Pachinko machine

The gaming machine addresses the lack of originality in gaming effects by using special symbols and effect control means to create unique and engaging variable effects, enhancing player interest and appeal.

JP7694977B2Active Publication Date: 2025-06-18SANSEI R&D KK
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Patent Information

Application Number
JP2024019867
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-13
Publication Date
2025-06-18
Estimated Expiration
2039-10-18

Smart Images

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Patent Text Reader

Abstract

To enhance interest in a game by achieving a highly amusing performance capable of attracting a player's interest.SOLUTION: As a notice performance executable from variation start of a performance pattern 8 to first stop pattern stop, a character notice in which a transfer speed of one character image increases and its display size becomes larger as it approaches this side of a screen and a type (expression) of the character image changes according to jackpot reliability (notice performance pattern) as a character image group travels toward this side of the screen from a deep side of the screen of a display screen 7a is provided. A group notice in which an image group in which image rows (character image rows) where multiple images (character images) are aligned in a line horizontally are disposed obliquely downward to a left travels from an upper right portion to a lower left portion of the display screen 7a is provided as a notice performance executable when a ready-to-win is satisfied. Accordingly, a visual effect of the notice performance is increased and interest in a game can be enhanced.SELECTED DRAWING: Figure 55
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Description

Technical Field

[0001] The present invention relates to a gaming machine, and can be particularly applied to a pachinko gaming machine or the like.

Background Art

[0002] Conventionally, a gaming machine has been widely known in which a special game in which a predetermined gaming profit can be given to a player can be executed based on the fact that the display result of the variable display of identification information has become a specific display result. In this type of gaming machine, various effects such as a reach effect and a preview effect can be executed during the variable display of the identification information (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, although the effects executed during the variable display of the identification information differ in the effect content (for example, motif, characters that appear, etc.) depending on the model, the effect methods (for example, effect development, effect pattern, etc.) often do not vary so much. For this reason, that type of effect tends to be uniform, and there is still room for improvement in improving the gaming interest.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to realize an effect with high originality that can attract the interest of a player and improve the gaming interest.

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention adopts the following configuration.

[0007] The gaming machine of the present invention is A gaming machine that can execute a special game in which variable display of identification information is performed based on the establishment of predetermined conditions, and a predetermined gaming profit can be given to a player based on the fact that the display result of the variable display becomes a specific display result, a display screen capable of displaying effects, and effect control means capable of controlling the execution of effects. As the identification information, a plurality of symbols displayed on the display screen are provided, and as the symbols, special symbols configured to include a decorative image are provided. The effect control means is configured to be able to execute a variable effect in which the plurality of symbols are variably displayed and then stopped and displayed, In the variable effect, after starting the variable display of the plurality of symbols, at least one of the plurality of symbols is stopped and displayed as the special symbol, and the decorative image constituting the stopped special symbol is displayed at a predetermined position different from its stop display position, and a special effect of performing at least a second variable display of the special symbol is configured to be executable. When the plurality of symbols stop displaying after variable display, they can stop displaying in a predetermined stop order. Among the plurality of symbols, a first stop symbol whose stop order is the first, a second stop symbol whose stop order is the second, and a third stop symbol whose stop order is the third are provided. After the first stop symbol or the second stop symbol stops displaying as the special symbol, the special effect can be executed. It is possible to notify the result of the variable display according to the stop display mode when the plurality of symbols stop displaying and the variable effect ends. As the stop display mode, it has a specific display mode indicating that the result of the variable display is the specific display result. During the execution of the variable effect, a first moving display effect and a second moving display effect are configured to be executable as moving display effects in which a predetermined image moves on the display screen. In the first moving display effect and the second moving display effect, the predetermined images are different. In the variable effect, the first moving display effect may be executed before the execution of the special effect and the second moving display effect may be executed after the execution of the special effect. The first moving display effect is executed before the reach of the plurality of symbols is established. When the special effect is executed, a reach indicating whether the stop display mode becomes the specific display mode after the execution of the special effect is executed. The second moving display effect is executed after the reach of the plurality of symbols is established. It is characterized by this.

Effect of the Invention

[0008] According to the present invention as described above, it is possible to realize a highly appealing performance and improve the gaming interest.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] Next, an embodiment of the present invention will be described using examples. Hereinafter, an example in which the present invention is applied to a pachinko gaming machine (pinball gaming machine) in which the gaming medium used in the game is a game ball and the game can be advanced by firing the game ball toward the game board surface will be described. Specifically, a so-called "Type 1" pachinko gaming machine will be described as an example, in which a special symbol is variably displayed based on the entry of a game ball into the start port, and when the big win symbol is stopped and displayed at the end of the variable display of the special symbol, a player can be given a predetermined amount of gaming profit (for example, bonus balls), and a big win game (special game) can be executed.

[0011] In the following description, the front side (front) simply refers to the front side when the gaming machine is viewed from the front (the side where the player is located during the game), and the rear side (rear) simply refers to the back side when the gaming machine is viewed from the front. Also, the upper side (above), lower side (below), left side (left), and right side (right) simply refer to the upper, lower, left, and right directions when the gaming machine is viewed from the front, for example, referring to the upper side, lower side, left side, and right side in FIG. 1 and FIG. 3.

Example

[0012] As shown in FIGS. 1 to 3, the pachinko gaming machine 1 (gaming machine) of the present embodiment includes a gaming machine frame 50 and a game board 2 attached inside the gaming machine frame 50, and the game board 2 is configured to be detachable from the gaming machine frame 50. FIG. 3 shows a state in which the game board 2 is removed from the gaming machine frame 50. The gaming machine frame 50 includes a front frame 51 having a decorative surface, a main body frame 52 to which the game board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment in the hall. The front frame 51, the main body frame 52, and the outer frame 53 are pivotally supported at one end side and are each configured to be openable and closable.

[0013] In addition, on the front frame 51, there are provided a firing handle 60 for firing a game ball with a firing intensity corresponding to the operation amount (rotation angle) of the player, a hitting ball supply tray (upper tray) 61 for storing game balls and supplying the stored game balls to the firing device side, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be completely accommodated in the hitting ball supply tray 61. Further, on the front frame 51, there are also provided a first effect button 63a and a second effect button 63b that can be operated by the player during the execution of an effect (hereinafter also referred to as a "game effect") executed as the game progresses (these two effect buttons are collectively referred to simply as "effect buttons 63"), a decorative frame lamp 66 capable of emitting various lights according to the game situation, a speaker 67 capable of emitting various sounds (sound effects) according to the game situation, and the like.

[0014] The effect buttons 63 function as input means that can be input by the player, and the effect buttons used can be properly selected according to the type of game effect. For example, when the first effect button 63a or the second effect button 63b is operated during the execution of a game effect, a predetermined operation-corresponding effect is performed based on the operation. In this embodiment, the first effect button 63a is a push button that can be pressed downward, and the second effect button 63b is a rotary push button that can be rotated in the left-right direction and pressed backward. The first effect button 63a is also referred to as a "first input means" or a "first operation means", the second effect button 63b is also referred to as a "second input means" or a "second operation means", and the first effect button 63a and the second effect button 63b (that is, the effect buttons 63) are collectively also referred to as "input means" or "operation means".

[0015] Note that the configuration of the effect buttons 63 is not limited to the aspect of this embodiment, and any means that allows the player to input (operate) is sufficient. For example, it may be an input means (such as a pop-up type, touch sensor type, etc.) in which the player directly contacts the button part to input, or a non-contact input means (such as a photoelectric type) that detects that a part of the player's body is close and then inputs. Further, the effect buttons may be those that perform effect operations such as protruding upward or forward or vibrating (movable effect operation means).

[0016] On the game board 2, a game area 3 through which game balls launched by operating the launch handle 60 flow down is formed surrounded by a rail member 4. A plurality of game pins 16 for guiding the game balls are protruding in the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is for preventing the game balls once guided into the game area from returning to the launcher side. Further, the game board 2 is also provided with a decorative panel lamp 5 (see FIG. 5) capable of emitting various lights according to the game situation.

[0017] Near the center of the game area 3, a first image display device 7 is provided. The first image display device 7 is composed of a liquid crystal display device, and its display screen 7a faces an opening provided substantially at the center of the game board 2 (game area 3) and is fixed to the back side of the game board 2. A plurality of symbols (identification information) are mainly displayed on the first image display device 7 (display screen 7a), and variable display and stop display of these symbols are performed. Specifically, three (three digits) of effect symbols 8L, 8C, 8R (also simply referred to as "effect symbol 8") are displayed as a plurality of symbols. An effect symbol display area 7b (also referred to as an "effect symbol display unit") where the effect symbol 8 is displayed and a background display area 7c where a background image constituting the background of the display screen 7a are provided on the display screen 7a.

[0018] The effect symbols 8L, 8C, 8R perform variable display in synchronization with the variable display of the first special symbol and the variable display of the second special symbol described later. Examples of the mode of the variable display of the effect symbol include a mode of scrolling display in the vertical, horizontal, diagonal directions, etc., and a mode of rotating display in the vertical or horizontal direction. In this embodiment, in principle, it scrolls from top to bottom.

[0019] The performance symbol display area 7b consists of, for example, three symbol display areas of "left", "center", and "right". Among them, in the left symbol display area (left symbol display region), the left performance symbol 8L (also referred to as the "left symbol") is displayed, in the center symbol display area (center symbol display region), the center performance symbol 8C (also referred to as the "center symbol") is displayed, and in the right symbol display area (right symbol display region), the right performance symbol 8R (also referred to as the "right symbol") is displayed.

[0020] As shown in FIG. 46, the performance symbols 8L, 8C, and 8R of this embodiment are each composed of a numeric symbol (also referred to as a "numeric image" or a "symbol image") representing numbers from "1" to "9". In addition, regarding the symbols of "1", "3", and "5" among these performance symbols, in addition to the numeric symbol, they are composed of a character symbol (also referred to as a "character image" or a "decoration image") representing a predetermined character. Specifically, a character symbol A representing character A is added to the symbol of "1" (numeric symbol), a character symbol B representing character B is added to the symbol of "3" (numeric symbol), and a character symbol C representing character C is added to the symbol of "5" (numeric symbol). That is, the performance symbol 8 of this embodiment consists of a symbol composed only of a numeric symbol (the symbols of "2", "4", "6", "7", "8") and a symbol composed of a numeric symbol and a character symbol (the symbols of "1 + character A", "3 + character B", "5 + character C"). The symbol composed only of a numeric symbol is also referred to as a "general symbol", and the symbol composed of a numeric symbol and a character symbol is also referred to as a "special symbol".

[0021] In this embodiment, the numerical symbols "1" to "9" are used as one of the components of the effect symbol. However, in addition to numbers, it is also possible to adopt alphabets, Chinese characters, kana characters, symbols, etc. as the components of the effect symbol. That is, the components of the effect symbol may be any information that can be identified as a symbol. Also, in this embodiment, character symbols are added only to the symbols "1", "3", and "5", but character symbols may be added to all the symbols from "1" to "9". In this case, even if the characters are different for each symbol, some common characters may be included.

[0022] The effect symbol 8 generally varies and is displayed (scrolled) in the order of "1" → "2" ··· "8" → "9" (ascending order). When it reaches "9", it returns to "1" and the variable display continues until it stops. In this embodiment, the stop order of the effect symbols 8L, 8C, 8R that are being variably displayed is generally "left → right → middle". Therefore, the left effect symbol 8L (left symbol) with the first stop order is also referred to as the "first stop symbol", the right effect symbol 8R (right symbol) with the second stop order is also referred to as the "second stop symbol", and the middle effect symbol 8C (middle symbol) with the third (last) stop order is also referred to as the "third stop symbol" or "final stop symbol". Also, the first special symbol, the second special symbol, or the effect symbol is simply referred to as a "symbol" or "identification information". Furthermore, the normal symbol is also referred to as a "normal symbol", the special symbol is also referred to as a "special symbol", the first special symbol is also referred to as a "special symbol 1" or "first special symbol", and the second special symbol is also referred to as a "special symbol 2" or "second special symbol".

[0023] The combination of left, middle, and right effect symbols (stop display mode) stopped and displayed in the effect symbol display area 7b allows the player to easily recognize the display results of the variable display of the first special symbol displayed on the first special symbol display device 41a (also referred to as the "first special symbol display section") and the variable display of the second special symbol displayed on the second special symbol display device 41b (also referred to as the "second special symbol display section"), that is, the result of the special symbol win / loss determination (also simply referred to as the "win / loss determination"). For example, when the result of the special symbol win / loss determination is a big win, it is possible to stop and display the effect symbols as three identical symbols such as "777" (also referred to as the "winning effect symbol"). Also, when it is a small win, it is possible to stop and display the effect symbols with a preset chance symbol such as "135" or a dedicated symbol such as "3★3" (also referred to as the "small win effect symbol"). Further, when it is a loss, it is possible to stop and display the effect symbols with a scattered symbol where at least one of the three symbols such as "637" or "373" is different (also referred to as the "losing effect symbol"). As a result, the player can easily grasp the progress of the game by looking at the stopped and displayed effect symbols. That is, generally, the player does not directly grasp the result of the special symbol win / loss determination by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but by looking at the effect symbols displayed in the effect symbol display area 7b.

[0024] It is not necessary to separately provide the symbol display areas for the left, middle, and right symbols. Instead, a symbol display area (effect symbol display area 7b) may be provided as a single display area capable of displaying the left, middle, and right effect symbols. Further, the effect symbol display area 7b may be substantially the entire display screen 7a. In this case, the background display area 7c and the effect hold display area described later may be included in the effect symbol display area 7b. Furthermore, in this embodiment, the left, middle, and right effect symbols 8 are displayed. However, for example, a matrix-shaped symbol display area of 3 rows and 3 columns may be provided on the display screen to display 9 effect symbols, and the stop mode (stopped symbols) of the effect symbols may be displayed by the arrangement (symbol combination) of each column in a vertical row, a horizontal row, or a diagonal row when each symbol stops displaying after variable display. Alternatively, the symbol display area (effect symbol display area) may be divided into a plurality of (for example, 4) areas, and variable display and stop display of 3 effect symbols may be performed in each area. The number of effect symbols and the form of the symbol display area are not particularly limited.

[0025] Here, among the stop display modes of the effect symbols, the stop display mode corresponding to the case where the result of the special symbol hit or miss determination is a big win (in this embodiment, a double) may be referred to as a "big win mode", "specific display mode", "specific display result", etc. The stop display mode corresponding to the case where the result of the special symbol hit or miss determination is a miss (in this embodiment, a scatter) may be referred to as a "miss mode", "non-specific display mode", "non-specific display result", etc. Also, the stop display mode corresponding to the case where the result of the special symbol hit or miss determination is a small win may be referred to as a "small win mode", "predetermined display mode", "predetermined display result", etc.

[0026] On the display screen 7a of the first image display device 7, in addition to displaying the effects by the effect symbols 8 as described above, effects executed in association with winning games, demo effects for waiting customers, etc. are also displayed. Note that in these effects, various effect images such as background images and character images are displayed in addition to effect symbols (a type of effect image) such as numbers.

[0027] Furthermore, the performance symbols do not necessarily have to be three (three digits) on the left, middle, and right as in this embodiment. For example, they can be two (two digits), four (four digits), etc., and the number (number of digits) is arbitrary. Also, the performance symbol can be one (one digit). In this case, for example, among "1" to "9", "7" can be set as the jackpot mode, and the others can be set as the losing modes, and variable display and stop display can be performed.

[0028] In addition, on the display screen 7a of the first image display device 7, there are provided a first performance hold display area 9c (first performance hold display unit) that displays a first performance hold 9a according to the number of memories of the first special figure hold described later, and a second performance hold display area 9d (second performance hold display unit) that displays a second performance hold 9b according to the number of memories of the second special figure hold described later. By the display modes (display numbers) of the first performance hold and the second performance hold, the number of memories of the first special figure hold displayed by the first special figure hold display 43a (see FIG. 4) described later and the number of memories of the second special figure hold displayed by the second special figure hold display 43b can be clearly shown to the player.

[0029] Near the center of the game area 3 and in front of the first image display device 7, a center decorative body 10 is provided so as to surround the performance symbol display area 7b. At the lower part of the center decorative body 10, a stage part 11 having a game ball rolling surface on which the game ball can roll is provided. On the left part of the center decorative body 10, a hollow warp part 12 is provided. The warp part 12 is provided with a warp inlet and a warp outlet, which receive the game balls flowing down in the game area 3 from the warp inlet, discharge the game balls from the warp outlet, and guide them to the stage part 11. The game balls guided to the rolling surface of the stage part 11 have a higher possibility of entering the first starting port 20 described later than the game balls not guided to the stage part 11.

[0030] On the upper part of the center decorative body 10, a second image display device 71 is provided. The second image display device 71 is composed of a liquid crystal display device smaller than the first image display device 7, and is fixed to the upper front side (front side) of the center decorative body 10 with its display screen 71a facing the front side. Therefore, the second image display device 71 (display screen 71a) is located on the front side (front) of the first image display device 7 (display screen 7a) provided on the back side of the game board 2.

[0031] In this embodiment, the first image display device 7 (display screen 7a) and the second image display device 71 (display screen 71a) overlap front and back such that a part of the upper side of the display screen 7a is covered by the display screen 71a. Therefore, both the display screen 7a and the display screen 71a can always be visually recognized from the front side (player side), and it is easy for the player to grasp (understand) the display content of each screen at a glance. In this embodiment, although the display screen 71a is configured to cover a part of the display screen 7a, they may not overlap each other so that the entire area of each screen can be visually recognized.

[0032] On the display screen 71a (production display unit) of the second image display device 71, various production images can be displayed according to the game situation. In this embodiment, the main production display such as the variable display of the production symbol 8 is executed by the first image display device 7, and depending on the type (production pattern) of the production display, additional or auxiliary production displays related to the production display on the first image display device 7 can be executed by the second image display device 71. Details of the display contents of the first image display device 7 and the second image display device 71 will be described later.

[0033] Incidentally, the first image display device 7 with a relatively large screen size is also referred to as the "main liquid crystal", and the second image display device 71 with a relatively small screen size is also referred to as the "sub liquid crystal". Also, the first image display device 7 and the second image display device 71 are collectively referred to as the "image display device", and the display screen 7a and the display screen 71a are collectively referred to as the "display screen".

