including the characters "out-of-ball error") from the error image display area of the image display device 5, and causes the game effect lamp 9 to emit light in a rainbow color corresponding to the jackpot FF effect from the blinking red light emission (not shown).

[0351] [Normal mode: Abnormal left hit instruction, error notification → Right hit mode: Jackpot FF effect] FIG. 8-23 is an explanatory diagram showing an example of the effect image, the effect sound, and the effect light of each effect related to the case where the jackpot game state is controlled and the jackpot FF effect is started when the abnormal left hit instruction and the error notification started during the normal mode are being executed. FIG. 8-24 is a time chart showing the execution timing of each effect related to the case where the jackpot game state is controlled and the jackpot FF effect is started when the abnormal left hit instruction and the error notification started during the normal mode are being executed.

[0352] First, the production examples shown in FIGS. 8-23(1) and (2) are the same as the production examples shown in FIGS. 8-19(1) and (2), so the description thereof will be omitted.

[0353] Next, as shown in FIG. 8-23(3), when the CPU 103 detects a ball depletion error (FIG. 8-24: T3), the production control CPU 120 executes a ball depletion error notification production, and displays a first error image EP1 (in this example, an image including the characters "ball depletion error") in the error image display area of the image display device 5, and blinks and lights the game effect lamp 9 in red. At this time, the fifth instruction voice and the normal mode production sound are continuously reproduced and output from the speakers 8L and 8R (reproduction output priority: normal mode production sound < fifth instruction voice).

[0354] At this time, since the first error image is [second layer] and the fifth instruction image is [third layer], the display priority is such that the fifth instruction image [third layer] < the first error image [second layer].

[0355] Next, the production example shown in FIG. 8-23(4) is the same as the production example shown in FIG. 8-21(3), so the description thereof will be omitted.

[0356] [Specific example when a production using the game effect lamp 9 is executed in a game parlor] FIG. 8-25 is an example of a game parlor in which five pachinko machines 1 are arranged in a row. In this example, a store clerk of the game parlor stands in front of the pachinko machine 1, and this is an explanatory diagram showing a state where all five pachinko machines 1 are being played by players. In this figure, the pachinko machine 1 installed closest to the store clerk (installed on the front side) is referred to as "pachinko machine 1A", and moving toward the back side as seen from the store clerk, they are referred to as "pachinko machine 1B", "pachinko machine 1C", "pachinko machine 1D", and "pachinko machine 1E". Although players are sitting in front of each pachinko machine 1 and playing, for the sake of convenience, the figures of the players are omitted.

[0357] As shown in FIG. 8-25, in each pachinko gaming machine 1 (pachinko gaming machine 1A, pachinko gaming machine 1B, pachinko gaming machine 1C, pachinko gaming machine 1D, pachinko gaming machine 1E), variable display of decorative symbols is executed in the symbol display area of the image display device 5.

[0358] At this time, in the pachinko gaming machine 1D, a ball depletion error has occurred, and the effect control CPU 120 executes a ball depletion error notification effect, causes the image display device 5 to display a first error image EP1, and causes the game effect lamp 9 to blink and emit red light.

[0359] Depending on the standing position of the store clerk and the installation location of the pachinko gaming machine 1, the visibility of the image display device 5 of the pachinko gaming machine 1 from the store clerk may be low. In this example, as shown in FIG. 8-25, the visibility of the image display devices 5 of the pachinko gaming machines 1D and 1E from the store clerk is extremely low. Therefore, even if a first error image is displayed on the image display device 5 of the pachinko gaming machine 1D, it is difficult for the store clerk to recognize that an error has occurred in that pachinko gaming machine based on the first error image.

[0360] On the other hand, regardless of the standing position of the store clerk and the installation location of the pachinko gaming machine 1, the visibility of the game effect lamp 9 of the pachinko gaming machine 1 from the store clerk does not change significantly. In this example, as shown in FIG. 8-25, the visibility of the game effect lamps 9 of the pachinko gaming machines 1A to 1E from the store clerk is not low. Therefore, when the game effect lamp 9 of the pachinko gaming machine 1D blinks and emits red light, it becomes easy for the store clerk to recognize that an error has occurred in that pachinko gaming machine based on the lighting mode of the game effect lamp 9.

[0361] [Right Hit Mode: Example of Effects for Abnormal Right Hit Instruction] FIG. 8-26 is an explanatory diagram showing an example of an effect image and an effect sound of each effect related to an abnormal right hit instruction during the right hit mode (ST mode). FIG. 8-27 is a time chart showing the execution timing of each effect related to an abnormal right hit instruction during the right hit mode.

[0362] First, as shown in FIG. 8-26(1), when the CPU 103 is executing the variable display of the second special symbol (FIG. 8-27: T1), the effect control CPU 120 causes the variable display of the decorative symbol to be executed in the symbol display area of the image display device 5. At this time, the variable display of the small symbol is started in the small symbol display area of the image display device 5. At this time, the active display is displayed in the active display area. Further, the effect control CPU 120 causes the ST mode effect sound (hereinafter, appropriately referred to as the "ST effect sound") related to the ST mode to be reproduced and output from the speakers 8L and 8R.

[0363] At this time, based on the fact that the game mode is controlled to the ST mode [Dream Dream Mode], the effect control CPU 120 displays the characters "Powerful RUSH" in the center of the screen of the image display device 5, an effect mode icon indicating the current effect mode (in this example, an icon including the characters "Dream Dream Mode") in the upper left of the screen of the image display device 5, and an ST remaining count display (in this example, the characters "Remaining 150 times") indicating the remaining control times of the ST mode in the upper right of the screen of the image display device 5.

[0364] Next, as shown in FIG. 8-26(2), when the CPU 103 detects an abnormal left hit (FIG. 8-27: T2), the effect control CPU 120 executes an abnormal right hit instruction effect, displays the fourth instruction image IP4 (in this example, an image including the characters "Right Hit" and an object of a right arrow) in the center of the screen of the image display device 5, and reproduces and outputs the fourth instruction voice (in this example, the voice "It's a right hit") from the speakers 8L and 8R. At this time, although the ST mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is ST mode effect sound < fourth instruction voice.

[0365] In this example, when the abnormal right turn instruction effect is executed, the image including the object of the right arrow of the fourth instruction image IP4 and the character "right turn" is a video that performs display control to fade in from the left end of the screen of the image display device 5 and fade out toward the right end of the screen. In the abnormal right turn instruction effect, this display control is repeated twice (5000 ms).

[0366] Next, as shown in FIG. 8-26(3), when 5000 ms has elapsed since the start of the abnormal right turn instruction effect (FIG. 8-27: T3), the effect control CPU 120 ends the abnormal right turn instruction effect, and the fourth instruction image IP4 (in this example, an image including the character "right turn" and the object of the right arrow) is erased from the center of the screen of the image display device 5, and the reproduction output of the fourth instruction voice (in this example, the voice of "left turn") from the speakers 8L and 8R is ended. At this time, the ST mode effect sound is being reproduced and output from the speakers 8L and 8R.

[0367] [Right Turn Mode: Example of Effect for Detecting Abnormal Left Turn During the Big Win FF Period] FIG. 8-28 is an explanatory diagram showing an example of the effect image, the effect sound, and the effect light of each effect related to the case where an abnormal left turn is detected during the right turn mode: big win mode (big win FF period). FIG. 8-29 is a time chart showing the execution timing of each effect related to the case where an abnormal left turn is detected during the right turn mode: big win mode (big win FF period).

[0368] The effect example shown in FIG. 8-28(1) is the same as the effect example shown in FIG. 8-19(3), so the description is omitted.

[0369] Next, as shown in FIG. 8-28(2), even if the CPU 103 detects an abnormal left turn during the big win FF period (FIG. 8-29: T2), the effect control CPU 120 does not execute the abnormal right turn instruction effect, does not display the fourth instruction image IP4 (in this example, an image including the character "right turn" and the object of the right arrow) at the center of the screen of the image display device 5, and does not reproduce and output the fourth instruction voice (in this example, the voice of "right turn") from the speakers 8L and 8R.

[0370] This is the case where, even if an abnormal left hit is detected during the big win FF period, as shown in steps S02TM1230 to S02TM1240 of FIGS. 8 - 9, the process of step S02TM1250 (the process of determining to execute the abnormal right hit instruction effect) is skipped. Therefore, even if an abnormal left hit is detected during the big win FF period, the abnormal right hit instruction effect is not executed.

[0371] [Right - hit mode (big win round period): Example of the effect of an abnormal right - hit instruction] FIG. 8 - 30 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related to the abnormal right - hit instruction during the right - hit mode (big win round period (hereinafter, appropriately referred to as the "big win RD period")). FIG. 8 - 31 is a time chart showing the execution timing of each effect related to the abnormal right - hit instruction in the right - hit mode (big win RD period).

[0372] First, as shown in FIG. 8 - 30(1), when the CPU103 controls the game state to the big win RD period of the big win game state (FIG. 8 - 31: T1), the effect - control CPU120 executes the big win RD effect (first round), and causes the image display device 5 to display the big win RD image (in this example, a background image of a mountain, a sun, and musical notes, a round display ( "1 ROUND") indicating the current round number, and a bonus ball number display (00000pt) indicating the number of bonus balls granted), and causes the game effect lamp 9 to emit light in a rainbow color. At this time, the effect - control CPU120 reproduces and outputs a big win round effect sound (hereinafter, appropriately referred to as the "round effect sound") from the speakers 8L and 8R in relation to the big win RD effect, and the game effect lamp 9 is emitting light in a rainbow color.