[0034] Although not shown in FIG. 3, a movable decorative member 14 (see FIG. 5) that can operate during the execution of a game effect is provided behind (the back side of) the center decorative body 10. Normally (when not operating), the movable decorative member 14 is hidden behind the frame (center frame) that constitutes the center decorative body 10 and is in a state where it cannot be visually recognized as a whole (also referred to as the "standby state"). On the other hand, when the execution conditions for an effect that operates the movable decorative member 14 (also referred to as a "movable effect") are satisfied, the movable decorative member 14 starts to operate and appears in front of the display screen 7a (also referred to as the "operating state"). In this embodiment, such a movable effect can be performed as a preview effect during the variable display of the effect symbols 8 or as part of a reach effect. Therefore, the player can enhance the sense of anticipation for a big win by the execution of the movable effect. Then, when the end conditions for the movable effect are satisfied due to the elapse of the execution time (effect time) of the movable effect, the movable decorative member 14 returns to its original standby state.

[0035] Here, the first image display device 7 and the second image display device 71 that can execute an effect of displaying an effect image (also referred to as a "display effect") are also referred to as the "first display effect means" and the "second display effect means", respectively. Also, the movable decorative member 14 used for the movable effect is also referred to as a "movable accessory" or "movable effect means". In addition to the movable decorative member 14, for example, when the effect button 63 moves up and down or vibrates as part of a game effect, the effect button 63 can also be said to be a "movable effect means". Further, the speaker 67 used for an effect of emitting various sounds (sound effects) according to the game situation (also referred to as a "sound effect") is also referred to as a "sound effect means", and the panel lamp 5 and the frame lamp 66 (also referred to as a "lighting decoration member") used for an effect of emitting various lights according to the game situation (also referred to as a "light effect") are also referred to as "light effect means". In addition to the panel lamp 5 and the like, for example, when the effect button 63 and the firing handle 60 incorporate a lighting decoration member such as an LED like the decoration member 13 and the built-in lighting decoration member lights up or blinks as part of a game effect, the effect button 63 and the firing handle 60 can also be said to be "light effect means".

[0036] In this embodiment, game effects can be executed using these various effect means. Therefore, the game effects of this embodiment are constituted by any one or a combination of a display effect (display effect means), a movable effect (movable effect means), a sound effect (sound effect means), and a light effect (light effect means). Among them, the display effect is the central effect of the game effect. Basically, based on the display effect, the sound effect, the light effect, and the movable effect are executed in accompaniment. Generally speaking, game effects can be roughly classified into those executed along with the variable display of special symbols and those executed along with special games such as small win games and big win games. The former is also called a "symbol variable game effect", and the latter is also called a "special game effect". Note that the symbol variable game means a game in which a game ball is entered into a start port to variably display a special symbol (and an effect symbol). Basically, it is a game carried out for the purpose of the big win symbol being stopped and displayed (the result of the variable display being a specific display result). Also, among the display effect, the movable effect, the light effect, and the sound effect that constitute the game effect, those other than the sound effect are effects visible to the player and appeal to the player's vision, and the sound effect is an effect that cannot be visually recognized by the player and appeals to the player's hearing.

[0037] Below the first image display device 7 in the game area 3 (below the stage portion 11), a fixed prize device 19 having a non-variable first start port 20 with an unchanging ease of entry of game balls is provided. Based on the entry of a game ball into the first start port 20, a special symbol win / loss determination random number or the like is obtained, and when a predetermined condition is satisfied, a win / loss determination (first special symbol win / loss determination) regarding the first special symbol is executed and the first special symbol is variably displayed and stopped and displayed based on the result of the win / loss determination.

[0038] Below the first start port 20, a variable prize device 22 having a variable second start port 21 with a changing ease of entry of game balls (also referred to as a "variable start port") is provided. Based on the entry of a game ball into the second start port 21, a special symbol win / loss determination random number or the like is obtained, and when a predetermined condition is satisfied, a win / loss determination (second special symbol win / loss determination) regarding the second special symbol is executed and the second special symbol is variably displayed and stopped and displayed based on the result of the win / loss determination.

[0039] The variable winning device 22 includes a movable member 23, and opens and closes the second starting port 21 by the operation of the movable member 23. By this opening and closing operation, the second starting port 21 can change from the first mode (closed state) to a second mode (open state) in which the possibility of a game ball entering is higher than that in the first mode. That is, the movable member 23 changes the possibility of a game ball entering the second starting port 21 by performing a predetermined operation (opening and closing operation). This movable member 23 is driven by a second starting port solenoid 24 (see FIG. 5). In the present embodiment, the game ball can enter the second starting port 21 only when the movable member 23 is in the open state, and the game ball cannot enter when the movable member 23 is in the closed state. Note that the second starting port 21 does not have to be completely unable to let the game ball enter when the movable member 23 is in the closed state, as long as it is more difficult for the game ball to enter when the movable member 23 is in the closed state than when it is in the open state.

[0040] To the right of the first starting port 20 in the game area 3, a first large winning device 31 having a first large winning port 30 (also referred to as a "first variable entry port") is provided. The first large winning device 31 includes an opening and closing member 32, and opens and closes the first large winning port 30 by the operation of the opening and closing member 32. The opening and closing member 32 is driven by a first large winning port solenoid 33 (see FIG. 5). The game ball can enter the first large winning port 30 only when the opening and closing member 32 is in the open state. That is, the first large winning device 31 can change between a non-entry state (closed state) in which the game ball cannot enter and an entry possible state (open state) in which the game ball can enter by the opening and closing operation of the opening and closing member 32.

[0041] Also, above the first big winning opening 30 in the game area 3 and at the lower right part of the center decorative body 10, a second big winning device 36 having a second big winning opening 35 (also referred to as the "second variable ball entry opening") is provided. The second big winning device 36 includes an opening / closing member (blade member) 37, and opens and closes the second big winning opening 35 by the operation of the opening / closing member 37. The opening / closing member 37 is driven by a second big winning opening solenoid 38 (see FIG. 5). The second big winning opening 35 allows game balls to enter only when the opening / closing member 37 is in the open state. That is, the second big winning device 36 can be changed between a non-entry state (closed state) in which game balls cannot enter and an entry possible state (open state) in which game balls can enter by the opening / closing operation of the opening / closing member 37.

[0042] A specific area 39 through which game balls entering the second big winning opening 35 can pass is formed in the second big winning device 36. In this pachinko gaming machine 1, a high-probability state described later is generated based on the detection that at least one of the game balls entering the second big winning opening 35 has passed through the specific area 39. That is, the specific area 39 serves as a probability-variable operation opening. Such a specific area 39 is not provided in the first big winning device 31. The second big winning opening 35 (second big winning device 36) having such a specific area 39 (V area) serving as a probability-variable operation opening is also referred to as a "V attacker". Note that the high-probability state is a kind of gaming privilege given to the player separately from the special game.

[0043] In the right region of the center decoration body 10 in the gaming area 3, a gate 28 (a gaming ball passage opening) through which gaming balls can pass is provided. Based on the passage of the gaming balls through the gate 28, a random number for determining the success or failure of the normal symbol, etc. is obtained, and when a predetermined condition is satisfied, a normal symbol success or failure determination for determining whether to open the second start opening 21 is executed, and the normal symbol is variably displayed and stopped and displayed based on the result of the normal symbol success or failure determination. When the winning normal symbol stops and is displayed, the second start opening 21 is opened. Further, a plurality of general winning openings 27 are provided at the lower part of the gaming area 3. In this embodiment, four general winning openings 27 are provided, three of which are left general winning openings provided to the left of the first start opening 20, and one is a right general winning opening provided to the right of the first big winning opening 30. The first start opening 20, the second start opening 21, the first big winning opening 30, the second big winning opening 35, and the general winning opening 27 are each a ball entry port that serves as an opportunity for paying out prize balls. When a gaming ball enters each ball entry port, a predetermined number of gaming balls (prize balls) are paid out at each ball entry port. Specifically, the number of prize balls for the first start opening 20 is "4", the number of prize balls for the second start opening 21 is "2", the number of prize balls for the first big winning opening 20 and the second big winning opening 35 is "15", and the number of prize balls for the general winning opening 27 is "10".

[0044] The gaming area 3 in which a plurality of ball-in ports (the first start port 20, the second start port 21, the first big winning port 30, the second big winning port 35, the general winning port 27, and the gate 28) and the like are arranged can be divided into a left gaming area 3A (the first area) on the left side of the center in the left-right direction and a right gaming area 3B (the second area) on the right side. Shooting a game ball so that the game ball flows down in the left gaming area 3A is called "left shooting", and shooting a game ball so that the game ball flows down in the right gaming area 3B is called "right shooting". Here, among the plurality of ball-in ports, the first start port 20 and the three left general winning ports 27 are provided so that a game ball flowing down in the left gaming area 3A of the gaming area 3 can enter, and the second start port 21, the first big winning port 30, the second big winning port 35, the right general winning port 27, and the gate 28 are provided so that a game ball flowing down in the right gaming area 3B of the gaming area 3 can enter. In this pachinko gaming machine 1, at the start of the game, in principle, aim to get the game ball into the first start port 20 by left shooting. On the other hand, when it is determined to be a hit in the hit or miss determination based on the entry of the game ball into the first start port 20 and the game state changes, in principle, aim to get the game ball into the gate 28, the second start port 21, the first big winning port 30, and the second big winning port 35 by right shooting.

[0045] Also, as shown in FIGS. 3 and 4, a main display 40 is arranged at the lower right part of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) that variably displays and stops displaying a first special symbol, a second special symbol display 41b (second special symbol display section) that variably displays and stops displaying a second special symbol, and a normal symbol display 42 (normal symbol display section) that variably displays and stops displaying normal symbols. The main display 40 also includes a first special symbol reservation display 43a that displays the number of stored pieces of right / wrong determination information (first special symbol reservation) related to the first special symbol, a second special symbol reservation display 43b that displays the number of stored pieces of right / wrong determination information (second special symbol reservation) related to the second special symbol, and a normal symbol reservation display 44 that displays the number of stored pieces of operation reservation (normal symbol reservation) of the normal symbol display 42. Further, the main display 40 includes a win display 48 that indicates that the result of the first special symbol right / wrong determination or the second special symbol right / wrong determination is a win, a round display 45 that indicates the number of rounds of a winning game executed when the result of the first special symbol right / wrong determination or the second special symbol right / wrong determination is a win, a game state display 46 that indicates that the probability variation function is operating, and a firing direction display 47 that indicates the firing direction of the game ball, that is, whether it should be in a state of firing to the right or firing to the left. These various displays included in the main display 40 are controlled for display by the main control unit described later.

[0046] The variable display of the first special symbol is performed based on the entry of a game ball into the first start port 20. The variable display of the second special symbol is performed based on the entry of a game ball into the second start port 21. In the following description, the first special symbol and the second special symbol may be collectively referred to as "special symbols". Also, the first special symbol display 41a and the second special symbol display 41b may be collectively referred to as the "special symbol display section". Also, the first special symbol reservation display 43a and the second special symbol reservation display 43b may be collectively referred to as the "special symbol reservation display section".

[0047] In the special symbol display section, after variably displaying a special symbol (identification information) for a predetermined time, it is stopped and displayed, and the result of a lottery (special symbol validity determination, big win lottery) based on the entry of a ball into the first start port 20 or the second start port 21 is notified by the stopped special symbol (stopped symbol). The special symbol to be stopped and displayed is a special symbol selected from among a plurality of types of special symbols by the special symbol validity determination. When the stopped symbol is a predetermined specific special symbol (specific identification information), that is, when the mode of the stopped display of the special symbol (the display result of the variable display of the special symbol) is a winning mode such as a big win symbol or a small win symbol, a special game (big win game, small win game) is performed in which the first big winning port 30 or the second big winning port 35 is opened in an opening pattern corresponding to the type of the stopped winning symbol. The opening patterns of the big winning ports (the first big winning port 30 and the second big winning port 35) in the special game will be described later.

[0048] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i~p", and displays a special symbol according to the result of the first special symbol validity determination. In this embodiment, four types of big wins, namely "15R first big win", "15R second big win", "5R third big win" and "2R fourth big win", and a first small win are provided as the results of the first special symbol validity determination (see FIGS. 6 and 8). The LEDs of the first special symbol display 41a can adopt display modes corresponding to each of those big wins and small wins. For example, when the result of the first special symbol validity determination is the first big win (15R big win), three LEDs of "ijn" are lit and the rest are turned off (15R first big win symbol). Also, when it is the second big win (15R big win), three LEDs of "ijk" are lit and the rest are turned off (15R second big win symbol). Also, when it is the third big win (15R big win), three LEDs of "ijl" are lit and the rest are turned off (15R third big win symbol). Also, when it is the fourth big win (2R big win), four LEDs of "jnop" are lit and the rest are turned off (2R fourth big win symbol). Also, when it is the first small win, four LEDs of "mnop" are lit and the rest are turned off (small win symbol). Also, when it is a miss, two LEDs of "lo" are lit and the rest are turned off (miss symbol).

[0049] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a to h" and displays a special symbol according to the result of the second special symbol win / loss determination. In this embodiment, there are provided two types of big wins, namely, "15R fifth big win" and "15R sixth big win", and a second small win as the results of the second special symbol win / loss determination (see FIGS. 6 and 8). The LEDs of the second special symbol display 41b can adopt display modes corresponding to each of these big wins and small wins. For example, when the result of the second special symbol win / loss determination is the fifth big win (15R big win), three LEDs of "abd" are lit and the rest are turned off (15R fifth big win symbol). When the result is the sixth big win (15R big win), three LEDs of "abc" are lit and the rest are turned off (15R sixth big win symbol). When the result is the second small win, four LEDs of "cdeh" are lit and the rest are turned off (second small win symbol). When it is a loss, two LEDs of "eh" are lit and the rest are turned off (loss symbol).

[0050] Note that the stop display mode (stop symbol) of the special symbol is not limited to these and can be arbitrarily set. Also, before the special symbol is stopped and displayed, the special symbol is variably displayed for a predetermined variable time, and the mode of the variable display can be, for example, a mode in which each LED is lit so that light repeatedly flows from left to right in a predetermined order.

[0051] In the pachinko gaming machine 1, when a game ball enters the first start port 20 or the second start port 21, various information such as a special symbol winning / losing determination random number based on the ball entry (also referred to as "acquired information") is acquired, and the acquired various information is temporarily stored in a special symbol retention memory section (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first start port 20, it is stored in the first special symbol retention memory section (not shown) as the first special symbol retention (first acquired information), and if the ball enters the second start port 21, it is stored in the second special symbol retention memory section (not shown) as the second special symbol retention (second acquired information). The number of special symbol retentions (acquired information) that can be stored in each special symbol retention memory section is set to a predetermined number, and the upper limit value in this embodiment is "4" respectively. These first special symbol retention memory section and second special symbol retention memory section are also referred to as "first acquired information storage means" and "second acquired information storage means" respectively, and are collectively referred to as "acquired information storage means".

[0052] The special symbol retention stored in the special symbol retention memory section is consumed when the variable display of the special symbol based on the special symbol retention becomes possible. The consumption of the special symbol retention means determining the special symbol winning / losing determination random number etc. corresponding to the special symbol retention and executing the variable display of the special symbol to show the determination result. Therefore, in the pachinko gaming machine 1, when the variable display of the special symbol based on the entry of the game ball into the first start port 20 or the second start port 21 cannot be executed immediately at the time of the ball entry, that is, even when the variable display of the special symbol is being executed or a special game is being executed, it is possible to retain the right to determine the winning / losing of the special symbol for the ball entry with a predetermined number as the upper limit.

[0053] The number of special figure holds stored in the special figure hold memory unit is displayed on the first special figure hold display 43a and the second special figure hold display 43b. Specifically, the first special figure hold display 43a is composed of two LEDs of "uv", and by controlling the display of the LEDs according to the number of the first special figure holds, the number of the first special figure holds is displayed. For example, when the number of holds is "0", the display mode is to turn off both LEDs as "u□v□" (for example, □: off, ●: red on, ▲: green on), when the number of holds is "1", the display mode is to turn off the "u" LED and turn on the "v" LED in red as "u□v●", when the number of holds is "2", the display mode is to turn on the "u" LED in red and turn off the "v" LED as "u●v□", when the number of holds is "3", the display mode is to turn on both LEDs in red as "u●v●", and when the number of holds is "4 (upper limit number)", the display mode can be to turn on both LEDs in green as "u▲v▲".

[0054] Also, the second special figure hold display 43b is composed of two LEDs of "wx", and by controlling the display of the LEDs according to the number of the second special figure holds, the number of the second special figure holds is displayed. For example, when the number of holds is "0", the display mode is to turn off both LEDs as "w□x□" (for example, □: off, ●: red on, ▲: green on), and for the number of holds from "1" to "4", it is defined in the same way as the first special figure hold display 43a.

[0055] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. In the normal symbol display 42, after the normal symbol is variably displayed for a predetermined time, it is stopped and displayed, and the result of the normal symbol validity determination based on the passage of the game ball through the gate 28 is notified by the stopped normal symbol (stopped symbol). The normal symbol to be stopped and displayed is a normal symbol selected from a plurality of types of normal symbols by the normal symbol validity determination. When the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is performed to open the second start port 21 in an opening pattern according to the current game state. The opening pattern of the second start port 21 will be described later.

[0056] As shown in FIG. 4, the normal symbol display 42 is composed of two LEDs of "st", and is configured to display a normal symbol corresponding to the result of the normal symbol win / loss determination according to its lighting state. For example, when the result of the normal symbol win / loss determination is a win, a winning normal symbol where both LEDs are lit, such as "s■t■" (for example, ■: lit, □: extinguished), is stopped and displayed. Also, when the result of the normal symbol win / loss determination is a loss, a losing normal symbol in a state where only the "t" LED is lit, such as "s□t■", is displayed. Before the normal symbol is stopped and displayed, the normal symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode in which both LEDs alternately light and extinguish.