[0373] Next, as shown in FIG. 8-30(2), when the CPU 103 detects an abnormal left hit (FIG. 8-31: T2), the effect control CPU 120 executes an abnormal right hit instruction effect, and displays a fourth instruction image IP4 (in this example, an image including the characters "right hit" and an object of a right arrow) at the center of the screen of the image display device 5, and outputs and plays a fourth instruction voice (in this example, the voice of "right hit") from the speakers 8L and 8R. At this time, although the jackpot round effect sound is being output and played from the speakers 8L and 8R, the playback output priority is such that the jackpot round effect sound < the fourth instruction voice.

[0374] Next, as shown in FIG. 8-30(3), when 5000 ms has elapsed since the start of the abnormal right hit instruction effect (FIG. 8-31: T3), the effect control CPU 120 ends the abnormal right hit instruction effect, erases the fourth instruction image IP4 (in this example, an image including the characters "right hit" and an object of a right arrow) from the center of the screen of the image display device 5, and ends the playback output of the fourth instruction voice (in this example, the voice of "left hit") from the speakers 8L and 8R. At this time, the jackpot round effect sound is being output and played from the speakers 8L and 8R.

[0375] [Volume adjustment] In this embodiment, a "volume value" is provided as a value related to the effect sound. The volume value is the upper limit value (volume value) of the volume that can be output by the pachinko gaming machine 1. In this example, the volume value can be set between "1" and "3". This volume value can be set to an arbitrary value by the player performing a predetermined operation (for example, operating the up and down buttons of the effect keys provided on the pachinko gaming machine 1). Hereinafter, the volume value will be appropriately referred to as "master volume", "volume", etc.

[0376] In this embodiment, up and down buttons of an effect key provided on the pachinko gaming machine 1 are provided as buttons for adjusting the volume value (hereinafter, appropriately referred to as "volume adjustment buttons"). When the up button among the up and down buttons of the effect key (hereinafter, appropriately referred to as "volume adjustment button (+)") is operated, the volume value is set to a value obtained by adding "1" to the volume value before operating the up button. When the down button among the up and down buttons of the effect key (hereinafter, appropriately referred to as "volume adjustment button (-)") is operated, the volume value is set to a value obtained by subtracting "1" from the volume value before operating the down button.

[0377] In this embodiment, when the volume value is set to the maximum value "3", even if the volume adjustment button (+) is operated, the volume value cannot be set to a value greater than the maximum value, so the operation of the volume adjustment button (+) is not accepted and the volume value is not changed. Similarly, when the volume value is set to the minimum value "1", even if the volume adjustment button (-) is operated, the volume value cannot be set to a value less than the minimum value, so the operation of the volume adjustment button (-) is not accepted and the volume value is not changed.

[0378] In this embodiment, when the operation of the volume adjustment button is accepted, a volume adjustment effect can be executed. The volume adjustment effect is an effect composed of (A) an effect of displaying a volume adjustment display indicating the volume value after volume adjustment in the volume adjustment display area at the lower right of the screen of the image display device 5, and (B) an effect of reproducing and outputting a volume adjustment sound indicating the volume value after volume adjustment from the speakers 8L and 8R. Hereinafter, the volume adjustment effect corresponding to the volume value being "X" is appropriately referred to as "volume adjustment effect (volume value: X)", "volume adjustment effect (X)", etc.

[0379] (A) The volume adjustment display is an image including an object imitating a speaker and a meter corresponding to the volume value. In this example, when the volume value is "1" and an operation on the volume adjustment button (+) is received, a volume adjustment display corresponding to a volume value of "2" is displayed in the volume adjustment display area of the image display device 5. Hereinafter, the volume adjustment display corresponding to a volume value of "X" will be appropriately referred to as "volume adjustment display (volume value: X)", "volume adjustment display (X)", etc.

[0380] Note that, as shown in the layer structure of FIGS. 8 - 13, the volume adjustment display is an image displayed on the third layer. Therefore, the volume adjustment display is an image with a higher display priority than the normal effect image [fourth layer].

[0381] (B) The volume adjustment voice is a voice indicating the volume value after the volume adjustment. When the volume value after the volume adjustment is "X", a voice of "The volume has been set to X" is reproduced and output. In this example, when the volume value is "1" and an operation on the volume adjustment button (+) is received, a volume adjustment voice of "The volume has been set to 2" corresponding to a volume value of "2" is reproduced and output from the speakers 8L and 8R. Hereinafter, the volume adjustment voice corresponding to a volume value of "X" will be appropriately referred to as "volume adjustment voice (volume value: X)", "volume adjustment voice (X)", etc.

[0382] Note that the present invention is not limited to the above - described embodiment, and the volume adjustment voice may be a voice different from a voice message including a sentence such as "The volume has been set to X". For example, the volume adjustment voice may be an effect sound composed only of sounds without including a sentence.

[0383] In this embodiment, after receiving an operation on the volume adjustment button and displaying a volume adjustment display in the volume adjustment display area of the image display device 5, when a predetermined period (in this example, 5 seconds) elapses without receiving a new operation on the volume adjustment button, the volume adjustment display is erased from the volume adjustment display area of the image display device 5 (see FIGS. 8 - 32).

[0384] [Volume adjustment effect determination process] FIG. 8-32 is a flowchart showing the volume adjustment effect determination process executed during waiting for variation start, at the start of variation, during variation, at the end of variation, during jackpot, etc. The effect control CPU 120 executes the volume adjustment effect determination process shown in FIG. 8-32 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect process (step S172), jackpot effect process (step S176), ending process (step S177), etc. of the effect control process shown in FIG. 7.

[0385] First, the effect control CPU 120 determines whether or not the player has operated the volume adjustment button (step S02TM3010). If the player has not operated the volume adjustment button (step S02TM3010: NO), the effect control CPU 120 proceeds to step S02TM3050.

[0386] If the player has operated the volume adjustment button (step S02TM3010: YES), the effect control CPU 120 determines whether or not to accept the operation of the volume adjustment button (step S02TM3020).

[0387] The case where the operation of the volume adjustment button is accepted means that when the volume adjustment button is operated, the volume value can be changed. For example, when the volume value is "1" and the volume adjustment button (+) is operated (volume value: 1 → 2), or when the volume value is "2" and the volume adjustment button (+) is operated (volume value: 2 → 3), these are cases where the operation of the volume adjustment button is accepted.

[0388] On the other hand, the case where the operation of the volume adjustment button is not accepted means that even when the volume adjustment button is operated, the volume value cannot be changed. For example, when the volume value is "1" and the volume adjustment button (-) is operated (volume value: 1 → ×), or when the volume value is "3" and the volume adjustment button (+) is operated (volume value: 3 → ×), these are cases where the operation of the volume adjustment button is not accepted.

[0389] When the operation of the volume adjustment button is not accepted (step S02TM3020: NO), the effect control CPU 120 proceeds to step S02TM3050 for processing.

[0390] When the operation of the volume adjustment button is accepted (step S02TM3020: YES), the effect control CPU 120 executes a volume adjustment effect based on the operation of the volume adjustment button (step S02TM3030), sets a volume adjustment flag described later (step S02TM3040), and proceeds to step S03TM3050 for processing.

[0391] In this embodiment, the volume adjustment flag is a type of effect flag that is set based on the execution of the volume adjustment effect. By setting the volume adjustment flag, it becomes possible to determine that the volume adjustment effect has already been executed. This volume adjustment flag is erased when the volume adjustment effect ends (see step S02TM3070).

[0392] Next, the effect control CPU 120 determines whether 5 seconds have elapsed since the volume adjustment flag was set (step S02TM3050). If 5 seconds have not elapsed since the volume adjustment flag was set (step S02TM3050: NO), the effect control CPU 120 ends the processing as it is.

[0393] If 5 seconds have elapsed since the volume adjustment flag was set (step S02TM3050: YES), the effect control CPU 120 ends the volume adjustment effect (step S02TM3060), erases the volume adjustment flag (step S02TM3070), and ends the processing as it is.

[0394] [Example of Volume Adjustment Effect] FIG. 8-33 is an explanatory diagram showing an example of an effect image and an effect sound of each effect related to volume adjustment. FIG. 8-34 is a time chart showing the execution timing of each effect related to volume adjustment.

[0395] The description of the effects example shown in Fig. 8-33(1) for the parts that are the same as the effects example shown in Fig. 8-14(1) is omitted. At this time, the volume is set to "1".

[0396] Next, as shown in Fig. 8-33(2), when an operation of the volume adjustment button (+) is received (Fig. 8-34: T2), the effect control CPU 120 executes a volume adjustment effect (volume value: 2), and displays a volume adjustment display VP (volume value: 2) in the volume adjustment display area of the image display device 5, and outputs and plays a volume adjustment sound (volume value: 2) (in this example, the sound of "The volume has been set to 2") from the speakers 8L and 8R. At this time, although the normal mode effect sound is being output and played from the speakers 8L and 8R, the playback output priority is the normal mode effect sound < volume adjustment sound.

[0397] Next, as shown in Fig. 8-33(3), when 5 seconds elapse without receiving a new operation of the volume adjustment button after receiving an operation of the volume adjustment button (+) (Fig. 8-34: T3), the effect control CPU 120 ends the volume adjustment effect (volume value: 2), erases the volume adjustment display VP (volume value: 2) from the volume adjustment display area of the image display device 5, and ends the playback output of the volume adjustment sound (volume value: 2) (in this example, the sound of "The volume has been set to 2") from the speakers 8L and 8R.