[0057] In this pachinko gaming machine 1, when a game ball passes through the gate 28, various information such as a random number for normal symbol win / loss determination (also referred to as "acquired information") is acquired based on the passage. The acquired various information is temporarily stored as normal symbol retention in a normal symbol retention memory section (not shown) formed in the RAM of the main control section. The number of normal symbol retentions that can be stored in the normal symbol retention memory section is set to a predetermined number, and the upper limit value in this embodiment is "4". The normal symbol retention stored in the normal symbol retention memory section is consumed when the variable display of the normal symbol based on the normal symbol retention becomes possible. The consumption of the normal symbol retention means determining the random number for normal symbol win / loss determination corresponding to the normal symbol retention and executing the variable display of the normal symbol indicating the determination result. Therefore, in this pachinko gaming machine 1, when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be immediately executed at the time of the passage, that is, even when the variable display of the normal symbol is being executed or an auxiliary game is being executed, the right to determine the win / loss of the normal symbol for the passage can be retained up to a predetermined number.

[0058] The number of general pattern holds stored in the general pattern hold memory unit is displayed on the general pattern hold display 44. Specifically, the general pattern hold display 44 is composed of two LEDs of "q" and "r", and displays the number of general pattern holds by lighting the LEDs according to the number of general pattern holds. For example, when the number of holds is "0", both LEDs are turned off as in the display mode of "q□r□" (for example, □: off, ●: red on, ▲: green on), and when the number of holds is "1", the "q" LED is turned off and the "r" LED is turned on in red as in the display mode of "q□r●". Also, for the number of holds "2" to "4", it is defined in the same way as the first special pattern hold display 43a.

[0059] Next, based on FIGS. 2 and 5, the electrical configuration of the pachinko gaming machine 1 will be described. The pachinko gaming machine 1 of this embodiment includes a main control board 80 (also referred to as the "main control unit" or "game control unit") that controls game progress and game benefits such as special symbol win / loss determination, normal symbol win / loss determination, and transition of game states, a sub-control board 90 (also referred to as the "sub-control unit", "sub-control unit", or "production control unit") that controls production related to the execution as the game progresses, a payout control board 110 (also referred to as the "payout control unit") that controls the payout of game balls, an image control board 100 (also referred to as the "image control unit") that performs display control of an image display device, a production display 102, a production first special pattern hold display 103a, a production second special pattern hold display 103b, etc.

[0060] Also, as shown in FIG. 2, a main control board storage case that houses the main control board 80 is provided at a substantially central portion on the rear side (back side) of the pachinko gaming machine 1. Above this main control board case, an image control board etc. storage case that houses the audio control board 106, the lamp control board 107, and the image control board 100 is provided. On the image control board etc. storage case, a sub-control board storage case that houses the sub-control board 90 is provided. Also, on the lower left side of the main control board case, a payout control board case that houses the payout control board is provided, and on the right side thereof, a power supply board case that houses the power supply board 109 is provided.

[0061] On the main control board 80, a one-chip microcomputer for game control (hereinafter referred to as the "game control microcomputer") 81 that controls the progress of the pachinko game machine 1 according to a program is mounted. The game control microcomputer 81 includes a ROM that stores a program for controlling the progress of the game and the like, a RAM used as a work memory, and a CPU that executes the program stored in the ROM. The game control microcomputer 81 transmits and receives data (information) to and from other boards and the like via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. Also, the ROM may be external. In the RAM of the game control microcomputer 81, the above-described special figure reservation storage sections (the first special figure reservation storage section and the second special figure reservation storage section) and the general figure reservation storage section are provided. Also, at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81), storage areas for various flags and various counting counters are secured.

[0062] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, as the sensors, a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first big winning port sensor 30a, a second big winning port sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general winning port sensor 27a are connected. These various sensors are also referred to as "game ball detection means".

[0063] The first start port sensor 20a is provided inside the first start port 20 and detects the game balls that have entered the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects the game balls that have entered the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects the game balls that have passed through the gate 28. The first big winning port sensor 30a is provided inside the first big winning port 30 and detects the game balls that have entered the first big winning port 30. The second big winning port sensor 35a is provided inside the second big winning port 35 and detects the game balls that have entered the second big winning port 35. The specific area sensor 39a is provided in the specific area 39 inside the second big winning port 35 and detects the game balls that have passed through the specific area 39. The non-specific area sensor 49a is provided in the non-specific area (not shown) inside the second big winning port 35 and detects the game balls that have passed through the non-specific area among the game balls that have entered the second big winning port 35 (that is, the game balls that have not passed through the specific area 39). The general winning port sensors 27a are respectively provided inside each general winning port 27 and detect the game balls that have entered the general winning port 27.

[0064] Also, as solenoids (electrical drive sources), the second start port solenoid 24, the first big winning port solenoid 33, and the second big winning port solenoid 38 are connected. The second start port solenoid 24 is for driving the movable member 23 of the variable winning device 22. The first big winning port solenoid 33 is for driving the opening and closing member 32 of the first big winning device 31. The second big winning port solenoid 38 is for driving the opening and closing member 37 of the second big winning device 36.

[0065] Furthermore, on the main control board 80, a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol hold display 43a, a second special symbol hold display 43b, a normal symbol hold display 44, a round display 45, a game state display 46, a firing direction display 47, and a hit display 48 are connected. That is, the display control of these main displays 40 is performed by the game control microcomputer 81.

[0066] In addition, the main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (installed adjacent to the pachinko gaming machine 1 and enabling ball lending based on information stored in an inserted prepaid card (gaming value storage medium), etc.). The payout control board 110 is also connected to a launch device 112 via a launch control board 111 (also referred to as the "launch control unit"). The launch device 112 includes a launch handle 60 (see FIG. 1).

[0067] The payout control board 110 is equipped with a one-chip microcomputer for payout control 116 (also referred to as the "payout control microcomputer") that controls the payout of game balls in the pachinko gaming machine 1 according to a program. The one-chip microcomputer for payout control 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The one-chip microcomputer for payout control 116 drives the payout motor 121 of the payout device 120 based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1 via the input / output circuit 117 to perform the payout of prize balls or the payout of loan balls. The game balls to be paid out are detected by payout sensors 122 and 123 for counting. When the player operates the handle 60 (see FIG. 1) of the launch device 112, the touch switch 114 detects the player's contact with the launch handle 60, and the launch volume 115 detects the rotation amount of the launch handle 60. Then, the launch motor 113 is driven and controlled so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launch volume 115. In this embodiment, the number of game balls that the launch device 112 can continuously launch by driving the launch motor 113 is approximately 100 per minute.

[0068] In addition, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction restricting means, is interposed between the main control board 80 and the sub-control board 90.

[0069] Also, as shown in FIG. 5, on the sub-control board 90, a one-chip microcomputer 91 for performance control (the "microcomputer for performance control") that controls the performance of the pachinko game machine 1 according to a program is mounted. The microcomputer 91 for performance control includes a ROM that stores a program for controlling the performance as the game progresses, a RAM used as a work memory, and a CPU that executes the program stored in the ROM. The microcomputer 91 for performance control performs data transmission and reception with other boards and the like via the input / output circuit 95. The input / output circuit 95 may be built into the microcomputer 91 for performance control. Also, the ROM may be external. Also, at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (microcomputer 91 for performance control), storage areas for various flags and various counting counters are secured.

[0070] The image control board 100, the audio control board 106, and the lamp control board 107 are connected to the sub-control board 90. The sub-control board 90 (sub-control unit), the image control board 100 (image control unit), the audio control board 106 (audio control unit), and the lamp control board 107 (lamp control unit) function as performance control means (performance execution means) for controlling the operation (that is, the execution of the game performance) of the corresponding performance devices and members (game performance means) when executing a game performance composed of a display performance, a movable performance, an audio performance, a lamp performance (light performance), and the like.

[0071] The effect control microcomputer 91 on the sub-control board 90 causes the CPU of the one-chip microcomputer 101 for image control (the "microcomputer for image control") on the image control board 100 to perform display control of the image display devices (the first image display device 7 and the second image display device 71), the effect display 102, the first effect special figure hold display 103a, and the second effect hold display 103b based on the command received from the main control board 80. The RAM on the image control board 100 is a memory for expanding image data. In the ROM on the image control board 100, various image data such as still image data and moving image data to be displayed on the image display device, specifically characters, items, graphics, characters, numbers, symbols, etc. (including effect symbols, hold symbols, etc.) and background images are stored. The image control microcomputer 101 reads out the image data from the ROM based on the command from the effect control microcomputer 91 and executes display control based on the read-out image data. The image control microcomputer 101 is also referred to as the "display control means".

[0072] The performance display 102 consists of two LEDs, and performs variable display and stop display in synchronization with the variable display and stop display of special symbols. It stops displaying in a display mode that shows the result of the special symbol success / failure determination (the display result of the variable display of identification information) by the lighting / extinguishing or color combination of the two LEDs. Also, the first special figure hold display 103a and the second hold display 103b for the performance similarly consist of two LEDs. Then, by the lighting / extinguishing or color combination of the two LEDs, the first special figure hold display 103a is display-controlled in a display mode that shows the same number of holds as the number of holds displayed in the first performance hold display area 9c and the number of holds displayed by the first special figure hold display 43a. Also, the second special figure hold display 103b is display-controlled in a display mode that shows the same number of holds as the number of holds displayed in the second performance hold display area 9d and the number of holds displayed by the second special figure hold display 43b. This is because, for example, when a reach performance (reach performance image) including a performance scene where a character appears is displayed over substantially the entire display screen 7a (performance display section), or when the movable decorative member 14 (movable accessory) is operated to cover substantially the entire display screen 7a (performance display section), some or all of the various images such as the performance symbol 8, the first performance hold 9a, and the second performance hold 9b displayed on the display screen 7a may become unviewable. Therefore, such a display is provided. Note that instead of or in addition to the one-chip microcomputer 101 for image control on the image control board 100, a VDP (Video Display Processor) may be provided.

[0073] Also, based on the command received from the main control board 80, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106. The acoustic data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. Note that a CPU may be mounted on the voice control board 106, and in that case, the CPU may execute voice control. Further, in this case, a ROM may be mounted on the voice control board 106, and the acoustic data may be stored in that ROM. Also, the speaker 67 may be connected to the image control board 100, and the image control microcomputer 101 may execute voice control. Further, in this case, the acoustic data may be stored in the ROM of the image control board 100.

[0074] Furthermore, based on the command received from the main control board 80, the effect control microcomputer 91 determines light emission pattern data (also referred to as "lamp data", which is data for determining the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, such as on / off and light emission color) from the data stored in the ROM, and performs lighting control of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0075] Also, based on the command received from the main control board 80, the effect control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108. As described above, the movable decorative member 14 is a so-called gimmick of the movable type provided in the center decorative body 10 (behind the stage portion 11). The effect control microcomputer 91 determines operation pattern data (also referred to as "drive data") for operating the movable decorative member 14 in a predetermined operation mode from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. The operation of the movable decorative member 14 is performed by a drive mechanism (not shown) including an electric drive source such as a stepping motor. Therefore, the above-described operation pattern data (drive data) can also be said to be a drive pattern for driving the electric drive source. Note that a CPU may be mounted on the lamp control board 107. In this case, the CPU may execute lighting control of the lamp and operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0076] In addition, on the sub-control board 90, a first effect button detection switch 63c for detecting that the first effect button 63a (see FIG. 1) has been operated and a second effect button detection switch 63d for detecting that the second effect button 63b (see FIG. 1) has been operated are connected. Therefore, when the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90. Note that the first effect button detection switch 63c and the second effect button detection switch 63d are collectively referred to simply as the "effect button detection switch".

[0077] Next, the control (determination means) related to the win / loss determination in the pachinko gaming machine 1 of this embodiment will be described. As a result of the special symbol win / loss determination, there are "big win", "small win", and "loss". When the result of the special symbol win / loss determination is "big win", the "big win symbol" is stopped and displayed on the special symbol display unit 41. When it is "small win", the "small win symbol" is stopped and displayed on the special symbol display unit 41. When it is "loss", the "loss symbol" is stopped and displayed on the special symbol display unit 41. When it is determined as a big win or a small win, a "special game" is executed to open the first big winning opening 30 or the second big winning opening 35 in an opening pattern corresponding to the type of the special symbol that is stopped and displayed. The special game executed when it is a big win is called a "big win game", and the special game executed when it is a small win is called a "small win game".

[0078] There are multiple types of wins. As shown in FIG. 6, the types of big wins include "15R (round) first big win", "15R second big win", "15R third big win", "2R fourth big win", "15R fifth big win", and "15R sixth big win". For "15R first big win" and "15R fifth big win", the number of times the big winning opening (the first big winning opening 30 or the second big winning opening 35) is opened (the number of rounds) is 15 times, and in the first round and the second round, the second big winning opening 35 is opened in a mode where it is possible (easy) for the game ball to pass through the specific area 39 (V-pass). The round aiming for the game ball to pass through this specific area 39 is also called the "V round" or the "chance round".

[0079] "The '15R Second Big Win', '15R Third Big Win' and '15R Sixth Big Win' are big wins where the number of openings (rounds) of the big winning opening (the first big winning opening 30 or the second big winning opening 35) is 15, but the opening times of the first and second rounds, which are the aforementioned V rounds, are extremely short (open and close instantaneously), and it is difficult (or even impossible) for the game balls to pass through the specific area 39. That is to say, these big wins can be said to be big wins in which the second big winning opening 35 is not opened in a manner that allows the game balls to pass through the specific area 39 (easily).

[0080] The '2R Fourth Big Win' is a big win where the number of openings (rounds) of the big winning opening (the first big winning opening 30 or the second big winning opening 35) is 2, and the second big winning opening 35 is opened in a manner that allows the game balls to pass through the specific area 39 in the first and second rounds, which are the V rounds. However, since the total opening time of the second big winning opening 35 in the first and second rounds is 1.8 seconds, the possibility of the game balls passing through the specific area is lower than that of the 15R First Big Win.

[0081] In the pachinko gaming machine 1 of this embodiment, based on the passage of the game balls through the specific area 39 during the big win game, the game state after the end of the big win game is shifted to a high-probability state described later. Therefore, when the result of the special symbol winning or losing determination is the 15R First Big Win or the 15R Fifth Big Win, the first and second rounds of the V round are executed in a manner that makes it extremely likely for the game balls to pass through the specific area 39. Thus, by passing the game balls through the specific area 39 during the execution of the big win game, the game state after the big win game can be shifted to the high-probability state. Also, when the result of the special symbol winning or losing determination is the 2R Fourth Big Win, although it is not as likely as the 15R First Big Win or the 15R Fifth Big Win, the first and second rounds of the V round are executed in a manner that allows the game balls to pass through the specific area 39. Therefore, if the game balls can be passed through the specific area 39 during the execution of the big win game, the game state after the big win game can be shifted to the high-probability state.

[0082] On the other hand, when the result of the special symbol validity determination is a 15R second major win, a 15R third major win, or a 15R sixth major win, since the opening times of the V rounds in the first and second rounds are each 0.1 seconds, it is very difficult to make a game ball enter the second major winning opening. Therefore, the possibility of a game ball passing through the specific area 39 during the execution of the major winning game becomes extremely low (virtually impossible), and the game state after the major winning game is very likely to become the normal state (low probability state) described later (it may be said that it becomes the low probability state).

[0083] On the other hand, a minor win (the first minor win, the second minor win) is a win that opens the major winning opening (the second major winning opening 35) in the same opening pattern as the apparent 2R fourth major win. That is, in a minor win, the second major winning opening 35 is opened in a manner that allows a game ball to pass through the specific area 39. However, even if a game ball passes through the specific area 39 during the execution of the minor win game, the game state after the execution of the minor win game is not changed from before the execution of the minor win game. Therefore, if the game state before the execution of the minor win game is the normal state (low probability state), the game state after the execution of the minor win game will also be the normal state. And from the perspective of the player, it is impossible to distinguish between the above-mentioned 2R fourth major win and the minor win even by looking at the opening pattern of the major winning opening (the second major winning opening 35). That is, it is difficult for the player to recognize whether the result of the special symbol validity determination is a "2R fourth major win" or a "minor win". Therefore, even if a game ball passes through the specific area 39 during the special game as a 2R fourth major win (during the major winning game), it is difficult to recognize only from this whether the subsequent game state has shifted to the high probability state. Also, even if a game ball passes through the specific area 39 during the special game as a minor win (during the minor win game), it is difficult to recognize only from this whether the subsequent game state remains the normal state or has shifted to the high probability state. As a result, when a minor win occurs and when a 2R fourth major win occurs, the game can be advanced while having the expectation that it may be in the high probability state, and the gaming interest can be enhanced. Note that in the case of a minor win, the number of times the major winning opening is opened is simply referred to as the number of opening times, not the number of rounds.

[0084] In the pachinko machine 1 of this embodiment, the opening patterns of the big winning openings when a big win or a small win occurs are as shown in FIG. 6. That is, when a 15R first big win occurs (when the 15R first big win symbol stops and is displayed on the first special symbol display 41a) and when a 15R fifth big win occurs (when the 15R fifth big win symbol stops and is displayed on the second special symbol display 41b), the second big winning opening 35 is opened for a maximum of 28 seconds from 1R to 2R, and the first big winning opening 30 is opened for a maximum of 28 seconds from 3R to 15R. In this win, since the opening times of the second big winning opening 35 in the first and second rounds are each 28 seconds, the possibility that the game ball passes through the specific area 39 during that round (during the V round) is extremely high.

[0085] Also, when a 15R second big win occurs (when the 15R second big win symbol stops and is displayed on the first special symbol display 41a), when a 15R third big win occurs (when the 15R third big win symbol stops and is displayed on the first special symbol display 41a), and when a 15R sixth big win occurs (when the 15R sixth big win symbol stops and is displayed on the second special symbol display 41b), the second big winning opening 35 is opened for a maximum of 0.1 seconds from 1R to 2R, and the first big winning opening 30 is opened for a maximum of 28 seconds from 3R to 15R. In this win, since the opening times of the second big winning opening 35 in the first and second rounds are extremely short at a maximum of 0.1 seconds each (opening and closing in an instant), it is almost impossible for the game ball to pass through the specific area 39 during that round (during the V round).

[0086] Thus, in this embodiment, the opening patterns for the 15R second, third, and sixth jackpots are different from the opening patterns for the 15R first and fifth jackpots in terms of the opening modes in the first round and the second round (V round). In the 15R first and fifth jackpots, the second large winning opening 35 is opened for 28 seconds in the first round and the second round. Therefore, in this V round, as long as there are no troubles related to the launch of the game balls or ball jams, etc., the game balls will enter the second large winning opening 35 and pass through the specific area 39 with a high probability. On the contrary, in the 15R second, third, and sixth jackpots, the second large winning opening 35 is only opened for 0.1 seconds in the first round and the second round. Therefore, the possibility that the game balls enter the second large winning opening 35 is extremely low (substantially impossible). Accordingly, the possibility that the game balls pass through the specific area 39 during the execution of the jackpot game related to the 15R second, third, and sixth jackpots is considerably lower than that of the 15R first and fifth jackpots, and it can be said that it is substantially impossible to pass through.

[0087] In addition, the jackpot in which the V round is executed in a mode where the possibility (V passing possibility) of the game balls passing through the specific area 39 is extremely high is also referred to as the "V passing scheduled jackpot", and the jackpot in which the V round is executed in a mode where the V passing possibility is extremely low is also referred to as the "V non - passing scheduled jackpot".

[0088] Also, as shown in FIG. 6, when a 2R fourth big win occurs (when a 2R fourth big win symbol stops and is displayed on the first special symbol display 41a), the second large winning opening 35 is opened for up to 0.9 seconds from 1R to 2R. In this win, since the total opening time of the second large winning openings 35 for the first and second rounds is at most 1.8 seconds, it is possible to make a game ball enter the second large winning opening 35 and pass through the specific area 39 during that round. In the pachinko gaming machine 1 of this embodiment, since one game ball is launched in about 0.6 seconds, if the opening time of the second large winning opening 35 is 1.8 seconds, it is sufficiently possible to aim to make a game ball enter the second large winning opening 35 and pass the game ball through to the specific area 39. However, in the case of a 2R fourth big win, since the total opening time of the second large winning opening is as short as 1.8 seconds, it is not possible to expect as many prize balls (gaming profits) as in the case of other 15R big wins. That is, it is a big win in which almost no prize balls can be obtained compared to other big wins.

[0089] Also, when a first small win occurs (when a first small win symbol stops and is displayed on the first special symbol display 41a) and when a second small win occurs (when a second small win symbol stops and is displayed on the second special symbol display 41b), the second large winning opening 35 is opened for up to 0.9 seconds twice. That is, the large winning opening is opened in the same opening pattern as in the case of a 2R fourth big win. Also in this small win, since the total opening time of the second large winning opening 35 is 1.8 seconds, it is possible to make a game ball enter the second large winning opening 35 and pass through the specific area 39. However, as described above, even if there is a passage to the specific area 39 in the small win game, there is no change in the gaming state before and after the small win game. Also, in the small win game, since the total opening time of the large winning opening is as short as 1.8 seconds, it is not possible to expect as many prize balls as in the case of a 2R fourth big win. That is, the small win is almost no benefit to the player in terms of both the transition of the gaming state and the prize balls (only prize balls due to ball entry).

[0090] Thus, in this embodiment, as the opening patterns of the second major winning opening 35, there are a first opening pattern (15R first major win, 15R fifth major win) through which the game ball can pass (easily pass) through the specific area 39, a second opening pattern (15R second major win, 15R third major win, 15R sixth major win) through which the game ball has difficulty passing (cannot pass) through the specific area 39, and a third opening pattern (2R fourth major win) through which the game ball can pass through the specific area but has a lower passing probability than the first opening pattern. Further, as the opening pattern for small wins, there is a fourth opening pattern through which the game ball can pass through the specific area 39 but no privilege is given even if it passes (a high-probability state is not generated).

[0091] When the winning or losing determination result of the first special symbol (special figure 1) is a major win, the major win distribution rate is 40% for 15R first major win, 20% for 15R second major win, 30% for 15R third major win, and 10% for 2R fourth major win (refer to the column of major win type determination random numbers in FIG. 6). On the other hand, when the winning or losing determination result of the second special symbol (special figure 2) is a major win, the major win distribution rate is 80% for 15R fifth major win and 20% for 15R sixth major win (refer to the column of major win type determination random numbers in FIG. 6).

[0092] It can be said that this major win distribution rate (distribution probability) represents the probability that the game ball passes through the specific area 39 during the major win game, that is, the probability of entering a high-probability state, and it can also be said that it represents the probability of entering a high-base state in which the opening extension function described later operates. That is, regarding the probability of entering a high-probability state, when a major win occurs in the winning or losing determination (first special symbol winning or losing determination) based on the entry of the game ball into the first start opening 20, the probability is at least 40%, and when including the case where the game ball passes through the specific area 39 during the major win game related to the 2R fourth major win, the probability is 50%. On the other hand, when a major win occurs in the winning or losing determination (second special symbol winning or losing determination) based on the entry of the game ball into the second start opening 21, the probability is 80%.

[0093] Also, regarding the probability of entering the high-base state, when a big win occurs in the first special symbol winning or losing determination in a gaming state where the opening extension function is not activated (low-base state), the probability is 60%. When a big win occurs in the first special symbol winning or losing determination in the high-base state, including the 2R fourth big win, the probability is 70%. On the other hand, when a big win occurs in the second special symbol winning or losing determination, the probability is 100%. And when a big win occurs in the second special symbol winning or losing determination, the 2R big win that may occur when a big win occurs in the first special symbol winning or losing determination does not occur, and it will always be a 15R big win.

[0094] In this way, in the pachinko gaming machine 1 of this embodiment, in the second special symbol winning or losing determination (second special symbol big win lottery) in which a game ball enters the second starting port 21 rather than in the first special symbol winning or losing determination (first special symbol big win lottery) in which a game ball enters the first starting port 20, compared to the case of a big win in the first special symbol winning or losing determination, the probability of entering a high-probability state, the probability of entering a high-base state, and furthermore, the possibility of obtaining a prize ball for 15R is higher. That is, the case of a big win in the second special symbol winning or losing determination is set to be more advantageous for the player compared to the case of a big win in the first special symbol winning or losing determination. Making the second special symbol variably displayed is more likely to work advantageously for the player than making the first special symbol variably displayed. For this reason, the player will play the game expecting a ball to enter the second starting port 21. This is particularly prominent during the operation of the opening extension function (high-base state) when the frequency of balls entering the second starting port 21 increases. Note that the above-mentioned distribution probability is an example and can be arbitrarily set in consideration of game characteristics, specifications, etc.

[0095] In addition, in this embodiment, since the second special symbol is superior to the first special symbol, when both the first special symbol variable display and the second special symbol variable display are executable, that is, when the first special symbol reservation and the second special symbol reservation are both "1" or more, the second special symbol variable display (consumption of the second special symbol reservation) is prioritized over the first special symbol variable display (consumption of the first special symbol reservation). As a result, in a high base state in which the frequency of balls entering the second starting hole 21 increases, the frequency of the second special symbol variable display increases, so it can be said that it is a state in which the player can advantageously proceed with the game. Nevertheless, for the player, the display of the first special pattern changes in a high base state will ruin the game in an advantageous state (high base state), and the display of the first special pattern changes may be less favorable than the display of the second special pattern changes, so it can be said that the display of the first special pattern changes in a high base state is not desirable for the player.

[0096] Here, as the mode of the stop display of the special symbols, the jackpot symbol is also called the "specific display mode" or "specific display result", the small jackpot symbol is also called the "predetermined display mode" or "predetermined display result", and the miss symbol is also called the "non-specific display mode" or "non-specific display result". In addition, the jackpot symbol that does not trigger the setting of the high base state (15R 3rd jackpot symbol, 2R 4th jackpot symbol in the low base state) is also called the "first specific display mode" or "first specific display result", and the jackpot symbol that triggers the setting of the high base state (15R 1st, 2nd, 5th, and 6th jackpot symbols, 2R 4th jackpot symbol in the high base state) is also called the "second specific display mode" or "second specific display result". In addition, as for the game state when the special pattern is displayed in a variable manner, the game state in which the opening extension function is not activated (low base state) is also called the "first game state," and the game state in which the opening extension function is activated (high base state) is also called the "second game state."

[0097] In this pachinko gaming machine 1, the determination of whether it is a big win, a small win, or a loss is made based on the "random number for special symbol win / loss determination" (also referred to as "information for win / loss determination"). The determination of the type of big win when it is a big win is made based on the "random number for determining big win type" (also referred to as "random number for determining symbol" or "information for determining symbol"). As shown in Fig. 7(A), the random number for special symbol win / loss determination takes values in the range of "0 to 629", and the random number for determining big win type takes values in the range of "0 to 99". In addition, among the random numbers (acquired information) acquired based on the ball entry into the first start port 20 and the second start port 21, in addition to the random number for special symbol win / loss determination and the random number for determining big win type, there is a "variation pattern random number" (also referred to as "variation pattern information"). The variation pattern random number is a random number for determining a variation pattern including the variation time, and takes values in the range of "0 to 198". In addition, among the random numbers acquired based on the passage through the gate 28, there is the random number for normal symbol win / loss determination shown in Fig. 7(B). The random number for normal symbol win / loss determination is a random number for determining whether to perform an auxiliary game for opening the second start port 21 (normal symbol lottery), and takes values in the range of "0 to 240".

[0098] Next, the game states of the pachinko gaming machine 1 of this embodiment will be described. The pachinko gaming machine 1 has a plurality of game states depending on the combination of whether each function of the probability variation function for the special symbol, the probability variation function for the normal symbol, the variation time shortening function, and the opening extension function is in the operating state or the non-operating state. The state in which the probability variation function for the special symbol (the first special symbol and the second special symbol) is operating is called the "high probability state", and the state in which it is not operating is called the "normal state" (also referred to as the "low probability state"). In the high probability state, the probability of being determined as a big win in the special symbol win / loss determination is higher than that in the normal state. That is, in the normal state, the win / loss determination is made using the win determination table for the normal state, and in the high probability state, the win / loss determination is made using the win determination table for the high probability state in which the values of the random numbers for special symbol win / loss determination determined as big wins are more than those in the normal state (see Fig. 8(A)). That is, when the probability variation function of the special symbol operates, the probability that the display result of the variation display of the special symbol becomes a big win (the stop symbol becomes a big win symbol) is higher than when it does not operate.

[0099] Also, the state in which the variable time shortening function is operating for the special symbol is called the "time shortening state", and the state in which it is not operating is called the "non-time shortening state". In the time shortening state, the average value of the variable time of the special symbol (the time from the start of the variable display to the fixed display) is shorter than the average value of the variable time of the special symbol in the non-time shortening state. That is, in the time shortening state, the determination of the variable pattern is performed using a variable pattern table defined so that a variable pattern with a shorter variable time is selected more often than in the non-time shortening state (see FIG. 9). Therefore, in the time shortening state, the pace of consuming the special symbol hold is accelerated, and an effective entry into the start port (an entry that can be stored as a special symbol hold) is likely to occur. As a result, it is possible to aim for a jackpot under smooth game progress.

[0100] The probability variation function and the variable time shortening function for the special symbol may operate simultaneously, or only one of them may operate. Also, the probability variation function and the variable time shortening function for the normal symbol operate in synchronization with the variable time shortening function of the special symbol. That is, the probability variation function and the variable time shortening function of the normal symbol operate in the time shortening state of the special symbol and do not operate in the non-time shortening state. Therefore, in the time shortening state, the winning probability in the normal symbol win / loss determination is higher than in the non-time shortening state. That is, the normal symbol win / loss determination (determination of the normal symbol) is performed using a normal symbol winning determination table with more values of the normal symbol random number (winning random number) determined to be a win than the normal symbol winning determination table used in the non-time shortening state (see FIG. 8(C)). That is, when the probability variation function for the normal symbol operates, the probability that the display result of the variable display of the normal symbol becomes a win (the stopped symbol becomes a normal winning symbol) is higher than when it is not operating.

[0101] Also, in the time-saving state, the variation time of the normal symbol is shorter than that in the non-time-saving state. In this embodiment, the variation time of the normal symbol is 30 seconds in the non-time-saving state, but is 1 second in the time-saving state (see Fig. 8(D)). Further, in the time-saving state, the opening time extension function of the variable winning device 22 (the second start port 21) is activated, and the opening time of the second start port 21 in the auxiliary game is longer than that in the non-time-saving state. In addition, in the time-saving state, the opening times increase function of the variable winning device 22 is activated, and the opening times of the second start port 21 in the auxiliary game are more than those in the non-time-saving state. Specifically, when the result of the normal symbol win / loss determination is a win in the non-time-saving state, the movable member 23 of the variable winning device 22 (the second start port 21) performs an opening operation for 0.2 seconds once, and when the result of the normal symbol win / loss determination is a win in the time-saving state, the movable member 23 of the variable winning device 22 (the second start port 21) performs an opening operation for 2.0 seconds three times.

[0102] In the situation where the probability variation function and the variation time shortening function for the normal symbol, as well as the opening time extension function and the opening times increase function of the variable winning device 22, are activated, compared with the case where these functions are not activated, the second start port 21 is opened frequently, and the frequency of game balls entering the second start port 21 increases. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, the state in which these functions are activated is also referred to as the "high base state", and the state in which they are not activated is also referred to as the "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of held game balls (held balls). Also, the game state in which the frequency of game balls entering the second start port 21 increases (i.e., the "high base state") is also referred to as the "high frequency state".

[0103] The high-base state (high-frequency state) does not necessarily require all of the above functions to be operative. That is, when at least one of the probability variation function and the variation time shortening function for the normal symbol, and the opening time extension function and the opening count increase function of the variable winning device 22 is operative, it is sufficient that the second start port 21 is more likely to open (higher ball entry frequency) than when that function is not operative. Further, the high-base state may be independently controlled without being associated with the short-time state of the special symbol. A function that generates such a high-base state may also be referred to as a "high-base generation function".

[0104] In the pachinko gaming machine 1 of this embodiment, when the jackpot game ends after a 15R first or fifth jackpot, if the game ball has passed through the specific area 39 during the jackpot game, the game state becomes a high-probability state of the special symbol, a short-time state of the special symbol, and a high-base state (see FIG. 6). This game state is referred to as a "high-probability high-base state". The high-probability high-base state ends when a variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot occurs and a jackpot game is executed.

[0105] Further, when the jackpot game ends after a 15R second or sixth jackpot, since it is extremely difficult for the game ball to pass through the specific area 39 during the jackpot game, the game state becomes the normal state of the special symbol, and in addition, the short-time state of the special symbol and the high-base state (see FIG. 6). This game state is referred to as a "low-probability high-base state". The low-probability high-base state ends when a variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot is won and a special game (jackpot game) related to the jackpot is executed before a variable display of the special symbol is executed a predetermined number of times (100 times in this example). Incidentally, although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R second or sixth jackpot, the game state after the end of the jackpot game becomes a "high-probability high-base state". Also, although the possibility is extremely low, if the game ball does not pass through the specific area 39 during the jackpot game related to the 15R first or fifth jackpot, the game state after the end of the jackpot game becomes a "low-probability high-base state".

[0106] In addition, when the 15R third jackpot occurs, the gaming state after the jackpot game ends is that the special symbol returns to its normal state, and in addition, it becomes a non-time-limit state and a low-base state of the special symbol (see Fig. 6). Since it is extremely unlikely that a game ball passes through the specific area 39 during this jackpot game, this gaming state is called the "low-probability low-base state". The low-probability low-base state is the basic gaming state in this pachinko machine 1, that is, the initial gaming state. Note that although the probability is extremely low, if a game ball passes through the specific area 39 during the jackpot game related to the 15R third jackpot, the gaming state after the jackpot game ends will be the "high-probability low-base state" described below.

[0107] In addition, in the low-probability low-base state, when the 2R fourth jackpot occurs, if a game ball passes through the specific area 39 during the jackpot game, the gaming state after the jackpot game ends will be a high-probability state of the special symbol, a non-time-limit state of the special symbol, and a low-base state (see Fig. 6). This gaming state is called the "high-probability low-base state". The high-probability low-base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot occurs and a jackpot game is executed.

[0108] The high-probability low-base state is a state in which the high-probability state is latent, that is, a state in which it is difficult for the player to recognize that it is a high-probability state. That is, the high-probability low-base state is a so-called "latent probability change state" (also called a "probability non-disclosure state"). In contrast, the above high-probability high-base state is a state in which it is obvious to the player that it is a high-probability state. That is, the high-probability high-base state is a so-called "probability change gaming state".

[0109] In addition, in the high-base state, when the 2R fourth jackpot occurs, if a game ball passes through the specific area 39 during the jackpot game, the gaming state after the jackpot game ends will be the "high-probability high-base state" (see Fig. 6). That is, regarding the time-limit function and the base state of the special symbol, it is set to the same state as before the execution of the jackpot game.

[0110] In a high-base state such as a high-certainty high-base state or a low-certainty high-base state, it is possible to make the game progress more advantageously by hitting the ball to the right and causing the game ball to enter the right game area 3B. In the high-base state, the second starting port 21 is more likely to be opened compared to the low-base state, and it is easier for the game ball to enter the second starting port 21 than to enter the first starting port 20. Therefore, in the high-base state, while passing the game ball through the gate 28 that triggers the normal symbol winning / losing determination, by hitting the ball to the right to make the game ball enter the second starting port 21, it is possible to obtain a larger number of starting ball entries (opportunities for special symbol winning / losing determination) than by hitting the ball to the left. When in this state, the launch direction indicator 47 is controlled to light in a predetermined manner to notify that the ball should be launched into the right game area.

[0111] On the other hand, in a low-base state such as a high-certainty low-base state or a low-certainty low-base state, it is possible to make the game progress more advantageously by hitting the ball to the left and causing the game ball to enter the left game area 3A. In the low-base state, the second starting port 21 is less likely to be opened compared to the high-base state, and it is easier for the game ball to enter the first starting port 20 than to enter the second starting port 21. Therefore, in the low-base state, by hitting the ball to the left to make the game ball enter the first starting port 20, it is possible to obtain a larger number of starting ball entries (opportunities for special symbol winning / losing determination) than by hitting the ball to the right. When in this state, the launch direction indicator 47 is controlled to light (display controlled) in a predetermined manner to notify that the ball should be launched into the left game area.

[0112] Specifically, the launch direction indicator 47 is composed of two LEDs, "y" and "z", and indicates the launch direction by lighting the LEDs according to the game state. For example, in the low-base state, it is possible to notify that the ball should be launched into the left game area in a display mode where both LEDs are turned off, such as "y□z□" (for example, □: off, ■: on). Also, in the high-base state, it is possible to notify that the ball should be launched into the right game area in a display mode where both LEDs are turned on, such as "y■z■" (for example, □: off, ■: on).