[0398] [Light Quantity Adjustment] In this embodiment, a "light quantity value" is provided as a value related to the effect light. The light quantity value is the upper limit value (light quantity value) of the light quantity that can be emitted by the pachinko machine 1. In this example, the light quantity value can be set between "1" and "3". This light quantity value can be set to any value by the player performing a predetermined operation (for example, operating the left and right buttons of the effect keys provided on the pachinko machine 1). Hereinafter, the light quantity value will be appropriately referred to as "light quantity" or the like.

[0399] In this embodiment, the left and right buttons of the effect keys provided on the pachinko machine 1 (hereinafter, appropriately referred to as "light quantity adjustment buttons") are provided as buttons for adjusting the light quantity value. When the right button among the left and right buttons of the effect key (hereinafter, appropriately referred to as "light quantity adjustment button (+)") is operated, the light quantity value is set to a value obtained by adding "1" to the light quantity value before operating the right button. When the left button among the left and right buttons of the effect key (hereinafter, appropriately referred to as "light quantity adjustment button (-)") is operated, the light quantity value is set to a value obtained by subtracting "1" from the light quantity value before operating the left button.

[0400] In this embodiment, when the light quantity value is set to the maximum value "3", even if the light quantity adjustment button (+) is operated, the light quantity value cannot be set to a value larger than the maximum value, so the operation of the light quantity adjustment button (+) is not accepted. Similarly, when the light quantity value is set to the minimum value "1", even if the light quantity adjustment button (-) is operated, the light quantity value cannot be set to a value smaller than the minimum value, so the operation of the light quantity adjustment button (-) is not accepted.

[0401] Note that as shown in the layer structure of FIGS. 8-13, the light quantity adjustment display is an image displayed on the third layer. Therefore, the light quantity adjustment display is an image with a higher display priority than the normal effect image [fourth layer].

[0402] In this embodiment, when the operation of the light quantity adjustment button is accepted, a light quantity adjustment effect can be executed. The light quantity adjustment effect is composed of: (A) an effect of displaying a light quantity adjustment display indicating the light quantity value after the light quantity adjustment in the light quantity adjustment display area at the lower right of the screen of the image display device 5; and (B) an effect of reproducing and outputting a light quantity adjustment sound indicating the light quantity value after the light quantity adjustment from the speakers 8L and 8R. Hereinafter, the light quantity adjustment effect corresponding to the light quantity value being "Y" is appropriately referred to as "light quantity adjustment effect (light quantity value: Y)", "light quantity adjustment effect (Y)", etc.

[0403] In addition, in the present embodiment, although both the volume adjustment display area where the volume adjustment display is shown and the light quantity adjustment display area where the light quantity adjustment display is shown are areas in the lower right of the screen of the image display device 5, they are different areas that do not overlap with each other. Therefore, even when the volume adjustment display and the light quantity adjustment display are shown simultaneously, they are both shown without overlapping, and the visibility is not reduced.

[0404] (A) The light quantity adjustment display is an image including an object imitating a light bulb and a meter corresponding to the light quantity value. In this example, when the operation of the light quantity adjustment button (+) is received when the light quantity value is "1", a light quantity adjustment display corresponding to the light quantity value being "2" is shown in the light quantity adjustment display area of the image display device 5. Hereinafter, the light quantity adjustment display corresponding to the light quantity value being "Y" will be appropriately referred to as "light quantity adjustment display (light quantity value: Y)", "light quantity adjustment display (Y)", etc.

[0405] (B) The light quantity adjustment voice is a voice indicating the light quantity value after the light quantity is adjusted. When the light quantity value after the light quantity is adjusted is "Y", a voice of "The light quantity is set to Y" is reproduced and output. In this example, when the operation of the light quantity adjustment button (+) is received when the light quantity value is "1", a light quantity adjustment voice of "The light quantity is set to 2" corresponding to the light quantity value being "2" is reproduced and output from the speakers 8L and 8R. Hereinafter, the light quantity adjustment voice corresponding to the light quantity value being "Y" will be appropriately referred to as "light quantity adjustment voice (light quantity value: Y)", "light quantity adjustment voice (Y)", etc.

[0406] Note that it is not limited to the above embodiment, and the light quantity adjustment voice may be a voice different from a voice including a sentence such as "The light quantity is set to Y". For example, the light quantity adjustment voice may be an effect sound composed only of sounds without including a sentence.

[0407] In this embodiment, after receiving an operation of the light quantity adjustment button and displaying a light quantity adjustment display in the light quantity adjustment display area of the image display device 5, when a predetermined period (in this example, 5 seconds) elapses without receiving a new operation of the light quantity adjustment button, the light quantity adjustment display is erased from the light quantity adjustment display area of the image display device 5 (see FIG. 8-35).

[0408] In this embodiment, during the variation start waiting period after receiving the customer waiting demo designation command, it is possible to display a menu screen on which volume adjustment, light quantity adjustment, and auto button setting (to be described later) can be performed, and volume adjustment and light quantity adjustment can be set on this menu screen.

[0409] [Light Quantity Adjustment Effect Determination Process] FIG. 8-35 is a flowchart showing the light quantity adjustment effect determination process executed during waiting for variation start, at the start of variation, during variation, at the end of variation, during jackpot, etc. The effect control CPU 120 executes the light quantity adjustment effect determination process shown in FIG. 8-35 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect process (step S172), jackpot effect process (step S176), ending process (step S177), etc. of the effect control process shown in FIG. 7.

[0410] First, the effect control CPU 120 determines whether the player has operated the light quantity adjustment button (step S02TM4010). If the player has not operated the light quantity adjustment button (step S02TM4010: NO), the effect control CPU 120 advances the process to step S02TM4050.

[0411] If the player has operated the light quantity adjustment button (step S02TM4010: YES), the effect control CPU 120 determines whether to accept the operation of the light quantity adjustment button (step S02TM4020).

[0412] The case of accepting the operation of the light quantity adjustment button means that when the light quantity adjustment button is operated, the light quantity value can be changed. For example, when the light quantity value is "1" and the light quantity adjustment button (+) is operated (light quantity value: 1 → 2), or when the light quantity value is "2" and the light quantity adjustment button (+) is operated (light quantity value: 2 → 3), these are cases of accepting the operation of the light quantity adjustment button.

[0413] On the other hand, the case of not accepting the operation of the light quantity adjustment button means that even when the light quantity adjustment button is operated, the light quantity value cannot be changed. For example, when the light quantity value is "1" and the light quantity adjustment button (-) is operated (light quantity value: 1 → ×), or when the light quantity value is "3" and the light quantity adjustment button (+) is operated (light quantity value: 3 → ×), these are cases of not accepting the operation of the light quantity adjustment button.

[0414] When the operation of the light quantity adjustment button is not accepted (step S02TM4020: NO), the effect control CPU 120 proceeds to step S02TM4050 for processing.

[0415] When the operation of the light quantity adjustment button is accepted (step S02TM4020: YES), the effect control CPU 120 executes a light quantity adjustment effect based on the operation of the light quantity adjustment button (step S02TM4030), sets a light quantity adjustment flag described later (step S02TM4040), and proceeds to step S03TM4050 for processing.

[0416] In this embodiment, the light quantity adjustment flag is a type of effect flag that is set based on the execution of the light quantity adjustment effect. By setting the light quantity adjustment flag, it becomes possible to determine that the light quantity adjustment effect has already been executed. This light quantity adjustment flag is erased when the light quantity adjustment effect ends (see step S02TM4070).

[0417] Next, the production control CPU 120 determines whether 5 seconds have elapsed since the light amount adjustment flag was set (step S02TM4050). If 5 seconds have not elapsed since the light amount adjustment flag was set (step S02TM4050: NO), the production control CPU 120 ends the process as it is.

[0418] If 5 seconds have elapsed since the light amount adjustment flag was set (step S02TM4050: YES), the production control CPU 120 ends the light amount adjustment production (step S02TM4060), erases the light amount adjustment flag (step S02TM4070), and ends the process as it is.

[0419] [Production example of light amount adjustment] FIG. 8-36 is an explanatory diagram showing an example of a production image and production sound of each production related to light amount adjustment. FIG. 8-37 is a time chart showing the execution timing of each production related to light amount adjustment.

[0420] The description of the part of the production example shown in FIG. 8-36(1) that is the same as the production example shown in FIG. 8-14(1) is omitted. At this time, the light amount is set to "1".

[0421] Next, as shown in FIG. 8-36(2), when an operation of the light amount adjustment button (+) is received (FIG. 8-37: T2), the production control CPU 120 executes a light amount adjustment production (volume value: 2), and displays a light amount adjustment display LP (volume value: 2) in the light amount adjustment display area of the image display device 5, and reproduces and outputs a light amount adjustment sound (volume value: 2) (in this example, the sound of "The light amount has been set to 2") from the speakers 8L and 8R. At this time, although the normal mode production sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is normal mode production sound < light amount adjustment sound.

[0422] Next, as shown in FIG. 8-36(3), when 5 seconds elapse after receiving an operation of the light quantity adjustment button (+) without receiving a new operation of the light quantity adjustment button (FIG. 8-37: T3), the effect control CPU 120 ends the light quantity adjustment effect (volume value: 2), causes the light quantity adjustment display LP (volume value: 2) to be erased from the light quantity adjustment display area of the image display device 5, and ends the reproduction output of the light quantity adjustment sound (volume value: 2) (in this example, the sound of "The light quantity has been set to 2") from the speakers 8L and 8R.