[0113] As described above, in the pachinko gaming machine 1 of the present embodiment, based on the low probability and low base state where small win games and big win games are not being played, this low probability and low base state can be regarded as the "normal gaming state" or the "normal state", and the game in which the special symbol is variably displayed in this state can be regarded as the "normal game".

[0114] On the other hand, the big win game is a game that can be executed by variably displaying the special symbol and then stopping the display of the big win symbol. For the player, since it is an advantageous game in which a large number of prize balls can be obtained by the entry of game balls into the big winning openings (the first big winning opening 32 and the second big winning opening 35), the big win game can be regarded as a "special game", and the gaming state in which the big win game is played can be regarded as the "special gaming state".

[0115] Also, although the small win game is not as good as the big win game, it is possible to obtain prize balls by the entry of game balls into the big winning openings (the first big winning opening 32 and the second big winning opening 35). Therefore, it can be said that it is a game that is advantageous to the player compared to the normal game. Thus, the small win game can also be regarded as a "special game", and the gaming state in which the small win game is played can also be regarded as the "special gaming state". In addition, in order to distinguish the special game as the big win game from the special game as the small win game, the special game as the small win game can also be regarded as the "small profit special game".

[0116] Moreover, since the high probability and high base state and the low probability and high base state are advantageous states for the player compared to the low probability and low base state (normal gaming state), these high probability and high base state and low probability and high base state can also be regarded as the "special gaming state" or the "special state", and the game in which the special symbol is variably displayed in this state can also be regarded as the "special game".

[0117] In addition, although the high-probability low-base state and the low-probability low-base state both match in that they are both in a low-base state when compared with each other, in the high-probability state, the probability variation function of the special symbol operates and the probability that the result of the variable display of the special symbol becomes a big win is higher than that in the low-probability state. Therefore, the high-probability low-base state can also be regarded as a "special gaming state" or a "special state", and the game in which the special symbol is variably displayed in this state can also be regarded as a "special game".

[0118] In addition, low-base states such as the high-probability low-base state and the low-probability low-base state are states in which the game is advanced by causing the game ball to enter the left game area 3A by hitting left as described above. Therefore, the low-base state can be regarded as a "left-hit state". On the other hand, high-base states such as the high-probability high-base state and the low-probability high-base state and the states in which a hitting game (big win game, small win game) aiming at the entry of the game ball into the first big winning opening 30 or the second big winning opening 35 is performed (hitting game state, a state in which the game is advanced by causing the game ball to enter the right game area 3B by hitting right as described above). Therefore, the high-base state and the hitting game state (big win game state, small win game state) can be regarded as a "right-hit state". And in the high-base state (right-hit state), the second starting port 21 is more likely to be opened than in the low-base state (left-hit state), and it is easier for the game ball to enter the second starting port 21 than the first starting port 20. Also, it is set so that it is more advantageous for the player that a big win is determined by the validity determination of the second special symbol based on the entry of the game ball into the second starting port 21 than a big win is determined by the validity determination of the first special symbol based on the entry of the game ball into the first starting port 20. From this, the low-base state (left-hit state) can also be regarded as a "normal gaming state" or a "normal state", and the game in which the special symbol is variably displayed in this state can also be regarded as a "normal game". In addition, the high-base state (right-hit state) can also be regarded as a "special gaming state" or a "special state", and the game in which the special symbol is variably displayed in this state can also be regarded as a "special game".

[0119] As described above, games that can be regarded as special games or special game states, that is, games that are advantageous to the player compared to normal games or normal game states (such as jackpot games, minor jackpot games, games in a high-probability state, games in a high-base state, etc.) can all be regarded as game privileges (game benefits) granted to the player based on the fulfillment of predetermined granting conditions. In this case, the result of the special symbol winning or losing determination being a jackpot or a minor jackpot, the game ball passing through the specific area 39 during a jackpot game, etc. can be regarded as the "granting conditions" that are the premise for granting privileges.

[0120] [Main control main process] Next, based on FIGS. 10 to 38, the operation of the game control microcomputer 81 (control processing by the main control unit) will be described. Incidentally, the counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. When the power of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads out and executes the program of the main control main process shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, in the main control main process, first, initial settings are performed (S101). In the initial settings, for example, stack settings, constant settings, interrupt time settings, settings of the CPU of the main control board 80, settings of SIO, PIO, CTC (controller for interrupt time), and reset of various flags, statuses, and counters are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Incidentally, the initial settings (S101) are executed only once after the power is turned on and are not executed thereafter.

[0121] Following the initial setting (S101), interrupts are prohibited (S102), and the normal symbol and special symbol main random number update process (S103) is executed. In this normal symbol and special symbol main random number update process (S103), the values of various random number counters shown in FIG. 7 are updated by adding 1. When the value of each random number counter reaches the upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the main control board 80.

[0122] When the normal symbol and special symbol main random number update process (S103) ends, interrupts are permitted (S104). While interrupts are permitted, the execution of the interrupt process (S105) becomes possible. This interrupt process (S105) is executed based on interrupt pulses that are repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, between the end of the interrupt process (S105) and the start of the next interrupt process (S105), the update process of various counter values by the normal symbol and special symbol main random number update process (S103) is repeatedly executed. Note that when an interrupt pulse is input to the CPU while in the interrupt prohibited state, the interrupt process (S105) is not started immediately but is started after interrupts are permitted (S104).

[0123] [Interrupt Process] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. Examples of the commands and the like output here include information regarding the game state, the result of the special symbol hit or miss determination, the symbol as the big win type, the variation pattern, and the like. Note that the command consists of, for example, 2-byte information. The upper 1 byte is information regarding the type of the command, and the lower 1 byte is information regarding the content of the command.

[0124] In the input process (S202) that is performed after the output process (S201), mainly detection signals detected by various sensors (the first start port sensor 20a, the second start port sensor 21a, the first big winning port sensor 30a, the second big winning port sensor 35a, the general winning port sensor 27a, etc.) attached to the pachinko gaming machine 1 are read and stored in the output buffer of the RAM as prize ball information. Also, when the first start port sensor 20a and the second start port sensor 21a detect a gaming ball, start entry ball commands corresponding to the respective start ports are stored in the output buffer of the RAM by the start entry ball process (S205) described later. Further, a detection signal from a lower tray full switch that detects the full state of the lower tray 62 is also captured and stored in the output buffer of the RAM as lower tray full data.

[0125] The ordinary symbol and special symbol main random number update process (S203) that is performed next is the same as the ordinary symbol and special symbol main random number update process (S103) performed in the main control main process of FIG. 10. That is, the update process of various random number counter values (including the ordinary symbol random number counter value) shown in FIG. 7 is performed in both the execution period of the timer interrupt process (S105) and the other period (the period after the end of the interrupt process (S105) until the next interrupt process (S105) is started).

[0126] After the ordinary symbol and special symbol main random number update process (S203), a start port sensor detection process (S204), a start entry ball process (S205), an ordinary symbol operation process (S206), a special symbol operation process (S207), a specific area sensor detection process (S208), a reserved ball number process (S209), and a power-off monitoring process (S210) described later are executed. In addition, "other processes" necessary for advancing the game are executed to end the interrupt process (S105). Then, the processes of S102 to S104 of the main control main process are repeatedly executed until an interrupt pulse is input to the CPU of the main control board 80 next (see FIG. 10). When an interrupt pulse is input (after about 4 msec), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) executed again, commands and the like set in the output buffer of the RAM in the previous interrupt process (S105) are output.

[0127] [Starting Port Sensor Detection Process] As shown in FIG. 12, in the starting port sensor detection process (S204), first, it is determined whether or not the game ball has passed through gate 28, that is, whether or not the game ball has been detected by gate sensor 28a (S301). If the game ball has not passed through gate 28 (NO in S301), the process proceeds to the process of S305. If the game ball has passed through gate 28 (YES in S301), it is determined whether or not the number of normal symbol holding balls (the number of normal symbol holds, specifically, the value of the counter that counts the number of normal symbol holds provided in the RAM) is less than 4 (S302).

[0128] If the number of normal symbol holding balls is not less than 4 (NO in S302), the process proceeds to the process of S305. On the other hand, if the number of normal symbol holding balls is less than 4 (YES in S302), "1" is added to the number of normal symbol holding balls (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the normal symbol hit determination random number counter (label - TRND - H) stored in the update value storage area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of normal symbol holding balls in the normal symbol holding storage unit provided in the RAM of the main control board 80.

[0129] In S305, it is determined whether or not the game ball has entered the second starting port 21, that is, whether or not the game ball has been detected by the second starting port sensor 21a (S305). If the game ball has not entered the second starting port 21 (NO in S305), the process proceeds to the process of S309. If the game ball has entered the second starting port 21 (YES in S305), it is determined whether or not the number of special symbol 2 holding balls (the number of second special symbol holds, specifically, the numerical value of the counter that counts the number of second special symbol holds provided in the RAM of the main control unit 80) is less than 4 (the upper limit number) (S306). Then, if the number of special symbol 2 holding balls is not less than 4 (NO in S306), the process proceeds to the process of S309. If the number of special symbol 2 holding balls is less than 4 (YES in S306), 1 is added to the number of special symbol 2 holding balls (S307).

[0130] Subsequently, the special drawing 2-related random number acquisition process (S308) is performed. In the special drawing 2-related random number acquisition process (S308), the values of the special symbol hit determination random number counter (label - TRND - A), the big win type determination random number counter (label - TRND - AS), and the variation pattern random number counter (label - TRND - T1) stored in the RAM update value storage area (not shown) are acquired (that is, the random number values shown in FIG. 7(A) are acquired), and these acquired random number values (acquired information) are stored in the address space corresponding to the current special drawing 2 reserved ball number in the second special drawing reservation storage unit 85b.

[0131] Subsequently, it is determined whether or not a game ball has entered the first start port 20, that is, whether or not a game ball has been detected by the first start port sensor 20a (S309). If no game ball has entered the first start port 20 (NO in S309), the process ends. If a game ball has entered the first start port 20 (YES in S309), it is determined whether or not the special drawing 1 reserved ball number (the number of the first special drawing reservations, specifically, the numerical value of the counter that counts the number of the first special drawing reservations provided in the RAM of the main control unit 80) is less than 4 (the upper limit number) (S310). If the special drawing 1 reserved ball number is not less than 4 (NO in S310), the process ends. If the special drawing 1 reserved ball number is less than 4 (YES in S310), "1" is added to the special drawing 1 reserved ball number (S311).

[0132] Subsequently, the special drawing 1-related random number acquisition process (S312) is performed. In the special drawing 1-related random number acquisition process (S312), similar to the special drawing 2-related random number acquisition process (S308), the values of the special symbol hit determination counter (label - TRND - A), the big win type determination random number counter (label - TRND - AS), and the variation pattern random number counter (label - TRND - T1) stored in the RAM update value storage area (not shown) are acquired (that is, the random number values shown in FIG. 7(A) are acquired), and these acquired random number values are stored in the address space corresponding to the current special drawing 1 reserved ball number in the first special drawing reservation storage unit.

[0133] [Processing at the time of start ball entry] As shown in FIG. 11, the game control microcomputer 81 performs the start ball entry time process (S205) following the start port sensor detection process (S204). As shown in FIG. 13, in the start ball entry time process (S205), first, it is determined whether or not the number of reserved balls in FIG. 2 has increased by "1" (S315). And when it is determined that the number of reserved balls in FIG. 2 has increased by "1" (YES in S315), the process proceeds to the process of S316. This corresponds to the case where "1" is added to the number of reserved balls in FIG. 2 in S307 in the start port sensor detection process (S204) based on the game ball entering the second start port. On the other hand, when it is determined that the number of reserved balls in FIG. 2 has not increased (NO in S315), the process proceeds to the process of S319.

[0134] In S316, the latest acquired random number value (acquired information) acquired in the special figure 2 related random number acquisition process (S308) in the immediately preceding start port sensor detection process (S204) and stored in the second special figure reserved memory unit is read out (S316). Next, the acquired random number value related to the second special symbol is determined (S317). In S317, among the read acquired random number values, for the value of the special symbol pass / fail determination random number counter (special symbol pass / fail determination random number value), it is determined whether it is a big win or a miss according to the current game state (low probability state or high probability state). When the result of this determination is a big win, the type of big win is further determined. The process of S317 corresponds to a pre-determination (so-called "reservation preview reading") performed prior to the pass / fail determination (S1303, S1309) in the pass / fail determination process (S1202) of the special figure 2 described later.

[0135] Prior determination of whether it is a big win or not can be made by referring to the big win determination table (see Fig. 8(A)), that is, the big win determination table for the high-probability state if it is in the high-probability state, and the big win determination table for the normal state (low-probability state) if it is in the normal state, to determine whether it matches the big win determination value. Also, as another prior determination mode, as a variation pattern information determination table capable of determining variation pattern information, it is assumed to have a variation pattern information determination table for the normal state (low-probability state) and a variation pattern information determination table for the high-probability state (high-probability state). And in the prior determination, it is possible to select predetermined variation pattern information based on the acquired random number value (such as the value of the special symbol winning / losing determination random number counter) and the variation pattern information determination table corresponding to the game state. And from this selected variation pattern information, it is possible to identify whether it is a big win or not, the big win type, whether a game effect with a high big win reliability is to be executed, etc.

[0136] Next, in S318, game information (prior determination information) related to the result of the prior determination in S317, specifically, information indicating whether the random number value for special symbol winning / losing determination matches the big win determination value (winning / losing information), information indicating the value of the big win type determination random number counter (big win type determination random number value), information indicating the value of the variation pattern random number counter (variation pattern random number value), etc., are included in the command data, which is generated as a special figure 2 start ball entry command, and the command is set in the output buffer of the RAM (S318). Incidentally, as the special figure 2 start ball entry command, part or all of the value of the special figure 2 acquired random number read in S316 may be directly transmitted to the sub-control board 90, or the value of the special figure 2 acquired random number may not be directly transmitted, and game information (for example, the above-mentioned variation pattern information, etc.) acquired based on the value of the special figure 2 acquired random number may be transmitted.

[0137] Also, by the sub-control unit 90 analyzing the special drawing 2 start winning ball command transmitted from the main control unit 80, the sub-control unit 90 is capable of identifying whether it is information related to a big win, which type of big win it is, which variation pattern it is, and so on. Further, in this embodiment, in addition to this, by analyzing the special drawing 2 start winning ball command, it is possible to specify whether it will result in a big win when the obtained special drawing 2 obtained random number is determined in a high-probability state, and whether it will result in a big win when determined in a low-probability state. Thereby, the sub-control unit 90 stores the received special drawing 2 start winning ball command as a hold (production hold information), pre-determines the production hold information at a specific timing, and is able to determine whether there is production hold information stored that is determined to be a big win when the pass / fail determination is made in the low-probability state.

[0138] Still, from the perspective of preventing fraud, the random number value for special symbol pass / fail determination among the obtained random number values read in S316 is not directly transmitted to the sub-control unit as it is. Instead, it is possible to generate command data including information indicating the values of other random number counters for determining the big win type (random number values for determining the big win type) and the values of the variation pattern random number counter (variation pattern random number values), and information indicating the result of the pre-determination, as the special drawing 2 start winning ball command, and set this.

[0139] Next, in S319, in the same manner as the processing related to the special drawing 2 described above, it is determined whether the number of hold balls in the special drawing 1 has increased by "1" (S319). And when it is determined that the number of hold balls in the special drawing 1 has increased by "1" (YES in S319), the process proceeds to the process of S320. This corresponds to the case where "1" is added to the number of hold balls in the special drawing 1 in S311 in the start port sensor detection process (S204) based on the fact that a game ball has entered the first start port. On the other hand, when it is determined in S319 that the number of hold balls in the special drawing 1 has not increased (NO in S319), the process ends as it is.

[0140] In S320, it is determined whether the time shortening flag is ON (S320). If it is determined that the time shortening flag is ON, that is, in the high base state (YES in S320), the process ends as it is. On the other hand, if it is determined in S320 that the time shortening flag is OFF, that is, in the low base state (NO in S320), the process proceeds to the process related to the preliminary determination after S321.

[0141] The processes of S321 to S323 perform the same processes as S316 to S318 described above for Special Figure 1. That is, the latest acquired random number value (acquired information) acquired in the special figure 1 related random number acquisition process (S312) in the start port sensor detection process (S204) and stored in the first special figure reserved memory unit is read out (S321), and a preliminary determination is made for the read acquired random number value (S322). Then, command data including the game information related to this preliminary determination is generated as the special figure 1 start ball entry command, and the command is set in the output buffer of the RAM (S323). Note that the preliminary determination (reserved destination reading) in S322 is performed prior to the determination of whether it is correct (S1603, S1609) in the determination of whether it is correct for Special Figure 1 (S1207) described later.

[0142] Here, in the high base state, the opening extension function that increases the ball entry frequency into the second start port 21 is operating, and it is in a state where it is easy to perform the determination of whether it is correct for Special Figure 2 (refer to Fig. 8(B)). Also, in this embodiment, as will be described later, the digestion of the reservation for Special Figure 2 (the variable display of the second special symbol) is executed preferentially over the digestion of the reservation for Special Figure 1 (the variable display of the first special symbol). From this, in this embodiment, the preliminary determination related to the reservation for Special Figure 1 (Special Figure 1 preliminary determination) is performed in the low base state where the variable display of the first special symbol is mainly performed, and for the preliminary determination related to the reservation for Special Figure 2 (Special Figure 2 preliminary determination), it is performed regardless of whether it is in the low base state or the high base state. Further, in the pachinko gaming machine 1 of this embodiment, as will be described later, during the jackpot game, it is controlled to be in the low probability low base state, but even if a game ball enters the first start port 20 during the jackpot game and the reserved ball count for Special Figure 1 increases by "1", the processes of S321 to S323 (Special Figure 1 preliminary determination process) are not performed.

[0143] [Normal Pattern Operation Processing] After the start ball entry game process (S206), the game control microcomputer 81 performs the normal pattern operation process (S207) shown in FIG. 14. In the normal pattern operation process (S207), the processes related to the normal symbol display device 42 and the variable winning device 22 are divided into four stages, and "normal pattern operation status 1, 2, 3, 4" are assigned to each of these stages. Then, when the "normal pattern operation status" is "1" (YES in S401), the normal symbol standby process (S402) is performed. When the "normal pattern operation status" is "2" (NO in S401, YES in S403), the normal symbol variation process (S404) is performed. When the "normal pattern operation status" is "3" (NO in both S401 and S403, YES in S405), the normal symbol determination process (S406) is performed. When the "normal pattern operation status" is "4" (NO in all of S401, S403, and S405), the normal electric accessory process (S407) is performed. Note that the normal pattern operation status is "1" in the initial setting.