[0423] [Normal mode: Volume adjustment → Right hit mode: Big win FF effect] FIG. 8-38 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the volume adjustment effect started during the normal mode is being executed. FIG. 8-39 is a time chart showing the execution timing of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the volume adjustment effect started during the normal mode is being executed.

[0424] First, the description of the part that is the same as the effect example shown in FIG. 8-21(1) in the effect example shown in FIG. 8-38(1) is omitted. At this time, the volume is set to "1".

[0425] Next, as shown in FIG. 8-38(2), when an operation of the volume adjustment button (+) is received (FIG. 8-39: T2), the effect control CPU 120 executes the volume adjustment effect (volume value: 2), causes the volume adjustment display VP (volume value: 2) to be displayed in the volume adjustment display area of the image display device 5, and causes the volume adjustment sound (volume value: 2) (in this example, the sound of the part of "The volume has been set to 2" in the sound of "The volume has been set to 2") to be reproduced and output from the speakers 8L and 8R. At this time, although the normal mode effect sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is the normal mode effect sound < volume adjustment sound.

[0426] Next, as shown in FIG. 8-38(3), before 5 seconds have elapsed since the start of the volume adjustment effect, when the CPU 103 controls the game state to the big win game state (FIG. 8-39: T3), the effect control CPU 120 starts the big win FF effect, causes the image display device 5 to display the first big win type notification image BP1 (in this example, an image including a concentrated line and the character "BONUS"), and reproduces and outputs the big win FF effect sound from the speakers 8L and 8R.

[0427] At this time, the effect control CPU 120 continues to execute the volume adjustment effect, continues to display the volume adjustment display VP (volume value: 2) in the volume adjustment display area of the image display device 5, and continues to reproduce and output the volume adjustment sound (volume value: 2) (in this example, the part after "set the volume to 2" in the sound "set the volume to 2") from the speakers 8L and 8R. At this time, the big win FF effect sound is also being reproduced and output from the speakers 8L and 8R, but the reproduction output priority is big win FF effect sound = volume adjustment sound. That is, the big win FF effect sound and the volume adjustment sound are heard by the player in the same way.

[0428] Then, when 5 seconds have elapsed since the start of the volume adjustment effect (FIG. 8-39: T4), the effect control CPU 120 ends the volume adjustment effect, erases the volume adjustment display VP (volume value: 2) from the volume adjustment display area of the image display device 5, and ends the reproduction output of the volume adjustment sound (volume value: 2) from the speakers 8L and 8R (not shown).

[0429] [Normal mode: Light amount adjustment → Right hit mode: Big win FF effect] FIG. 8-40 is an explanatory diagram showing an example of the effect images and effect sounds of each effect related to the case where the big win game state is controlled and the big win FF effect is started when the light amount adjustment effect started during the normal mode is being executed. FIG. 8-41 is a time chart showing the execution timing of each effect related to the case where the big win game state is controlled and the big win FF effect is started when the light amount adjustment effect started during the normal mode is being executed.

[0430] First, the description of the parts that are the same as the production example shown in Fig. 8-21(1) will be omitted for the production example shown in Fig. 8-40(1). At this time, the light quantity is set to "1".

[0431] Next, as shown in Fig. 8-40(2), when the operation of the light quantity adjustment button (+) is received (Fig. 8-41: T2), the production control CPU 120 executes a light quantity adjustment production (light quantity value: 2), and causes the light quantity adjustment display LP (light quantity value: 2) to be displayed in the light quantity adjustment display area of the image display device 5, and causes the light quantity adjustment voice (light quantity value: 2) (in this example, the voice of the part "light quantity to 2" among the voices of "set the light quantity to 2") to be reproduced and output from the speakers 8L and 8R. At this time, although the normal mode production sound is being reproduced and output from the speakers 8L and 8R, the reproduction output priority is the normal mode production sound < the light quantity adjustment voice.

[0432] Next, as shown in Fig. 8-40(3), before 5 seconds have elapsed since the start of the light quantity adjustment production, when the CPU 103 controls the game state to the big win game state (Fig. 8-41: T3), the production control CPU 120 starts the big win FF production, causes the first big win type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS") to be displayed on the image display device 5, and causes the big win FF production sound to be reproduced and output from the speakers 8L and 8R.

[0433] At this time, the production control CPU 120 continues to execute the light quantity adjustment production, continues to display the light quantity adjustment display LP (light quantity value: 2) in the light quantity adjustment display area of the image display device 5, and continues to reproduce and output the light quantity adjustment voice (light quantity value: 2) (in this example, the voice of "set" which is the latter part of the voice of "set the light quantity to 2") from the speakers 8L and 8R. At this time, the big win FF production sound is also being reproduced and output from the speakers 8L and 8R, but the reproduction output priority is the big win FF production sound = the light quantity adjustment voice.

[0434] When 5 seconds have elapsed since the start of the light quantity adjustment effect (Fig. 8-41: T4), the effect control CPU 120 ends the light quantity adjustment effect, causes the light quantity adjustment display LP (light quantity value: 2) to be erased from the light quantity adjustment display area of the image display device 5, and ends the playback output of the light quantity adjustment sound (light quantity value: 2) from the speakers 8L and 8R (not shown).

[0435] [Auto Button] In the present embodiment, various effects (hereinafter, appropriately referred to as "operation-required effects") can be executed triggered by an operation on the operation unit (such as the stick controller 31A and the push button 31B). An effect that prompts the player to operate the operation unit is referred to as an "operation promotion effect". In the present embodiment, after the operation promotion effect is executed, the operation-required effect is executed.

[0436] It is possible to implement an "auto button" that automatically operates the operation unit in the pachinko machine 1 in a scene where an operation of the operation unit is required in the operation promotion effect. The mode related to this auto button is referred to as the "auto button mode", the case where the auto button mode is valid is referred to as the "auto button ON mode", and the case where this auto button mode is invalid is referred to as the "auto button OFF mode".

[0437] When the auto button OFF mode is set and an operation of the operation unit is required in the operation promotion effect, if the operation unit is operated, the subsequent operation-required effect is executed, while if the operation unit is not operated, the subsequent operation-required effect is not executed (see Fig. 8-43). Also, when the auto button ON mode is set and an operation of the operation unit is required in the operation promotion effect, the subsequent operation-required effect is executed regardless of whether the operation unit is operated (see Fig. 8-44).

[0438] In this embodiment, as main operation effects, there are an expectation preview effect that suggests the jackpot expectation level using a cut-in image before the reach is established, a final decision button effect that notifies the display result based on an operation on the operation unit in the SP reach, a RUSH entry notification effect that notifies whether or not to be controlled to the ST mode after the jackpot during the first win, and the like.

[0439] In this embodiment, by performing a specific operation on the operation unit, it is possible to switch the auto button mode. For example, when the auto button is set to the OFF mode and the main operation effect is not being executed, if the push button 31B is long-pressed for 3 seconds, the mode switches from the auto button OFF mode to the auto button ON mode. Also, when the auto button is set to the ON mode and the push button 31B is long-pressed for 3 seconds, the mode switches from the auto button ON mode to the auto button OFF mode.

[0440] Also, during the variation start waiting period after receiving the customer waiting demo designation command, it is possible to display a menu screen on which volume adjustment, light amount adjustment, and auto button setting can be performed, and the auto button mode can be set on this menu screen.

[0441] In this embodiment, when the auto button mode is switched, it is possible to execute an auto button setting effect that shows the newly set auto button mode to the player.

[0442] In the auto button setting effect when the auto button is set to the OFF mode, an auto button OFF setting display (in this example, an icon including the characters "The auto button has been released") is displayed in the auto button setting display area (lower left of the screen) of the image display device 5, and an auto button OFF setting voice (in this example, the voice "The auto button has been released") is reproduced and output from the speakers 8L and 8R. Such an auto button setting effect when the auto button is set to the OFF mode is appropriately referred to as the "auto button OFF setting effect".

[0443] In the auto button setting effect when set to the auto button ON mode, an auto button ON setting display (in this example, an icon including the characters "Set to the auto button") is displayed in the auto button setting display area (lower left of the screen) of the image display device 5, and an auto button ON setting voice (in this example, the voice of "Set to the auto button") is reproduced and output from the speakers 8L and 8R. Such an auto button setting effect when set to the auto button ON mode is hereinafter appropriately referred to as the "auto button ON setting effect".

[0444] Note that, as shown in the layer structure of FIG. 8-13, the auto button setting display is an image displayed on the third layer. Therefore, the auto button setting display is an image with a higher display priority than the normal effect image [fourth layer].

[0445] Note that the present invention is not limited to the above embodiment, and the auto button setting voice (auto button OFF setting voice, auto button ON setting voice) may be a voice different from the voice including text. For example, the auto button setting voice may be a sound effect composed only of sounds not including text.

[0446] In the present embodiment, after the auto button setting display (auto button OFF setting display, auto button ON setting display) is displayed in the auto button setting display area of the image display device 5, when a predetermined period (in this example, 5 seconds) elapses without the auto button mode being newly switched, the auto button setting display is erased from the auto button setting display area of the image display device 5 (see FIG. 8-42).

[0447] [Auto Button Effect Determination Process] Fig. 8-42 is a flowchart showing the auto button effect determination process executed during waiting for variation start, at the start of variation, during variation, at the end of variation, during jackpot, etc. The effect control CPU 120 executes the auto button effect determination process shown in Fig. 8-42 in the variable display start waiting process (step S170), variable display start setting process (step S171), variable display effect process (step S172), jackpot effect process (step S176), ending process (step S177), etc. of the effect control process shown in Fig. 7.

[0448] First, the effect control CPU 120 determines whether it has been newly set to the auto button OFF mode (step S02TM5010). If it is not set to the auto button OFF mode (step S02TM5010: NO), the effect control CPU 120 proceeds to step S02TM5040.

[0449] If it is set to the auto button OFF mode (step S02TM5010: YES), the effect control CPU 120 decides to execute the auto button OFF setting effect (step S02TM5020), sets the auto button OFF setting flag described later (step S02TM5030), and proceeds to step S02TM5040.

[0450] In this embodiment, the auto button OFF setting flag is a type of effect flag that is set based on the execution of the auto button OFF setting effect. By setting the auto button OFF setting flag, it becomes possible to determine that the auto button OFF setting effect has already been executed. This auto button OFF setting flag is erased when the auto button OFF setting effect ends or when the auto button ON setting flag described later is set.

[0451] Next, it is determined whether 5 seconds have elapsed since the auto button OFF setting flag was set (step S02TM5040). In this determination, in a state where the auto button OFF setting flag is set, it is determined whether 5 seconds have elapsed since the auto button OFF setting flag was set.

[0452] If 5 seconds have not elapsed since the auto button OFF setting flag was set (step S02TM5040: NO), the effect control CPU 120 determines whether the auto button ON setting flag is set (step S02TM5045). If the auto button ON setting flag is not set (step S02TM5045: NO), the effect control CPU 120 advances the process to step S02TM5060.

[0453] If the auto button ON setting flag is set (step S02TM5045: YES), or after step S02TM5040: YES, the effect control CPU 120 determines to end the auto button OFF setting effect (step S02TM5050), and advances the process to step S02TM5060.

[0454] Next, the effect control CPU 120 determines whether it has been newly set to the auto button ON mode (step S02TM5060). If it is not set to the auto button ON mode (step S02TM5060: NO), the effect control CPU 120 advances the process to step S02TM5090.

[0455] If it is set to the auto button ON mode (step S02TM5060: YES), the effect control CPU 120 determines to execute the auto button ON setting effect (step S02TM5070), sets the auto button ON setting flag described later (step S02TM5080), and advances the process to step S02TM5090.

[0456] In this embodiment, the auto button ON setting flag is a type of production flag that is set based on the execution of the auto button ON setting effect. When the auto button ON setting flag is set, it becomes possible to determine that the auto button ON setting effect has already been executed. This auto button ON setting flag is erased when the auto button ON setting effect ends or when the auto button OFF setting flag is set.

[0457] Next, it is determined whether 5 seconds have elapsed since the auto button ON setting flag was set (step S02TM5090). In this determination, in a state where the auto button ON setting flag is set, it is determined whether 5 seconds have elapsed since the auto button ON setting flag was set.

[0458] If 5 seconds have not elapsed since the auto button ON setting flag was set (step S02TM5090: NO), the production control CPU 120 determines whether the auto button OFF setting flag is set (step S02TM5095). If the auto button OFF setting flag is not set (step S02TM5095: NO), the production control CPU 120 ends the process as it is.

[0459] If the auto button OFF setting flag is set (step S02TM5095: YES), or after step S02TM5090: YES, the production control CPU 120 decides to end the auto button ON setting effect (step S02TM5100) and ends the process as it is.

[0460] In this embodiment, in the auto button setting effect determination process, when it is determined to execute the auto button setting effect (auto button OFF setting effect, auto button ON setting effect), the auto button setting effect may be executed simultaneously with the process in which it is determined to execute the auto button setting effect, or the auto button setting effect may be executed at a predetermined timing after the process in which it is determined to execute the auto button setting effect.

[0461] In this example, in the automatic button setting effect determination process, when it is determined to execute the automatic button setting effect, the automatic button setting effect shall be executed at a predetermined timing after the process of determining to execute the automatic button setting effect.

[0462] In the automatic button setting effect determination process, when it is determined to newly execute an automatic button setting effect when no automatic button setting effect is being executed, the new automatic button setting effect shall be executed immediately after the automatic button setting effect determination process ends. Similarly, in the automatic button setting effect determination process, when it is determined to newly execute the other automatic button setting effect when one of the automatic button setting effects is being executed, the new automatic button setting effect shall be executed immediately after the automatic button setting effect determination process ends.

[0463] In this embodiment, in the automatic button setting effect determination process, when it is determined to end the automatic button setting effect (automatic button OFF setting effect, automatic button ON setting effect), the automatic button setting effect may be ended simultaneously with the process of determining to end the automatic button setting effect, or the automatic button setting effect may be ended at a predetermined timing after the process of determining to end the automatic button setting effect.

[0464] In this example, in the automatic button setting effect determination process, when it is determined to end the automatic button setting effect, the automatic button setting effect shall be ended simultaneously with the process of determining to end the automatic button setting effect.

[0465] [Example of the effect in the automatic button OFF mode] FIG. 8-43 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related to the automatic button OFF mode.

[0466] As shown in Fig. 8-43(1), when the Auto button is set to the OFF mode, the production control CPU 120 executes the Auto button OFF setting production, displays the Auto button OFF setting display ABP1 (in this example, an icon including the characters "The Auto button has been released") in the Auto button setting display area (lower left of the screen) of the image display device 5, and outputs and plays the Auto button OFF setting voice (in this example, the voice "The Auto button has been released") from the speakers 8L and 8R. For other production examples, since they are the same as the production examples shown in Fig. 8-14(1), the description is omitted.

[0467] Next, as shown in Fig. 8-43(2), in the state where the Auto button is set to the OFF mode, the production control CPU 120 executes a button production (operation promotion production) corresponding to the anticipation degree preview production, and superimposes and displays an operation promotion display BT (in this example, an image including an image imitating the push button 31B, the characters "Push!!", an object of a downward arrow, and a time bar indicating the valid period of the operation to the operation unit) on the production image such as the decorative pattern to prompt the player to operate the operation unit (in this example, the push button 31B) at the center of the screen of the image display device 5.

[0468] In this state, if the player operates the operation unit, it proceeds to Fig. 8-43(3A), and if the player does not operate the operation unit, it proceeds to Fig. 8-43(3B).

[0469] (With an operation on the operation unit) As shown in Fig. 8-43(3A), in the state where the Auto button is set to the OFF mode, when the player operates the operation unit, the production control CPU 120 executes the anticipation degree preview production, and superimposes and displays a cutton image CIP (in this example, an image including the characters "Chance") on the production image such as the decorative pattern at the center of the screen of the image display device 5.

[0470] (Without an operation on the operation unit) As shown in FIG. 8-43(3B), in the state where the Auto button is set to the OFF mode, if the player does not operate the operation unit, the effect control CPU 120 does not execute the anticipation degree preview effect and does not display the cut-on image CIP on the image display device 5.

[0471] [Effect Example in Auto Button ON Mode] FIG. 8-44 is an explanatory diagram showing an example of an effect image and an effect sound of each effect related to the Auto button ON mode.

[0472] As shown in FIG. 8-44(1), when the Auto button is set to the ON mode, the effect control CPU 120 executes the Auto button ON setting effect, and displays the Auto button ON setting display ABP2 (in this example, an icon including the characters "Set to Auto button") in the Auto button setting display area (lower left of the screen) of the image display device 5, and reproduces and outputs the Auto button ON setting voice (in this example, the voice "Set to Auto button") from the speakers 8L and 8R. Regarding other effect examples, since they are the same as the effect examples shown in FIG. 8-14(1), the description is omitted.

[0473] Next, as shown in FIG. 8-44(2), in the state where the Auto button is set to the ON mode, the effect control CPU 120 executes a button effect (operation promotion effect) corresponding to the anticipation degree preview effect, and superimposes and displays an operation promotion display BT (in this example, an image including an image imitating the push button 31B, the characters "Push!!", an object of a downward arrow, and a time bar indicating the valid period of the operation to the operation unit) on the effect image such as the decorative symbol at the center of the screen of the image display device 5 to prompt the player to operate the operation unit (in this example, the push button 31B).

[0474] In this state, if the player operates the operation unit, it proceeds to FIG. 8-44(3A), and if the player does not operate the operation unit, it proceeds to FIG. 8-44(3B).

[0475] (With an operation on the operation unit) As shown in FIG. 8-44(3A), when the player operates the operation unit in the state where the auto button is set to the ON mode, the effect control CPU 120 executes the expectancy preview effect, and superimposes and displays the cutton image CIP (in this example, an image including the characters "chance") on the center of the screen of the image display device 5 on the effect image such as the decoration symbol.

[0476] (No operation on the operation unit) As shown in FIG. 8-44(3B), when the player does not operate the operation unit in the state where the auto button is set to the ON mode, the effect control CPU 120 executes the expectancy preview effect, and superimposes and displays the cutton image CIP (in this example, an image including the characters "chance") on the center of the screen of the image display device 5 on the effect image such as the decoration symbol.

[0477] Therefore, in the auto button OFF mode, if no operation is performed on the operation unit in the operation promotion effect, the subsequent required operation effect is not executed. On the other hand, in the auto button ON mode, regardless of the operation on the operation unit in the operation promotion effect, the subsequent required operation effect is executed.