[0144] [Normal Symbol Standby Process] As shown in FIG. 15, in the normal symbol standby process (S402), first, it is determined whether the number of hold balls of the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends. On the other hand, if it is not "0" (NO in S501), the normal symbol hit determination process described later is performed (S502), and then the normal symbol variation pattern selection process is performed (S503). In the normal symbol variation pattern selection process, referring to the normal symbol variation pattern selection table shown in FIG. 8(D), if the game state is the time-saving state, a normal symbol variation pattern with a variation time of 1 second for the normal symbol is selected. On the other hand, if the game state is the non-time-saving state, a normal symbol variation pattern with a variation time of 30 seconds for the normal symbol is selected. After finishing the normal symbol variation pattern selection process (S503), the normal symbol random number shift process (S504) described later is performed, and then the normal symbol variation start process (S505) is performed, and the process ends. In the normal symbol variation start process, based on the normal symbol variation pattern selected in S503, the variation display of the normal symbol is started, and the normal operation status is set to "2". Also, in the normal symbol variation start process, in order to notify the sub-control board 90 of the start of the normal symbol variation, a normal symbol variation start command is set.

[0145] [Normal Symbol Hit Determination Process] As shown in FIG. 16, in the normal symbol hit determination process (S502), first, the value (label - TRND - H) of the normal symbol hit determination random number counter stored in the normal symbol hold memory unit is read (S601). Next, it is determined whether the time-saving flag is ON (that is, whether the game state is the time-saving state) (S602). In S602, if it is determined that the time-saving flag is ON, that is, the time-saving state (YES in S602), based on the high-probability normal symbol hit determination using the time-saving state table (hit determination values are "0" to "239") in the normal symbol hit determination table shown in FIG. 8(C), it is determined whether it is a hit (S604), and the process proceeds to the process of S605. That is, it is determined whether the read value (label - TRND - H) of the normal symbol hit determination random number counter matches any of the hit determination values.

[0146] On the other hand, in S602, when it is determined that the time-saving flag is not ON, that is, in the non-time-saving state (NO in S602), it is determined whether it is a win or not by a low-probability general symbol win / loss determination based on the table for the non-time-saving state (win determination values are "0" and "1") in the general symbol win / loss determination table shown in FIG. 8(C) (S603), and the process proceeds to the process of S605. Then, in S605, it is determined whether the result of the general symbol win / loss determination (S603, S604) is a win (general symbol win) or not (S605). When it is determined that it is not a win (a miss) (NO in S605), a losing general symbol (general symbol miss symbol) to be stopped and displayed is determined (S606), and the process ends. On the other hand, when it is determined in S605 that it is a win (general symbol win) (YES in S605), a winning general symbol (general symbol win symbol) to be stopped and displayed is determined (S607), the general symbol win flag is turned ON (S608), and the process ends.

[0147] [General symbol random number shift process] As shown in FIG. 17, in the general symbol random number shift process (S504), first, the number of general symbol hold balls is decremented by 1 (S701). Next, the storage location of each general symbol hold in the general symbol hold memory unit is shifted by 1 to the side to be read from the current position (S702). Then, the address space, which is the storage location of the topmost hold memory in the general symbol hold memory unit, is set to empty ("0"), that is, the RAM area corresponding to the fourth general symbol hold is cleared to 0 (S703), and the process ends. In this way, the general symbol holds are consumed in the order of holding.

[0148] [General symbol variation process] As shown in FIG. 18, in the general symbol variation process (S404), first, it is determined whether the variation time of the general symbol has elapsed (S801). If not (NO in S801), the process ends. On the other hand, if it has elapsed (YES in S801), a general symbol variation stop command is set (S802), and the general symbol operation status is set to "3" (S803). Then, other processes such as stopping the variation display of the general symbol with the display result (winning general symbol or losing general symbol) according to the determination result of the random number for general symbol win / loss determination are performed (S804), and this process ends.

[0149] [Normal Symbol Determination Process] As shown in FIG. 19, in the normal symbol determination process (S406), first, it is determined whether the normal symbol per flag is ON (S901). If the normal symbol per flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol per flag is ON (YES in S901), then it is subsequently determined whether the time-saving flag is ON, that is, whether it is in the time-saving state (S902). And if it is in the time-saving state (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (the second start port 21) (S903). The opening pattern during the time-saving state is, as described above, an opening pattern that repeats the 2.0-second opening three times. Therefore, "3" is set in the second start port opening counter that counts the number of openings of the second start port 21.

[0150] On the contrary, if it is not in the time-saving state (NO in S902), the opening pattern during the non-time-saving state is set as the opening pattern of the variable winning device 22 (the second start port 21) (S906). The opening pattern during the non-time-saving state is, as described above, an opening pattern that performs a 0.2-second opening once. Therefore, "1" is set in the second start port opening counter. And following the setting of the opening pattern (S903, S906), the normal symbol operation status is set to "4" (S904), and this process ends.

[0151] [Normal Electric Gaming Device Process] As shown in FIG. 20, in the normal electric gaming device process (S407), first, it is determined whether the normal symbol per end flag is ON (S1001). The normal symbol per end flag is a flag indicating that the opening of the second start port 21 has ended in the auxiliary game executed when a win occurs.

[0152] If the per-common-diagram end flag is not ON (NO in S1001), it is determined whether the second start port 21 is open (S1002). If it is not open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If it has not arrived (NO in S1003), the process ends. If it has arrived (YES in S1003), the second start port 21 is opened (S1004), and the process ends. On the other hand, if the second start port 21 is open (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (that is, whether a predetermined open time has elapsed since the second start port 21 was opened) (S1005). If it has not arrived (NO in S1005), the process ends. If it has arrived (YES in S1005), the second start port 21 is set to the closed state (closed) (S1006).

[0153] Then, following the closing process of the second start port 21 (S1006), the value of the second start port open counter is decremented by 1 (S1007), and it is determined whether the value of the second start port open counter is "0" (S1008). If it is not "0" (NO in S1008), the process simply ends to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), the per-common-diagram end process to end the sub-game is performed (S1009), and the per-common-diagram end flag is set (S1010), and the process ends. Note that the second start port open counter becomes "0" when the second start port 21 is opened 3 times during the time shortening state, and becomes "0" when the second start port 21 is opened once during the non-time shortening state.

[0154] On the contrary, if the per-common-diagram end flag is ON in S1001 (YES in S1001), since the opening operation of the second start port 21 for the number of times set in S903 or S906 has ended, the per-common-diagram end flag is set to OFF (S1011), the per-common-diagram flag is set to OFF (S1012), the common diagram operation status is set to "1" (S1013), and the process ends. As a result, in the next interrupt process, the normal symbol standby process (S402) is executed again as the common diagram operation process (Fig. 13). [Normal Electric Game Device Processing] As shown in FIG. 20, in the normal electric game device processing (S407), first, it is determined whether the end flag per general drawing is ON (S1001). The end flag per general drawing is a flag indicating that the opening of the second start port 21 has ended in the auxiliary game executed when a hit occurs.

[0155] If the end flag per general drawing is not ON (NO in S1001), it is determined whether the second start port 21 is in the open state (S1002). If it is not in the open state (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If it has not arrived (NO in S1003), the process ends. If it has arrived, the second start port 21 is opened (S1004), and the process ends. On the other hand, if the second start port 21 is in the open state (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (that is, whether the predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If it has not arrived (NO in S1005), the process ends. If it has arrived (YES in S1005), the second start port 21 is set to the closed state (closed) (S1006).

[0156] And following the closing process of the second start port 21 (S1006), the value of the second start port opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start port opening counter is "0" (S1008). If it is not "0" (NO in S1008), the process ends as it is to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), the end process per general drawing to end the auxiliary game is performed (S1009), and the end flag per general drawing is set (S1010), and the process ends. Incidentally, the second start port opening counter becomes "0" when the second start port 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start port 21 is opened once during the non-time-saving state.

[0157] On the other hand, if the end flag for each general pattern is ON in S1001 (YES in S1001), since the opening operation of the second start port 21 set in S903 or S906 has ended, the end flag for each general pattern is turned OFF (S1011), the flag for each general pattern is turned OFF (S1012), the general pattern operation status is set to "1" (S1013), and the process ends. As a result, in the next interrupt process, the general pattern operation process (S206) will execute the normal symbol standby process (S402) again.

[0158] [Special pattern operation process] As shown in FIG. 11, the game control microcomputer 81 performs a special pattern operation process (S207) following the general pattern operation process (S206). As shown in FIG. 21, in the special pattern operation process (S207), the processing related to the special symbol display 41 and the big winning devices (the first big winning device 31 and the second big winning device 36) is divided into five stages, and "special pattern operation status 1, 2, 3, 4, 5" are assigned to each of these stages. When the special pattern operation status is "1" (YES in S1101), the special symbol standby process (S1102) is performed; when the special pattern operation status is "2" (NO in S1101, YES in S1103), the special symbol variation process (S1104) is performed; when the special pattern operation status is "3" (NO in both S1101 and S1103, YES in S1105), the special symbol determination process (S1106) is performed; when the special pattern operation status is "4" (NO in all of S1101, S1103, and S1105, YES in S1107), the special electric accessory process 1 as a big win game (S1108) is performed; when the special pattern operation status is "5" (NO in all of S1101, S1103, S1105, and S1107), the special electric accessory process 2 as a small win game (S1109) is performed. Note that the special pattern operation status is "1" by default.

[0159] [Special symbol standby process] As shown in FIG. 22, in the special symbol standby process (S1102), first, it is determined whether the number of balls held in the second start port 21 (i.e., the special figure 2 held ball number) is "0" (S1201). If the special figure 2 held ball number is "0" (YES in S1201), that is, when there is no storage of the random number counter value obtained based on the ball entry into the second start port 21, it is determined whether the number of balls held in the first start port 20 (i.e., the special figure 1 held ball number) is "0" (S1206). And when the special figure 1 held ball number is also "0" (YES in S1206), that is, when there is no storage of the random number counter value obtained based on the ball entry into the first start port 20 either, it is determined whether it is in the process of setting the display screen 7a of the first image display device 7 (and the display screen 71a of the second image display device 71) as the standby screen (during the execution of the demo screen for customer waiting) (S1211). If it is in the process (YES in S1211), the process ends. If it is not in the process (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).

[0160] In S1201, when the number of balls held in Special Figure 2 is not "0" (NO in S1201), that is, when there is one or more stored random number counter values obtained based on the balls entering the second start port 21, the following Special Figure 2 pass / fail determination process (S1202), Special Figure 2 variation pattern selection process (S1203), Special Figure 2 random number shift process (S1204), and Special Figure 2 variation start process (S1205) are performed in this order. Also, when the number of balls held in Special Figure 2 is "0" but the number of balls held in Special Figure 1 is not "0" (YES in S1201, NO in S1206), that is, when there is no stored random number counter value related to the second start port 21 but there is one or more stored random number counter values obtained based on the balls entering the first start port 20, the following Special Figure 1 pass / fail determination process (S1207), Special Figure 1 variation pattern selection process (S1208), Special Figure 1 random number shift process (S1209), and Special Figure 1 variation start process (S1210) are performed in this order. Thus, in this embodiment, the variable display of the first special symbol based on the retention of the first special figure is performed only when the number of balls held in Special Figure 2 is "0" (YES in S1201). That is, the consumption of the second special figure retention (variable display of the second special symbol) is executed with priority over the consumption of the first special figure retention (variable display of the first special symbol). And in this embodiment, the pass / fail determination based on the second special figure retention is more likely to result in a big win, which is more profitable for the player, than the pass / fail determination based on the first special figure retention (see Fig. 8(B)).

[0161] [Special Figure 2 Pass / Fail Determination Process] As shown in FIG. 23, in the special figure hit determination process (S1202), first, as a determination value, the value (label - TRND - A) of the random number counter for special symbol hit determination stored in the lowermost area of the special figure retention memory section of the RAM (that is, the RAM area corresponding to the first one of the second special figure retentions) (the oldest memory) is read (S1301). Next, it is determined whether the probability variation flag is ON, that is, whether it is in a high - probability state (S1302). And if it is not in a high - probability state (NO in S1302), that is, if it is in a normal state, a hit determination is made based on the hit determination table for the normal state in the hit determination table (refer to FIG. 8(A)) (the big hit determination values are "3", "397") (S1303). On the other hand, if it is in a high - probability state (YES in S1302), a hit determination is made based on the big hit determination table for the high - probability state in the hit determination table (refer to FIG. 8(A)) (S1309). In the big hit determination table for the high - probability state, the big hit determination values are "3", "53", "113", "173", "227", "281", "337", "397", "449", "503".

[0162] If it is determined that the result of the hit determination (S1303, S1309) is "big hit" (YES in S1304), the value of the big hit type determination random number counter (label - TRND - AS) is read, and the big hit type is determined based on the big hit type determination table shown in FIG. 8(B) (S1310). Based on the value of the random number for the big hit type determination, the big hit symbol is determined (S1311), the big hit flag is turned ON (S1312), and the process ends. In the case of the hit determination related to the first special symbol, the big hit type is determined using the big hit type determination table for the first special symbol. In the case of the hit determination related to the second special symbol, the big hit type is determined using the big hit type determination table for the second special symbol. And when it is determined as a big hit in the hit determination of the first special symbol (special figure 1), it is one of 15R first big hit, 15R second big hit, and 2R fourth big hit. When it is determined as a big hit in the hit determination of the second special symbol (special figure 2), it is 15R fifth big hit or 15R sixth big hit (refer to FIG. 8(B)).

[0163] In response to this, in this embodiment, as the jackpot flag, a long win flag that is turned on when the type of jackpot is the 15R first jackpot, 15R second jackpot, 15R fifth jackpot, or 15R sixth jackpot, and a short win flag that is turned on when it is the 2R fourth jackpot are provided. When it becomes the 2R fourth jackpot and the short win flag is turned on, the 2R lamp (see Fig. 4) of the round display 45 is lit and displayed at the timing when the 2R fourth jackpot symbol is definitely displayed. Specifically, it becomes a display mode such as "2R ▲ 15R △" (for example, ▲: lit, △: extinguished). Also, when any one of the 15R first jackpot, 15R second jackpot, 15R fifth jackpot, and 15R fifth jackpot results in the long win flag being turned on, the 15R lamp (see Fig. 4) is lit and displayed at the timing when the corresponding jackpot symbol is definitely displayed. Specifically, it becomes a display mode such as "2R △ 15R ▲".

[0164] Here, the jackpot determination (special symbol win / loss determination) and the jackpot type determination can each be referred to as "determination", or the jackpot determination including which jackpot symbol it will be can also be referred to as "determination". Also, these results may be referred to as "determination results".

[0165] On the other hand, when it is determined that the result of the win / loss determination (S1303, S1309) is not "jackpot" (NO in S1304), it is determined whether it is a minor win (S1305). That is, it is determined whether the value of the random number counter for special symbol win / loss determination (label - TRND - A) matches any of the minor win determination values "101" to "105" (see Fig. 8(A)). And when it is determined that it is not a "minor win" (NO in S1305), the losing symbol is determined (S1308), and the process ends. That is, when the result of the win / loss determination (S1303, S1309) is neither "jackpot" nor "minor win", the result is "loss". On the other hand, when it is determined that the result of the minor win determination (S1305) is "minor win" (YES in S1305), the minor win symbol is determined (S1306), the minor win flag is turned on (S1307), and the process ends. Note that the random number for determining whether it is a minor win may be provided separately from the random number for special symbol win / loss determination.

[0166] [Special Figure 2 Variation Pattern Selection Process] In the special symbol waiting process (S1102), following the special figure 2 hit determination process (S1202), a special figure 2 variation pattern selection process is performed (S1203). As shown in FIGS. 24 and 25, in the special figure 2 variation pattern selection process (S1203), first, it is determined whether the game state is a time-saving state (whether the time-saving flag is ON) (S1401). And if it is not in the time-saving state (NO in S1401), that is, if it is in the non-time-saving state, it is determined whether the jackpot flag is ON (S1402). If it is ON (YES in S1402), referring to the non-time-saving state jackpot table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and a jackpot), a variation pattern is selected based on the variation pattern random number counter value (label - TRND - T1) (S1403). Note that once the variation pattern is determined, the variation time is also determined. Also, in this embodiment, the non-time-saving state jackpot table is also divided according to whether the jackpot is a long jackpot (15R jackpot) or a short jackpot (2R jackpot) (see FIG. 9). However, this process is a variation pattern selection process for special figure 2, and among the jackpots won by the lottery of special figure 2, there is only a 15R fifth jackpot (long jackpot) (see FIG. 6). Therefore, the part referred to in this process is always the part of the long jackpot, and variation pattern P1 or P2 is selected. Note that the non-time-saving state jackpot table does not necessarily have to be divided into a long jackpot part and a short jackpot part. This is the same for the time-saving state jackpot table described later.

[0167] On the other hand, if the jackpot flag is not ON (NO in S1402), it is determined whether the minor jackpot flag is ON (S1405). And if the minor jackpot flag is ON (YES in S1405), referring to the non-time-saving state minor jackpot table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and a minor jackpot), a variation pattern is selected based on the variation pattern random number counter value (S1409). Specifically, in this embodiment, variation pattern P4 is always selected.

[0168] Also, if the small win flag is not ON (NO in S1405), it means a miss where there is neither a big win nor a small win. In this case, it is determined whether the number of held special symbols is "1" or "2" (S1406). The number of held symbols here is the number of stored symbols including the information that determines the variation pattern by this process, so the number of held memories is set to any value from "1" to "4". And in S1406, if it is determined that the number of held symbols is "1" or "2" (YES in S1406), the non-time-short state first held symbol miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to non-time-short state, miss, and the number of held balls "1, 2") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1407). In this embodiment, any one of variation patterns P5 to P8 is selected.