[0478] [Normal mode: Auto button OFF mode → Right hit mode: Big win FF effect] FIG. 8-45 is an explanatory diagram showing an example of the effect image and the effect sound of each effect related to the case where the big win FF effect is started under the control of the big win game state when the auto button OFF setting effect started during the normal mode is being executed. FIG. 8-46 is a time chart showing the execution timing of each effect related to the case where the big win FF effect is started under the control of the big win game state when the auto button OFF setting effect started during the normal mode is being executed.

[0479] First, the description of the part of the effect example shown in FIG. 8-45(1) that is the same as the effect example shown in FIG. 8-21(1) is omitted.

[0480] Next, as shown in Fig. 8-45(2), when the auto button is set to the OFF mode (Fig. 8-46: T2), the effect control CPU 120 executes the auto button OFF setting effect, and displays the auto button OFF setting display ABP1 (in this example, an icon including the characters "The auto button has been released") in the auto button setting display area (lower left of the screen) of the image display device 5, and outputs and plays the auto button OFF setting voice (in this example, the voice of the part "The auto button" in the voice "The auto button has been released") from the speakers 8L and 8R. At this time, although the normal mode effect sound is being output and played from the speakers 8L and 8R, the playback output priority is such that the normal mode effect sound < the auto button OFF setting voice.

[0481] Next, as shown in Fig. 8-45(3), before 3 seconds have elapsed since the start of the auto button OFF setting effect, when the CPU 103 controls the game state to the big win game state (Fig. 8-46: T3), the effect control CPU 120 starts the big win FF effect, displays the first big win type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS") on the image display device 5, and outputs and plays the big win FF effect sound from the speakers 8L and 8R.

[0482] At this time, the effect control CPU 120 continues to execute the auto button OFF setting effect, continuously displays the auto button OFF setting display ABP1 (in this example, an icon including the characters "The auto button has been released") in the auto button setting display area (lower left of the screen) of the image display device 5, and outputs and plays the auto button OFF setting voice (in this example, the voice of the part "has been released" in the voice "The auto button has been released") from the speakers 8L and 8R. At this time, the big win FF effect sound is also being output and played from the speakers 8L and 8R, but the playback output priority is such that the big win FF effect sound = the auto button OFF setting voice. That is, the big win FF effect sound and the auto button OFF setting voice sound the same to the player.

[0483] When 3 seconds have elapsed since the start of the AUTO button OFF setting effect (Fig. 8-46: T4), the effect control CPU 120 ends the AUTO button OFF setting effect, erases the AUTO button OFF setting display ABP1 (in this example, an icon including the characters "The AUTO button has been released") from the AUTO button setting display area of the image display device 5, and ends the playback output of the AUTO button OFF setting voice from the speakers 8L and 8R. (Not shown).

[0484] [Normal mode: AUTO button ON mode → Right hit mode: Big win FF effect] Fig. 8-47 is an explanatory diagram showing an example of the effect images and effect sounds of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the AUTO button ON setting effect started during the normal mode is being executed. Fig. 8-48 is a time chart showing the execution timing of each effect related to the case where the big win FF effect is started under the control of the big win gaming state when the AUTO button ON setting effect started during the normal mode is being executed.

[0485] First, the description of the part that is the same as the effect example shown in Fig. 8-21(1) in the effect example shown in Fig. 8-47(1) is omitted.

[0486] Next, as shown in Fig. 8-47(2), when the AUTO button ON mode is set (Fig. 8-48: T2), the effect control CPU 120 executes the AUTO button ON setting effect, and displays the AUTO button ON setting display ABP2 (in this example, an icon including the characters "Set to the AUTO button") in the AUTO button setting display area (lower left of the screen) of the image display device 5, and plays back and outputs the AUTO button ON setting voice (in this example, the voice of the part "Set to the AUTO button" of the voice "Set to the AUTO button") from the speakers 8L and 8R. At this time, although the normal mode effect sound is being played back and output from the speakers 8L and 8R, the playback output priority is the normal mode effect sound < AUTO button ON setting voice.

[0487] Next, as shown in Fig. 8-47(3), before 3 seconds have elapsed since the start of the Auto Button ON setting effect, when the CPU 103 controls the game state to a big win game state (Fig. 8-48: T3), the effect control CPU 120 starts the big win FF effect, causes the image display device 5 to display the first big win type notification image BP1 (in this example, an image including a concentrated line and the characters "BONUS"), and reproduces and outputs the big win FF effect sound from the speakers 8L and 8R.

[0488] At this time, the effect control CPU 120 continues to execute the Auto Button ON setting effect, continuously displays the Auto Button ON setting display ABP2 (in this example, an icon including the characters "Set to Auto Button") in the Auto Button setting display area (lower left of the screen) of the image display device 5, and reproduces and outputs the Auto Button ON setting voice (in this example, the voice part of "Set" in the voice "Set to Auto Button") from the speakers 8L and 8R. At this time, the big win FF effect sound is also being reproduced and output from the speakers 8L and 8R, but the reproduction output priority is such that the big win FF effect sound = the Auto Button ON setting voice. That is, the big win FF effect sound and the Auto Button ON setting voice sound the same to the player.

[0489] Then, when 3 seconds have elapsed since the start of the Auto Button ON setting effect (Fig. 8-48: T4), the effect control CPU 120 ends the Auto Button ON setting effect, erases the Auto Button ON setting display ABP2 (in this example, an icon including the characters "Set to Auto Button") from the Auto Button setting display area of the image display device 5, and ends the reproduction output of the Auto Button ON setting voice from the speakers 8L and 8R. (Not shown).

[0490] [Regarding the simultaneous execution of the volume adjustment effect, the light amount adjustment effect, and the Auto Button setting effect] In this embodiment, it is possible to simultaneously execute at least two or more of a volume adjustment effect, a light amount adjustment effect, and an auto button setting effect. Since the volume adjustment display area capable of displaying a volume adjustment display related to the volume adjustment effect, the light amount adjustment display area capable of displaying a light amount adjustment display related to the light amount adjustment effect, and the auto button setting display area capable of displaying an auto button setting display related to the auto button setting effect are all different areas as described above, it is possible to simultaneously execute these effects in terms of the effect images.

[0491] Also, by adopting the following effect control methods (X1) to (X3) as a method for reproducing and outputting effect sounds related to the volume adjustment effect, the light amount adjustment effect, and the auto button setting effect, it is possible to simultaneously execute these effects in terms of the effect sounds.

[0492] Hereinafter, a case where two effects started at different timings are simultaneously executed during a certain period will be described. The earlier-started effect is referred to as the "first effect", and the later-started effect during the execution of the first effect is referred to as the "second effect". Also, the effect sound related to the first effect is referred to as the "first effect sound", the effect image as the "first effect image", the effect sound related to the second effect as the "second effect sound", and the effect image as the "second effect image". The following (X1) to (X3) are examples of effect control methods when the second effect sound is reproduced and output while the first effect sound is being reproduced and output. (X1) After reproducing and outputting the first effect sound to the end, reproduce and output the second effect sound (X2) Interrupt the reproduction output of the first effect sound and reproduce and output the second effect sound (X3) While continuing the reproduction output of the first effect sound, reproduce and output the second effect sound

[0493] (X1) After reproducing and outputting the first effect sound to the end, reproduce and output the second effect sound By reproducing and outputting the second effect sound after reproducing and outputting the last character of the text constituting the first effect sound, it becomes possible to simultaneously execute the first effect and the second effect.

[0494] For example, when the first performance is a volume adjustment performance (volume value: 2) and the second performance is a light quantity adjustment performance (light quantity value: 2), after the volume adjustment voice "The volume has been set to 2" from the speakers 8L and 8R is reproduced and output until the "ta" sound, the reproduction output of the light quantity adjustment voice "The light quantity has been set to 2" from the speakers 8L and 8R is started. Therefore, the voice of "The volume has been set to 2" + "The light quantity has been set to 2" is reproduced and output from the speakers 8L and 8R.

[0495] In addition, when the first performance sound repeats the same phrase two or more times, the reproduction output of the second performance sound may be started after only one phrase is reproduced and output. For example, when the first performance sound has a configuration that repeats the phrase "The volume has been set to X" twice, after the phrase "The volume has been set to X" is reproduced and output once, the reproduction output of the first performance sound may be terminated and the reproduction output of the second performance sound may be started.

[0496] (X2) Interrupt the reproduction output of the first performance sound and reproduce the second performance sound Even while the first performance sound is being reproduced and output, at the timing when the second performance is started, by interrupting (ending) the reproduction output of the first performance sound and reproducing the second performance sound, it becomes possible to execute the first performance and the second performance simultaneously.

[0497] For example, when the first performance is a volume adjustment performance (volume value: 2) and the second performance is a light quantity adjustment performance (light quantity value: 2), at the timing when the volume adjustment voice "The volume has been set to 2" from the speakers 8L and 8R is reproduced and output until "The volume has been set to 2", when the light quantity adjustment performance is executed, the reproduction output of the volume adjustment voice is immediately interrupted, and the reproduction output of the light quantity adjustment voice "The light quantity has been set to 2" from the speakers 8L and 8R is started. Therefore, the voice of "The volume has been set to 2" + "The light quantity has been set to 2" is reproduced and output from the speakers 8L and 8R.

[0498] (X3) Reproduce the second performance sound while continuing the reproduction output of the first performance sound When the second effect starts while the first effect sound is being played and output, it is possible to execute the first effect and the second effect simultaneously by continuing the playback output of the first effect sound and causing the second effect sound to be played and output.

[0499] For example, when the first effect is a volume adjustment effect (volume value: 2) and the second effect is a light amount adjustment effect (light amount value: 2), when the light amount adjustment effect is executed at the timing when the volume adjustment voice "The volume has been set to 2" from the speakers 8L and 8R has been played and output up to "to 2", the playback output after "has been set" of the volume adjustment voice "The volume has been set to 2" is continued, and the playback output of the light amount adjustment voice "The light amount has been set to 2" is started. Therefore, from the speakers 8L and 8R, after the voice "to 2", the voices "has been set" and "The light amount has been set to 2" are played and output simultaneously.

[0500] In this case, since the voices are played and output in duplicate, it may or may not be necessary to set a playback output priority for each voice. For example, as the playback output priority when the first effect sound and the second effect sound are played and output in duplicate, the first effect sound = the second effect sound, the first effect sound < the second effect sound, or the second effect sound < the first effect sound may be used.

[0501] In the present embodiment, regarding the start timing of each effect (the second effect image, the second effect sound) of the second effect when the second effect is executed while the first effect is being executed, (A) Effect image: When the second effect starts, the display of the effect image starts (B) Effect sound: The playback output of the effect sound starts according to the methods (1) to (3) described above The following effect control is adopted.

[0502] Note that the present invention is not limited to the above embodiment, and for the effect image of the second effect, an effect control method similar to the effect control methods (X1) to (X3) of the effect sound described above may be adopted.

[0503] For example, with respect to the presentation image, the presentation control methods (Y1) to (Y3) shown below may be used. (Y1) After displaying the first presentation image until the end, display the second presentation image. → Start the second presentation after the end of the first presentation. (Y2) Interrupt the display of the first presentation image and display the second presentation image. → Interrupt the first presentation and start the second presentation. (Y3) While continuing to display the first presentation image, display the second presentation image. → Start the second presentation while continuing the first presentation.

[0504] Note that the present invention is not limited to the above embodiments, and a combination of the presentation control method for the presentation sound described above and the presentation control method for the presentation image described above may be adopted.

[0505] For example, with respect to the second presentation (presentation image, presentation sound), the presentation control methods (Z1) to (Z9) shown below may be used. (Z1): Presentation sound (X1) + Presentation image (Y1) (Z2): Presentation sound (X1) + Presentation image (Y2) (Z3): Presentation sound (X1) + Presentation image (Y3) (Z4): Presentation sound (X2) + Presentation image (Y1) (Z5): Presentation sound (X2) + Presentation image (Y2) (Z6): Presentation sound (X2) + Presentation image (Y3) (Z7): Presentation sound (X3) + Presentation image (Y1) (Z8): Presentation sound (X3) + Presentation image (Y2) (Z9): Presentation sound (X3) + Presentation image (Y3)

[0506] Note that even when the first presentation and the second presentation start simultaneously, each presentation can be executed using the above presentation control method.

[0507] [Presentation example where the volume adjustment display, the light amount adjustment display, and the auto button setting display are displayed simultaneously] FIG. 8-49 and FIG. 8-50 are explanatory diagrams showing examples of production images and production sounds of each production related to the case where the volume adjustment display, the light quantity adjustment display, and the auto button setting display are simultaneously displayed. FIG. 8-51 is a time chart showing the execution timing of each production related to the case where the volume adjustment display, the light quantity adjustment display, and the auto button setting display are simultaneously displayed.

[0508] In this example, as an example of a method of reproducing and outputting production sounds related to the volume adjustment production, the light quantity adjustment production, and the auto button setting production, an example of the production when the method (1) described above is adopted will be shown.

[0509] First, for the production example shown in FIG. 8-49(1) (FIG. 8-51: T1), the description of the part that is the same as the production example shown in FIG. 8-33(2) will be omitted. At this time, the production control CPU 120 executes the volume adjustment production and causes the speakers 8L and 8R to reproduce and output the part of "set the volume to 2" of the volume adjustment sound (volume value: 2).

[0510] Next, for the production example shown in FIG. 8-49(2) (FIG. 8-51: T2), the description of the part that is the same as the production example shown in FIG. 8-36(2) will be omitted. At this time, the production control CPU 120 executes the volume adjustment production and the light quantity adjustment production, and while displaying the volume adjustment display VP in the volume adjustment display area of the image display device 5, the light quantity adjustment display LP is displayed in the light quantity adjustment display area of the image display device 5. Further, the production control CPU 120 causes the speakers 8L and 8R to reproduce and output the part of "set it" which is the part after "set the volume to 2" of the volume adjustment sound (volume value: 2).

[0511] Next, as shown in FIG. 8-49(3), at the timing when the reproduction output of the volume adjustment sound ends (FIG. 8-51: T1B), the production control CPU 120 causes the speakers 8L and 8R to reproduce and output the part of "the light quantity" of the light quantity adjustment sound (light quantity value: 2).

[0512] Next, as shown in Fig. 8-50(4), when set to the Auto button ON mode (Fig. 8-51: T3), the effect control CPU 120 executes the Auto button ON setting effect, and with the volume adjustment display VP in the volume adjustment display area of the image display device 5 and the light quantity adjustment display LP in the light quantity adjustment display area of the image display device 5 being displayed, the Auto button ON setting display ABP2 (in this example, an icon including the characters "Set to the Auto button") is displayed in the Auto button setting display area of the image display device 5.

[0513] At this time, the effect control CPU 120 causes the speakers 8L and 8R to reproduce and output the part "Set to 2" which is the part after "Light quantity" of the light quantity adjustment voice (volume value: 2).

[0514] Next, as shown in Fig. 8-50(5), at the timing when the reproduction output of the light quantity adjustment voice ends (Fig. 8-51: T2B), the effect control CPU 120 causes the speakers 8L and 8R to reproduce and output the part "Set to the Auto button" of the Auto button ON setting voice.

[0515] [Big win FF effect] In this embodiment, after the variable display where the display result is "Big win" is executed and controlled to the big win gaming state, when the big win start designation command is received, the big win FF effect (big win fanfare effect) is executed. The big win FF effect is composed of a big win FF effect (Part 1) that suggests the big win type and displays the big win title, and a big win FF effect (Part 2) where the normal right hitting instruction that instructs the operation method in the big win RD game (big win round game) is executed.

[0516] <Big win A, Big win B> In this embodiment, in the jackpot FF effect (first part) corresponding to a first win (major win A, major win B), a first major win type notification image is displayed on the entire screen of the image display device 5. The first major win type notification image is an image including a concentric line and the characters "BONUS". Further, the jackpot FF effect (first part) corresponding to a first win is composed of a first stage and subsequent stages (1) to (5), and is executed in the order of the first stage → subsequent stage (1) → subsequent stage (2) → subsequent stage (3) → subsequent stage (4) → subsequent stage (5). The first stage and subsequent stages (1) to (5) of the jackpot FF effect (first part) corresponding to a first win have the following effect configurations.

[0517] FIG. 8-52 is an explanatory diagram showing an example of the effect images of each effect related to the jackpot FF effect (first part) corresponding to a first win (major win A, major win B).

[0518] As shown in FIG. 8-52, (1) Jackpot FF effect (first part: first stage): Only the concentric line is displayed (2) Jackpot FF effect (first part: subsequent stage (1)): The concentric line and the character "B" are displayed (3) Jackpot FF effect (first part: subsequent stage (2)): The concentric line and the characters "BO" are displayed. (4) Jackpot FF effect (first part: subsequent stage (3)): The concentric line and the characters "BON" are displayed (5) Jackpot FF effect (first part: subsequent stage (4)): The concentric line and the characters "BONU" are displayed (6) Jackpot FF effect (first part: subsequent stage (5)): The concentric line and the characters "BONUS" are displayed. That is, the first major win type notification image BP1 is displayed.

[0519] In this embodiment, in the jackpot FF effect (second part) corresponding to a first win (major win A, major win B), the first A instruction image among the first instruction images is displayed on the entire screen of the image display device 5. The first A instruction image is an image including an object of a right arrow and the characters "right strike". The first A instruction image is an animation video that moves from the left side to the right side of the screen of the image display device 5, and finally the character "chi" in the characters "right strike" is displayed so as to disappear outside the screen (right side of the screen).

[0520] <Big Win C> In this embodiment, in the Big Win FF effect (Part 1) corresponding to Big Win C, a second big win type notification image is displayed on the entire screen of the image display device 5. The second big win type notification image is an image including a concentration line and the characters "Meme BONUS". Further, the Big Win FF effect (Part 1) corresponding to Big Win C is composed of a front stage, and subsequent stages (1) to (2), and is executed in the order of front stage → subsequent stage (1) → subsequent stage (2). The front stage of the Big Win FF effect (Part 1) corresponding to Big Win C and the subsequent stages (1) to (2) have the following effect configurations.

[0521] FIG. 8-53 is an explanatory diagram showing an example of an effect image of each effect related to the Big Win FF effect (Part 1) corresponding to Big Win C.

[0522] As shown in FIG. 8-53, (1) Big Win FF effect (Part 1: front stage): Only the concentration line is displayed (2) Big Win FF effect (Part 1: subsequent stage (1)): The concentration line and the characters "Meme" are displayed. (3) Big Win FF effect (Part 1: subsequent stage (2)): The concentration line and the characters "Meme BONUS" are displayed. That is, the second big win type notification image BP2 is displayed.