[0169] On the other hand, in S1406, if it is determined that the number of held symbols is not "1" or "2", that is, it is "3" or "4" (NO in S1406), the non-time-short state second held symbol miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to non-time-short state, miss, and the number of held balls "3, 4") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1408). In this embodiment, any one of variation patterns P9 to P12 is selected. Here, the non-time-short state first held symbol miss table is set to be more likely to select a variation pattern with a relatively long variation time than the second held symbol miss table. Also, the shortest selectable variation time (12000 ms) is set to be longer than that of the second held symbol miss table (4000 ms). That is, at the time of a miss, a function of shortened variation according to the number of held balls works. When the number of held balls of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of held balls of the special symbol is "1" or "2".

[0170] Also, in the aforementioned S1401, when it is determined that the game state is the time - shortening state (YES in S1401), it is determined whether the jackpot flag is ON (S1410 in FIG. 25). And when it is determined that the jackpot flag is ON (YES in S1410), referring to the jackpot - specific table in the time - shortening state (the part of the variable pattern table shown in FIG. 9 that corresponds to the time - shortening state and a jackpot), a variable pattern is selected based on the variable pattern random number counter value (label - TRND - T1) (S1411). As described above, this process is the variable pattern selection process for FIG. 2 of the special drawing. Since there is only the 15R fifth jackpot (long jackpot) in the jackpot won by the lottery in FIG. 2 of the special drawing (see FIG. 6), in S1411, the variable pattern P13 or P14 corresponding to the long jackpot is selected.

[0171] On the other hand, when it is determined in S1410 that the jackpot flag is not ON (NO in S1410), it is determined whether the small - win flag is ON (S1412). And if the small - win flag is ON (YES in S1412), referring to the small - win - specific table in the time - shortening state (the part of the variable pattern table shown in FIG. 9 that corresponds to the time - shortening state and a small win), a variable pattern is selected based on the variable pattern random number counter value (S1416). Specifically, in this embodiment, the variable pattern P16 is always selected.

[0172] Also, when it is determined in S1412 that the small hit flag is not ON (NO in S1412), that is, in the case of a miss, it is determined whether the number of held second special symbols is "1" (S1413). The number of held symbols here is the same as described above, and the number of held symbols is set to any value from "1" to "4". And when it is determined that the number of held symbols is "1" (YES in S1413), referring to the third out-of-held-number table during the time-shortened state (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-shortened state, miss, and the number of held balls "1"), a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1414). In this embodiment, any one of variation patterns P17 to P20 is selected. On the other hand, in S1413, when it is determined that the number of held symbols is not "1", that is, the number of held symbols is any one of "2" to "4" (NO in S1413), referring to the fourth out-of-held-number table during the time-shortened state (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-shortened state, miss, and the number of held balls "2 to 4"), a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1415). In this embodiment, any one of variation patterns P21 to P24 is selected.

[0173] In this way, in the variation pattern table during the time-shortened state (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-shortened state), the function of shortened variation according to the number of held balls at the time of a miss works when the number of held balls is from "2" to "4". Also, when winning the long hit among the big hits, a variation pattern with a shorter variation time than in the non-time-shortened state is more likely to be selected. That is, the variation pattern table during the time-shortened state is a table such that the average value of the variation time of the special symbol is shorter than that of the variation pattern table in the non-time-shortened state. As a result, in the time-shortened state, compared with the non-time-shortened state (normal state), the digestion speed of the special symbol hold is accelerated (the game during the time-shortened state progresses rapidly).

[0174] After selecting the variation pattern as described above, perform other processing (S1404) shown in FIG. 24 to end this processing. In other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern (variation pattern designation command corresponding to Special FIG. 2) is set in the output buffer of the RAM. The set variation pattern designation command is included in the later-described variation start command and sent to the sub-control board 90 by the output processing (S201).

[0175] [Special FIG. 2 Random Number Shift Processing] As shown in FIG. 26, in the Special FIG. 2 random number shift processing (S1204), first, decrement the Special FIG. 2 hold ball count by 1 (S1501). Next, shift the storage location of each counter value in the second Special FIG. hold memory unit to one lower position (for example, if the second Special FIG. hold memory unit consists of an address space corresponding to addresses "0000" to "0003", the "0000" side address) (S1502). Then, set "0" in the uppermost address space of the second Special FIG. hold memory unit, that is, clear the RAM area corresponding to the fourth Special FIG. hold (if stored up to the upper limit number) (S1503), and end this processing.

[0176] After executing the Special FIG. 2 random number shift processing (S1204), execute the Special FIG. 2 variation start processing (S1205) in the Special Symbol standby processing (S1102) shown in FIG. 22. In the Special FIG. 2 variation start processing (S1205), set the special symbol operation status to "2", set the variation start command in the output buffer of the RAM, and start the variation display of the second special symbol.

[0177] Also, in the Special Symbol standby processing (S1102), when the Special FIG. 2 hold ball count is "0" and the Special FIG. 1 hold ball count is not "0" (YES in S1201 and NO in S1206), perform the Special FIG. 1 validity determination processing (S1207), the Special FIG. 1 variation pattern selection processing (S1208), the Special FIG. 1 random number shift processing (S1209), and the Special FIG. 1 variation start processing (S1210) in this order.

[0178] [Special FIG. 1 Validity Determination Processing] As shown in FIG. 27, in the special drawing 1 pass / fail determination process (S1207), processes (S1601 to S1612) are performed in the same flow as the special drawing 2 pass / fail determination process (S1202) shown in FIG. 23. Therefore, a detailed description of this process is omitted.

[0179] However, since this process is related to special drawing 1, in S1601, the random number counter value for special symbol pass / fail determination (label - TRND - A) stored in the lowest region of the first special drawing reserved memory section of the RAM (i.e., the RAM region corresponding to the first of the first special drawing reservations) is read out. Also, in the jackpot type determination in S1610, it is possible to be determined as any of 15R first jackpot, 15R second jackpot, 15R third jackpot, and 2R fourth jackpot (FIG. 8(B)). As shown in the column of the first special symbol (special drawing 1) in FIG. 8(B), the allocation rate of each jackpot is 40% for 15R first jackpot, 20% for 15R second jackpot, 30% for 15R third jackpot, and 10% for 2R fourth jackpot. When it is determined as any of 15R first jackpot, 15R second jackpot, and 15R third jackpot in this jackpot type determination, the long jackpot flag is turned ON as the jackpot flag in S1612. On the other hand, when it is determined as 2R fourth jackpot, the short jackpot flag is turned ON as the jackpot flag in S1612.

[0180] [Special Drawing 1 Variation Pattern Selection Process] As shown in FIGS. 28 and 29, in the special drawing 1 variation pattern selection process (S1208), processes (S1701 to S1720) are performed in the same flow as the special drawing 2 variation pattern selection process (S1203) shown in FIGS. 24 and 25. Therefore, a detailed description of this process is omitted.

[0181] However, since this process relates to FIG. 1, when it is determined in S1702 that the jackpot flag is ON (YES in S1702), it is determined whether the type of the jackpot is a 15R jackpot (any one of the 15R first jackpot, 15R second jackpot, and 15R third jackpot) (S1703). As a result, if it is a 15R jackpot (long jackpot) (YES in S1703), a non-time-saving state 15R jackpot table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and the long jackpot) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label - TRND - T1) (S1704). Specifically, variation pattern P1 or P2 is selected.

[0182] On the other hand, when it is determined in S1703 that it is not a 15R jackpot (NO in S1703), that is, when it is a 2R fourth jackpot (short jackpot), a non-time-saving state 2R jackpot table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and the short jackpot) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1706). Specifically, variation pattern P3 is selected.

[0183] Also, in the FIG. 1 variation pattern selection process, when it is determined in S1712 shown in FIG. 29 that the jackpot flag is ON (YES in S1712), it is determined whether the type of the jackpot is a 15R jackpot (any one of the 15R first jackpot, 15R second jackpot, and 15R third jackpot) (S1713). As a result, if it is a 15R jackpot (long jackpot) (YES in S1713), a time-saving state 15R jackpot table (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-saving state and the long jackpot) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1714). Specifically, variation patterns P13 or P14 are selected.

[0184] On the other hand, when it is determined in S1713 that it is not a 15R big win (NO in S1713), that is, when it is a 2R fourth big win (short win), during the time shortening state, a 2R big win use table (the part corresponding to the time shortening state and short win among the variable pattern tables shown in FIG. 9) is referred to, and a variable pattern is selected based on the variable pattern random number counter value (S1715). Specifically, variable pattern P15 is selected.

[0185] In this special figure 1 variable pattern selection process, after selecting the variable pattern, other processes shown in FIG. 28 are performed (S1705), and this process is terminated. In the other processes (S1705), a variable pattern designation command (variable pattern designation command corresponding to special figure 1) corresponding to the selected variable pattern is set in the output buffer of the RAM. The set variable pattern designation command is included in the variable start command described later and is sent to the sub-control board 90 by the output process (S201).

[0186] [Special figure 1 random number shift process] As shown in FIG. 30, in the special figure 1 random number shift process (S1209), first, the special figure 1 hold ball number is decremented by 1 (S1801). Next, the storage locations of various counter values in the first special figure hold memory unit are shifted one position to the lower side (S1802). Then, "0" is set in the uppermost address space of the first special figure hold memory unit, that is, the RAM area corresponding to the fourth of the first special figure holds is cleared to 0 (when stored up to the upper limit number) (S1803), and this process is terminated.

[0187] After executing the special figure 1 random number shift process (S1209), the special figure 1 variable start process in FIG. 22 (S1210) is executed. In the special figure 1 variable start process (S1210), the special figure operation status is set to "2", and a variable start command is set in the output buffer of the RAM, and the variable display of the first special symbol is started.

[0188] [During special symbol variation process] As shown in FIG. 31, in the special symbol variation in - process (S1104), first, it is determined whether or not the variation time of the special symbol (the variation time determined according to the variation pattern selected in S1203 or S1208 in FIG. 22, see FIG. 9) has elapsed (S1901). And when it is determined that the variation time has not elapsed (NO in S1901), the process ends. Thereby, the variation display of the special symbol continues.

[0189] On the other hand, when it is determined that the variation time has elapsed (YES in S1901), a variation stop command is set (S1902). Then, it is determined whether or not the sure - win flag is ON (S1903). If it is ON (YES in S1903), the sure - win counter is decremented by 1 (S1904), and it is determined whether or not the value of the sure - win counter is "0" (S1905). When it is determined in S1905 that the sure - win counter is "0", the sure - win flag is turned OFF, and the process proceeds to the process of S1907. On the other hand, when it is determined that the sure - win flag is not ON (NO in S1903), or when it is determined that the sure - win counter is not "0" (NO in S1905), the process proceeds to the process of S1907.

[0190] And in S1907, it is determined whether or not the short - time flag is ON (S1907). When it is determined that the short - time flag is ON (YES in S1907), the value of the short - time counter that counts the number of variation displays of the special symbol executed during the short - time state is decremented by 1 (S1908), and it is determined whether or not the value of the short - time counter is "0" (S1909). If it is "0" (YES in S1909), the short - time flag is turned OFF (S1910), and the process proceeds to the process of S1911. Also, when it is determined that the short - time flag is not ON (NO in S1907), or when it is determined that the value of the short - time counter is not "0" (NO in S1909), the process proceeds to the process of S1911. In S1911, the special figure operation status is set to "3" (S1911). And other processes such as stopping the variation display of the special symbol according to the determination results of the special symbol win - loss determination random number and the big win type determination random number are performed (S1912), and this process ends.

[0191] [Special Symbol Determination Process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the big win flag is ON (S2001). If the big win flag is ON (YES in S2001), then it is subsequently determined whether the type of big win is a 15R big win (any one of the 15R first big win, 15R second big win, 15 third big win, and 15R fifth big win) (S2002). And if it is a 15R big win (that is, if the long win flag is ON), the value of the round counter that counts the number of rounds (in the mode of one opening per round, one round is from the opening to the closing of the big winning opening) to be executed during the big win game is set to "15", and as the opening pattern of the big winning opening (the first big winning opening 30 or the second big winning opening 35) (see FIG. 6), if it is a 15R first big win, the opening pattern for the 15R first big win, if it is a 15R second big win, the opening pattern for the 15R second big win, if it is a 15R third big win, the opening pattern for the 15R third big win, if it is a 15R fifth big win, the opening pattern for the 15R fifth big win, if it is a 15R sixth big win, the opening pattern for the 15R sixth big win is set respectively (S2003).

[0192] On the other hand, when it is determined in S2002 that it is not a 15R big win (that is, when the short win flag is ON), since the big win type is the 2R fourth big win, the value of the round counter is set to "2", and as the opening pattern of the big winning opening (the first big winning opening 30 or the second big winning opening 35), the opening pattern for the 2R fourth big win (see FIG. 6) is set (S2004).

[0193] After finishing the process of S2003 or S2004, in order to start the big win game, a big win opening command is set (S2005), the opening effect of the big win game is started (S2006), and the special symbol operation status is set to "4" (S2007).

[0194] Also, when it is determined in S2001 that the big win flag is not ON (NO in S2001), it is determined whether the small win flag is ON (S2008). As a result, if the small win flag is ON (YES in S2008), the value of the small win opening counter that counts the number of openings of the big winning opening (the second big winning opening 35) during the small win game is set to "2", and as the opening pattern of the big winning opening (the second big winning opening 35), the opening pattern for small wins (see Fig. 6) is set (S2009). Then, in order to start the small win game, a small win opening command is set (S2010), the opening effect of the small win game is started (S2011), and the special figure operation status is set to "5" (S2012). Incidentally, if the small win flag is not ON in S2008 (NO in S2008), neither the big win game nor the small win game is started, so the special figure operation status is set to "1" and the process ends.

[0195] [Special Electric Device Process 1 (Big Win Game)] As shown in Fig. 33, in the special electric device process 1 (S1108), first, it is determined whether the probability change flag is ON (S2101). If it is determined to be ON (YES in S2101), the probability change flag is turned OFF (S2102). Also, it is determined whether the time shortening flag is ON (S2103). If it is determined to be ON (YES in S2103), the time shortening flag is turned OFF (S2104). That is, during the execution of the big win game, it is controlled to be in a low probability state and a non-time shortening state. In this embodiment, since it is always in a low base state during the non-time shortening state, it is also controlled to be in a low probability and low base state during the execution of the big win game.

[0196] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that the openings of all the big winning openings (the first big winning opening 30 and the second big winning opening 35) have ended in the jackpot game (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is determined whether a big winning opening (the first big winning opening 30 or the second big winning opening 35) is in the process of opening (S2106). If it is not in the process of opening (NO in S2106), it is determined whether the time (timing) to open the big winning opening (the first big winning opening 30 or the second big winning opening 35) has arrived, that is, whether the opening time of the jackpot has elapsed and it is time to start the first round, or whether the interval time between rounds has elapsed and it is time to start the next round (next opening) (S2107). This is determined based on the big winning opening opening pattern set for each of the above-described jackpot types. For example, if it is before the start of the first round, it is determined by whether the opening period has ended and it is the timing to execute the first opening process of the first round. Also, if the first round has already started, it is determined by whether the previous round has ended and the predetermined interval period has ended. Note that a round is also simply referred to as "R" or "round game".

[0197] If the determination result of S2107 is NO, the process ends as it is. On the other hand, if the determination result of S2107 is YES, it is determined whether the round to be executed corresponds to either the first round or the second round, that is, whether it is the V round (S2108). This determination may be made using the value of the round counter for each jackpot type, or a round counter may be provided to count which round is the round to be executed separately and the determination may be made using this. If the round to be executed is not the V round (NO in S2108), that is, if it is any of the 3rd to 15th rounds, the process proceeds to S2110, and the first major winning device 31 is operated to open the first major winning opening 30 according to the opening pattern corresponding to the type of jackpot (see FIG. 6). On the other hand, if it is determined that the round to be executed is the V round (the first round or the second round) (YES in S2108), after performing the V validity period setting process (S2109), the process proceeds to S2110, and the second major winning device 36 is operated to open the second major winning opening 35 according to the opening pattern corresponding to the type of jackpot (see FIG. 6). Also, when opening the major winning opening (the first major winning opening 30 or the second major winning opening 35), that is, when starting the round, the round start command for the corresponding round is set. For example, if it is the start of the first round, a round start command that can specify the round to start, such as the "1R start command", is set, and if it is the start of the second round, the "2R start command" is set. The set round start command is transmitted to the sub-control unit 90 by the output process of S201.

[0198] In the V validity period setting process (S2109), the period during which the second largest winning opening 35 is open and for several seconds after it is closed in the V round (in this embodiment, the 1st round or the 2nd round) is set as the period during which the detection of the game ball by the specific area sensor 39a is determined to be valid. In this embodiment, the other periods (including when a small win occurs or a special game is not being executed) are set as the periods (invalid periods) during which the detection of the game ball by the specific area sensor 39a is determined to be invalid. Note that determining that the detection of the game ball by the specific area sensor 39a is valid means turning on the V flag based on the detection of the game ball by the specific area sensor 39a (refer to S2401 to S2403 of the specific area sensor detection process described later), and determining that the detection of the game ball by the specific area sensor 39a is invalid means not turning on the V flag even if there is a detection of the game ball by the specific area sensor 39a.

[0199] Here, when a game ball is detected by the specific area sensor 39a and the V flag is turned on, the game state display 46 is set to a predetermined display mode to notify that the game state after the big win game ends becomes a high probability state. Specifically, the game state display 46 is composed of three LEDs of "a1a2a3". And in this embodiment, in the normal state (low probability state), the display mode is "a1□a2□a3□" (for example, □: turned off, ■: turned on). Also, when a game ball is detected by the specific area sensor 39a during the big win game and the V flag is turned on, the display mode is "a1■a2■a3■". And when the big win game ends and the game state is set to the high probability state, the display mode is "a1□a2□a3□". Also, the lighting control timing of the game state display 46 is not limited to such timing. During the big win game, even if the game ball passes through the specific area, the display mode remains "a1□a2□a3□", and it may be set to "a1■a2■a3■" at the timing of transitioning to the high probability state after the big win game ends, and the display mode may be set to "a1□a2□a3□" at the timing of transitioning from the high probability state to the low probability state.

[0200] That is, in the specific area sensor detection process (S208) described later, the V flag is turned on only when a V passage (a game ball passing through the specific area 39) is detected during the V valid period, and the V flag is not turned on when a V passage is detected outside the V valid period (during the V invalid period). Incidentally, when the V flag is ON, the sure change flag is turned on, that is, the game state after the big win game is set to the high probability state (refer to the game state setting process described later). By doing so, it is ensured that the V flag is not turned on based on a V passage due to fraud, that is, the high probability state is not set fraudulently.