[0523] In this embodiment, in the Big Win FF effect (Part 2) corresponding to Big Win C, the first B instruction image among the first instruction images is displayed on the entire screen of the image display device 5. The first B instruction image is an image including an object of a right arrow and the characters "Right Hit". The first B instruction image is an animation video that moves from the left side to the right side of the screen of the image display device 5, and finally the character "chi" in the characters "Right Hit" is displayed so as to disappear outside the screen (right side of the screen). It should be noted that the object of the right arrow and the image of the characters "Right Hit" in the first A instruction image have a longer moving distance and a longer display period than those in the object of the right arrow and the image of the characters "Right Hit" in the first B instruction image.

[0524] [Big Win Title Display] In this embodiment, the "BONUS" and "Dream Dream BONUS" in the jackpot type notification images (the first jackpot type notification image and the second jackpot type notification image) are referred to as "jackpot title display". This jackpot title display is composed of a first type of character indicating that it is a jackpot and a second type of character suggesting the type of the jackpot.

[0525] In this example, when the jackpot title display is "Dream Dream BONUS", the first type of character is the character "BONUS", and the second type of character is the character "Dream Dream". The character "BONUS" of the first type of character indicates that it is a jackpot, and the character "Dream Dream" of the second type of character is the name of the protagonist of the content tied up with this pachinko machine 1, indicating that it is the most advantageous type of jackpot for the players installed in this pachinko machine 1. Therefore, when this jackpot title display is shown, the players can be made to recognize that it is the most advantageous jackpot.

[0526] Also, the jackpot title display does not necessarily have to be composed of the first type of character + the second type of character, and the jackpot title display may be composed of only the first type of character. For example, when the jackpot title display is "BONUS", the first type of character is the character "BONUS", and no characters of the second type are set. In this case, only the character "BONUS" of the first type of character indicates only that it is a jackpot. By making the players not know which type of jackpot it is while indicating that it is a jackpot, the subsequent development can be made to attract the players' attention.

[0527] [First Instruction Image] In this embodiment, the first instruction image (the first A instruction image and the first B instruction image) is composed of instruction character information indicating playing the game by hitting the ball to the right using characters and instruction graphic information indicating playing the game by hitting the ball to the right using an object.

[0528] In this example, when the first instruction image is the first A instruction image or the first B instruction image, the instruction character information is the character "right strike", and the instruction graphic information is an object of a right arrow. Since both the character "right strike" of the instruction character information and the object of the right arrow of the instruction graphic information indicate playing the game with a right strike, the game method can be instructed from both aspects of the information related to the character and the information related to the graphic.

[0529] In this embodiment, an example is shown in which the instruction character information is superimposed on the instruction graphic information in the first instruction image. However, it is not limited to such a form, and in the first instruction image, the instruction character information may not be superimposed on the instruction graphic information.

[0530] [Example of the jackpot FF effect of the first win (jackpot A, jackpot B)] FIG. 8-54(A) is an explanatory diagram showing an example of the effect image of each effect related to the jackpot FF effect of the first win (jackpot A, jackpot B). FIG. 8-55 is a time chart showing the execution timing of each effect related to the jackpot FF effect of the first win (jackpot A, jackpot B).

[0531] First, as shown in FIG. 8-54(A):(1), when the CPU 103 finishes the variable display of the first special symbol and transmits a symbol determination designation command (FIG. 8-55: T1), the effect control CPU 120 causes a combination of decorative symbols (in this example, "333") indicating that the display result is "jackpot" to be determined and stopped in the symbol display area of the image display device 5. At this time, in the small symbol display area of the image display device 5, a combination of small symbols (in this example, "333") corresponding to the decorative symbols is also determined and stopped. At this time, the active display is erased from the active display area.

[0532] Next, as shown in FIG. 8-54(A):(2), after the symbol determination period (0.5 seconds) has elapsed, when the CPU 103 starts controlling the game state to the big win game state and transmits a big win start designation command (FIG. 8-55: T2), the effect control CPU 120 executes the big win FF effect (first part). In this figure, the state where the big win FF effect (first part: latter stage (5)) is being executed is shown.

[0533] Next, as shown in FIG. 8-54(A):(3), at the timing when 4 seconds have elapsed since the start of the big win FF effect (first part) (FIG. 8-55: T3), the effect control CPU 120 executes the big win FF effect (second part) and causes the image display device 5 to display the first A instruction image IP1A. The first A instruction image IP1A at this time shows a state in which all of the characters "right hit" and the object of the right arrow are visible.

[0534] Next, as shown in FIG. 8-54(A):(4), the effect control CPU 120 continues to execute the big win FF effect (second part) and causes the image display device 5 to display the first A instruction image IP1A (FIG. 8-55: T4). The first A instruction image IP1A at this time shows a state in which the character "chi" of "right hit" and the right part of the object of the right arrow are difficult to visually recognize (a state of being cut off).

[0535] [Example of the big win FF effect of big win C] FIG. 8-54(B) is an explanatory diagram showing an example of the effect images of each effect related to the big win FF effect of big win C. FIG. 8-56 is a time chart showing the execution timing of each effect related to the big win FF effect of big win C.

[0536] First, as shown in FIG. 8-54(B):(1), when the CPU 103 finishes the variable display of the second special symbol and transmits a symbol determination designation command (FIG. 8-56: T1), the effect control CPU 120 fixes and stops the combination of decorative symbols (in this example, "777") indicating that the display result is a "big win" in the symbol display area of the image display device 5. At this time, in the small symbol display area of the image display device 5, the combination of small symbols corresponding to the decorative symbols (in this example, "777") is also fixed and stopped. At this time, the active display is erased from the active display area.

[0537] Next, as shown in FIG. 8-54(B):(2), after the symbol determination period (0.5 seconds) has elapsed, when the CPU 103 starts controlling the game state to the big win game state and transmits a big win start designation command (FIG. 8-56: T2), the effect control CPU 120 executes the big win FF effect (first part). In this figure, the state where the big win FF effect (first part: latter stage (2)) is being executed is shown.

[0538] Next, as shown in FIG. 8-54(B):(3), at the timing when 2 seconds have elapsed since the start of the big win FF effect (first part) (FIG. 8-56: T3), the effect control CPU 120 executes the big win FF effect (second part) and causes the image display device 5 to display the first B instruction image IP1B. The first B instruction image IP1B at this time shows a state where the right part of the object of the character "chi" of "right strike" and the right arrow is difficult to visually recognize (a state of being cut off).

[0539] [Right Strike Mode: Example of Effect for Error Notification During Big Win FF Effect] (A) Big Win FF Effect for First Big Win (Big Win A, Big Win B) FIG. 8-57(A) is an explanatory diagram showing an example of the effect images of each effect related to the case where an error notification is executed during the big win FF effect of the first big win (big win A, big win B). FIG. 8-58 is a time chart showing the execution timing of each effect related to the case where an error notification is executed during the big win FF effect of the first big win (big win A, big win B).

[0540] First, as shown in FIG. 8-57(A):(1), when the CPU 103 controls the game state to the big win game state and detects a ball shortage error (FIG. 8-58: T2A), the effect control CPU 120 executes a ball shortage error notification effect and displays a first error image EP1 (in this example, an image including the characters "Ball shortage error") in the error image display area of the image display device 5.

[0541] At this time, the effect control CPU 120 executes a big win FF effect (first part) and displays a first big win type notification image BP1 (in this example, a...

Claims

【Claim 1】 A gaming machine capable of performing variable display of specific identification information, and by deriving a specific display result as a result of the variable display of the specific identification information, it can be controlled to an advantageous state that is more advantageous for the player than the normal state, An effect execution means capable of executing an effect, A variable winning means that can be controlled between a first state in which game media can easily enter and a second state in which the game media cannot enter or has difficulty entering, A round control means capable of executing a plurality of round games that perform control to change the variable winning means from the first state to the second state when controlled to the advantageous state, After being controlled to the advantageous state, it can be controlled to a special state in which variable display is more likely to be executed than in the normal state, The period from when the specific display result is derived as a result of the variable display of the specific identification information until the variable winning means is controlled to the first state when controlled to the normal state is shorter than the period from when the specific display result is derived as a result of the variable display of the specific identification information until the variable winning means is controlled to the first state when controlled to the special state, In the last round game among the plurality of round games in the advantageous state controlled based on the derivation of the specific display result as a result of the variable display of the specific identification information when controlled to the normal state, the period from when the variable winning means changes from the first state to the second state until the variable display of the specific identification information becomes executable is shorter than the period from when the variable winning means changes from the first state to the second state until the variable display of the specific identification information becomes executable in the last round game among the plurality of round games in the advantageous state controlled based on the derivation of the specific display result as a result of the variable display of the specific identification information when controlled to the special state, The effect execution means, It can display a predetermined display composed of a plurality of characters, which is a display corresponding to being controlled to the advantageous state, When controlled to the advantageous state in the normal state, it is possible to display a first predetermined display as the predetermined display, and when controlled to the advantageous state in the special state, it is possible to display a second predetermined display as the predetermined display. The first predetermined display and the second predetermined display have a plurality of common characters. The effect execution means When displaying the first predetermined display when controlled to the advantageous state in the normal state, it is possible to display a part of the plurality of common characters and then display the other part of the plurality of common characters. When displaying the second predetermined display when controlled to the advantageous state in the special state, it is possible to display a part and the other part of the plurality of common characters simultaneously without displaying them at different timings. A gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2006192062A

  • Game machine

    JP2019017576A

  • Optical communication system

    JP2019169780A

  • Game machine

    JP2020171610A

  • Game machine

    JP2021069551A