[0201] Also, if there is a V passage in the V round (the 1st or 2nd round) of the big win game, the game state after the end of the big win game is set to the high probability state. On the other hand, even if there is a V passage during the small win game, if the game state before the small win game is the normal state, the game state after the end of the small win game is also the normal state, and if the game state before the small win game is the high probability state, the game state after the end of the small win game is also the high probability state. That is, the winning or losing determination probability is not changed before and after the small win game.

[0202] Incidentally, in this embodiment, in the V valid period setting process (S2109), even in the case of the 15th round second and third big wins, a period (valid period) in which the detection of the game ball by the specific area sensor 39a is determined to be valid is set. As another aspect, in the case of the 15th round second and third big wins, the valid period may not be set in the V round. That is, in the case of the 15th round second and third big wins, the V round may be set to the invalid period. In the big win game related to the 15th round second and third big wins, since the opening time of the second big winning port 35 is set to a very short time of 0.1 second, the possibility of the game ball entering the second big winning port 35 is extremely low. However, if it is set to the invalid period, even if the ball enters by chance, the V flag will not be turned on. This can prevent the V flag from being turned on fraudulently or being turned on due to a rare ball entry. Incidentally, in this embodiment, the 1st round and the 2nd round are set as the V rounds, and the detection of the game ball by the specific area sensor 39a is made valid in the V rounds, but the location of the V rounds is not limited to this.

[0203] If the big winning opening (the first big winning opening 30 or the second big winning opening 35) is open in S2106 (YES in S2106), it is determined whether the number of balls entering the big winning opening in that round has reached the specified maximum number of balls entering (10 per round in this embodiment) (S2111). If the specified number of balls entering has not been reached (NO in S2111), it is determined whether the time (timing) to close the big winning opening has arrived, that is, whether a predetermined opening time (see FIG. 6) has elapsed since the big winning opening was opened (S2112). If the opening time of the big winning opening has not elapsed (NO in S2112), the process ends.

[0204] On the other hand, when the specified number of winning balls has been reached (YES in S2111), or when the opening time of the big winning opening has elapsed (YES in S2112), that is, when any of the two round end conditions is satisfied, the big winning opening (the first big winning opening 30 or the second big winning opening 35) is closed (S2113). Then, the value of the round counter is decremented by 1 (S2114), and it is determined whether the value of the round counter is "0" (S2115). If it is determined that the value is not "0" (NO in S2115), the process ends in order to start the next round. Also, when closing the big winning opening (the first big winning opening 30 or the second big winning opening 35), that is, when ending the round, a round end command for the corresponding round is set. For example, when ending the first round, a round end command that can identify the round to end, such as "1R end command", is set, and when ending the second round, a "2R end command" is set. This set round end command is transmitted to the sub-control unit 90 by the output process of S201. Note that the round end command is transmitted when ending a round other than the final round of the big win game, that is, when it is determined in S2115 that the value of the round counter is not "0". For example, if the number of rounds of the big win game to be executed is a 15R big win game, the round end command is transmitted until the end of 14R, but is not transmitted when ending 15R. This is because an ending command set in the process of S2116 described later is transmitted when ending the final round.

[0205] On the other hand, when it is determined that the value of the round counter is "0" (YES in S2115), as a big win end process for ending the big win game, a big win ending command is set (S2116), and a big win ending effect is started (S2117). Then, a big win end flag is set (S2118), and the process ends. Note that the round counter becomes "0" when the opening of the big winning opening is executed 15 times in the case of a long win (15R big win), and becomes "0" when the opening of the big winning opening is executed 2 times in the case of a short win (2R big win).

[0206] Also, when it is determined in S2105 that the jackpot end flag is ON (YES in S2105), since the final round has ended, it is determined whether the execution time (ending time) of the jackpot ending effect has elapsed (S2119). If the ending time has not elapsed (NO in S2119), the process ends. On the other hand, if the ending time has elapsed (YES in S2119), after turning off the jackpot end flag (S2120), the game state setting process (S2121) described later is performed. Then, the jackpot flag is turned off (S2122), the special figure operation status is set to "1" (S2123), and the process ends. As a result, in the next interrupt process, the special figure standby process (S1102) is executed again as the special figure operation process (S207). It can be said that the game control microcomputer 81 that executes the above special electric accessory process 1 (S1108) functions as "special game execution means".

[0207] [Game State Setting Process] As shown in FIG. 34, in the game state setting process (S2121), first, it is determined whether the V flag is ON (S2201). The V flag is a flag that is turned on in the specific area sensor detection process (FIG. 36) described later. If the V flag is ON (YES in S2201), the sure change flag is turned on (S2202), "100" is set in the sure change counter (S2203), the V flag is turned off (S2204), and the process proceeds to the process of S2205. On the other hand, if the V flag is OFF (NO in S2201), the process proceeds to the process of S2205 without turning on the sure change flag. That is, in this pachinko game machine 1, based on whether the V flag is ON or not in this game state setting process, it is determined whether to set the game state after the jackpot game ends to a high probability state.

[0208] In S2205, it is determined whether the ended jackpot game (the jackpot game executed this time) is a 15R jackpot. If it is determined that it is a 15R jackpot (YES in S2205), then it is determined whether the 15R jackpot is a 15R third jackpot (S2206). If it is a 15R third jackpot (YES in S2206), the process ends as it is. If it is not a 15R third jackpot, that is, if it is any of the 15R first, second, or fifth jackpots (NO in S2206), the time shortening flag is turned ON (S2207), "100" is set in the time shortening counter (S2208), and the process ends. Here, if the current jackpot game pertains to a 15R first jackpot or a 15R fifth jackpot, since the game ball should have passed through the specific area 39 (V passage) and the V flag should have been turned ON during the jackpot game (YES in S2201), the game state after the end of the jackpot game in this case becomes a high probability high base state. Also, if the current jackpot game pertains to a 15R second jackpot, since the V passage did not occur and the V flag should not have been turned ON during the jackpot game (NO in S2201), the game state after the end of the jackpot game in this case becomes a low probability high base state. Further, if the current jackpot game pertains to a 15R third jackpot, since the V passage did not occur and the V flag should not have been turned ON during the jackpot game (NO in S2201), the game state after the end of the jackpot game in this case becomes a low probability low base state.

[0209] On the other hand, in S2205, if it is determined that the ended jackpot game (the jackpot game executed this time) is not a 15R jackpot, that is, if it is a 2R fourth jackpot (NO in S2205), it is determined whether the game state before the start of the current jackpot game, that is, the game state when it became a 2R fourth jackpot, was a time shortening state (S2209). If it is determined that it was not a time shortening state (NO in S2209), the process ends as it is without turning on the time shortening flag. As a result, if the V flag did not turn ON in the current jackpot game (NO in S2201), the game state after the end of the jackpot game becomes a low probability low base state, and if the V flag turned ON in the current jackpot game (YES in S2201), the game state after the end of the jackpot game becomes a high probability low base state.

[0210] On the other hand, if it is determined in S2209 that the gaming state when the second jackpot of the fourth type occurred was a time-shortening state (YES in S2209), the time-shortening flag is turned ON (S2207), "100" is set in the time-shortening counter (S2208), and the process ends. As a result, if the V flag did not turn ON in this jackpot game (NO in S2201), the gaming state after the jackpot game ends is a low-probability high-base state, and if the V flag turned ON in this jackpot game (YES in S2201), the gaming state after the jackpot game ends is a high-probability high-base state.

[0211] Note that the high-probability high-base state, the low-probability high-base state, and the high-probability low-base state all end when either the special symbol fluctuates and is displayed 100 times or the next jackpot occurs.

[0212] Also, the reason for performing the process of determining whether the gaming state before the start of the jackpot game related to the second jackpot of the fourth type was a time-shortening state (S2209) is to make the operating states of the time-shortening function and the high-base function before and after the jackpot game the same as the state (conditions) when a small win occurs. If these operating states are different between the case of the second jackpot of the fourth type and the case of a small win, even if it becomes difficult to recognize which type of win it is from the opening pattern of the big winning opening, it will be easily distinguishable by the subsequent gaming state (the operating states of the time-shortening function and the high-base function). Thus, it is made difficult to distinguish between the second jackpot of the fourth type and a small win by the opening pattern of the big winning opening and also by the operating states of the subsequent time-shortening function and high-base occurrence function.

[0213] [Special Electric Device Process 2 (Small Win Game)] As shown in FIG. 35, in the special electric accessory process 2 (S1109), first, it is determined whether the small win end flag is ON (S2301). The small win end flag is a flag indicating that the opening of the second large winning opening 35 has been completed in the small win game. If the small win end flag is not ON (NO in S2301), it is determined whether the second large winning opening 35 is in the process of opening (S2302). If it is not in the process of opening (NO in S2302), it is determined whether the time (timing) to open the large winning opening (the first large winning opening 30 or the second large winning opening 35) has arrived, that is, whether the time of the small win opening has passed and it is time to start the first opening, or whether the interval time between multiple openings has passed and it is time to start the next opening (S2303). If the determination result of S2303 is NO, the process ends as it is. On the other hand, if the determination result of S2303 is YES, after performing the V invalid period setting process (S2304), the process proceeds to S2305, and the second large winning device 36 is operated to open the second large winning opening 35 according to the small win opening pattern (see FIG. 6).

[0214] In the V invalid period setting process (S2304), the period during which the detection of game balls by the specific area sensor 39a is invalidated is set to the period during which the second largest winning opening 35 is open in the minor winning game and for several seconds after the second largest winning opening 35 is closed. Also, in this embodiment, the period other than the period determined as the valid period in the above-described V valid period setting process (S2109) is the invalid period. Therefore, in this V invalid period setting process, it is confirmed whether it is not the valid period, that is, whether it is set to the invalid period. Specifically, it is confirmed whether a V timer (provided in the RAM of the main control board 80) that measures the elapse of the V valid period by countdown is set to "0" (that is, a state without a valid period). If the V timer is not "0", "0" is set to the V timer. Note that, without confirming whether the V timer is "0" or not, "0" may be set to the V timer, that is, it may be set to a state without a valid period. Thereby, even if there is a V passage during the minor winning game, if the game state before the start of the minor winning game is the normal state, the game state after the end of the minor winning game will not shift to the high probability state. Note that, in this embodiment, since the period other than the period determined as the valid period in the above-described V valid period setting process (S2109) is the invalid period, the process of S2304 may be omitted.

[0215] If the second largest winning opening 35 is open in S2302 (YES in S2302), it is determined whether the number of balls entering the second largest winning opening 35 during the two openings, that is, the total number of game balls that have entered in the two openings, has reached the specified maximum number of balls entering (10 in this embodiment) (S2306). If it has not reached the specified number of balls entering (NO in S2306), it is determined whether the time has come to close the second largest winning opening 35, that is, whether a predetermined opening time (see FIG. 6) has elapsed since the second largest winning opening 35 was opened (S2307). Then, if the opening time of the second largest winning opening 35 has not elapsed (NO in S2307), the process ends.

[0216] On the other hand, if the number of balls entering the second largest winning opening 35 during the two openings reaches the specified number of balls (YES in S2306), the second largest winning opening 35 is closed (S2314), and the process proceeds to the small win end process in S2311. On the other hand, if it is determined in S2307 that the opening time of the second largest winning opening 35 has elapsed (YES in S2307), the second largest winning opening 35 is closed (S2308). Then, the value of the small win opening counter is decremented by 1 (S2309), and it is determined whether the value of the small win opening counter is "0" (S2310). If it is determined in S2310 that it is not "0" (NO in S2310), the process ends as it is to start the next opening.

[0217] On the other hand, if it is determined in S2310 that it is "0" (YES in S2310), the process proceeds to the small win end process in S2311. In S2311, as a small win end process for ending the small win game, a small win ending command is set (S2311), and a small win ending effect is started (S2312). Then, a small win end flag is set (S2313), and the process ends. Note that the small win opening counter becomes "0" when the second largest winning opening 35 is opened twice.

[0218] In S2301, if the small win end flag is ON (YES in S2301), since the two openings have ended, it is determined whether the small win ending time has elapsed (S2315). If the ending time has not elapsed (NO in S2315), the process ends. On the other hand, if the ending time has elapsed (YES in S2315), the small win end flag is set to OFF (S2316), the small win flag is set to OFF (S2317), and further, the special figure operation status is set to "1" (S2318), and the process ends. As a result, in the next interrupt process, the special figure operation process (S207) and the special symbol standby process (S1102) will be executed again.

[0219] When starting a small win game, the probability change flag and time reduction flag are not switched from ON to OFF. Also, at the end of a small win game, the game state setting process (S2121, Figure 36) is not performed. That is, in this pachinko gaming machine 1, the game state is not changed before and after the execution of a small win game. It can be said that the game control microcomputer 81 that executes the above special electric accessory process 2 (S1109) functions as a "small profit special game execution means".

[0220] [Specific area sensor detection process] As shown in Figure 11, the game control microcomputer 81 performs a specific area sensor detection process (S208) following the special figure operation process (S207). As shown in Figure 36, in the specific area sensor detection process (S208), first, it is determined whether there is detection of a game ball by the specific area sensor 39a (S2401). If it is determined that there is no detection (NO in S2401), the process ends. On the other hand, if it is determined in S2401 that there is detection (YES in S2401), it is determined whether it is during the V valid period (S2402). The V valid period is the period set in the V valid period setting process (S2109) in the above-mentioned special electric accessory process 1 (S1108). In this embodiment, the V valid period is set in the first round and the second round of the big win game.

[0221] Also, if it is determined in S2402 that it is during the V valid period (YES in S2402), the V flag is turned ON (S2403), and it is determined whether the currently executed big win game is a 2R big win (2R fourth big win) (S2404). If it is determined that it is not a 2R big win (NO in S2404), that is, if it is a 15R big win, the first V passing command is set (S2405), and the process ends. On the other hand, if it is determined that it is a 2R big win (YES in S2404), the second V passing command is set (S2406), and the process ends. The CPU of the main control board 80 transmits this V passing command to the sub-control board 90 at a predetermined timing, and the sub-control board 90 executes a V passing effect such as a display effect and a sound effect according to the type of the received V passing command.

[0222] Also, when it is determined in S2402 that it is not during the V valid period (NO in S2402), without turning on the V flag, the third V-pass command is set (S2407), and the process ends. Note that the first V-pass command is a command for causing the sub-control board 90 to perform notification control for V passing. In contrast, the second V-pass command and the third V-pass command are commands for basically preventing the sub-control board 90 from performing notification control for V passing. Also, the game control microcomputer 81 functions as a means (specific area state switching means) for switching the validity of the passage of the game ball to the specific area 39 by executing such specific area sensor detection processing (S208) and V valid period setting processing (S2109).

[0223] [Reserved ball number processing] As shown in FIG. 11, the game control microcomputer 81 performs reserved ball number processing (S209) following the specific area sensor detection processing (S208). As shown in FIG. 37, in the reserved ball number processing (S209), first, the special drawing 1 reserved ball number, the special drawing 2 reserved ball number, and the normal symbol reserved ball number stored in the RAM of the main control board 80 are read (S2501). Next, the data of the reserved ball number (the reserved ball number command for transmitting the reserved ball number information to the sub-control board 90 or the like) is set in the output buffer of the RAM (S2502). The data (reserved ball number command) related to this reserved ball number is output by the output processing (S201) in the next interrupt processing (S105), and for each interrupt processing, the setting (S2502) of the data (reserved ball number command) related to the reserved ball number to the output buffer and the output processing (S201) are sequentially performed.

[0224] When the sub-control unit 90 that has received this held ball number command determines that an increase or decrease has occurred in the special drawing held ball number based on the received held ball number command, accordingly, it updates the display content of the production hold display area (the first production hold display area 9c and the second production hold display area 9d) on the display screen 7a of the first image display device 7. Specifically, for example, when the special drawing 1 held ball number increases by 1 from "3" to "4", the first production hold 9a corresponding to the increased special drawing 1 held ball number "4" is additionally displayed in the first production hold display area 9c. Also, when the special drawing 1 held ball number decreases by 1 from "2" to "1" (that is, when the first special drawing hold is consumed), the first production hold 9a displayed at the left end of the first production hold display area 9c (the location corresponding to the special drawing 1 held ball number "1", see FIG. 3) is erased, or it is moved and displayed in the variable hold display area (not shown), and accordingly, the first production hold 9a displayed in the first production hold display area 9c is shifted one position to the left. On the other hand, for the second production hold 9b (the second special drawing hold), the display content can be updated in the same manner as the first production hold 9a (the first special drawing hold).

[0225] In addition, regarding the data of the special drawing held ball number when the special drawing held ball number is added, that is, the data of the special drawing held ball number accompanying the occurrence of the start winning ball (start winning prize), it may be included in the aforementioned start winning ball command, or a held ball number command indicating the special drawing held ball number after the addition (after the start winning ball) may be set in the output buffer together with the start winning ball command. Also, regarding the data of the held ball number when the special drawing held ball number is subtracted, that is, the data of the special drawing held ball number accompanying the start of the variation of the special symbol (consumption of the special drawing hold), it may be included in the aforementioned variation start command, or a held ball number command indicating the special drawing held ball number after the subtraction (after the consumption of the special drawing hold) may be set in the output buffer together with the variation start command.

[0226] [Power-off Monitoring Process] As shown in FIG. 11, the game control microcomputer 81 performs a power-off monitoring process (S210) following the held ball number process (S209). As shown in FIG. 38, in the power-off monitoring process (S210), first, it determines whether there is an input of a power-off signal (S2601). If there is no input (NO in S2601), the process ends. On the other hand, if there is an input of a power-off signal (YES in S2601), it stores data regarding the current state of the gaming machine (such as whether it is a sure-win variation, whether it is a winning game, how many held balls there are, how many remaining variation times for sure-win and time reduction, etc.) in the RAM (S2602), turns on the power-off flag (S2603), and then performs loop processing without returning to the interrupt process (S105).

[0227] [Sub-control main process] Next, the operation of the effect control microcomputer 91 will be described based on FIGS. 39 to 45. Note that the counters, flags, statuses, buffers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-control unit). When the power of the pachinko gaming machine 1 is turned on, the effect control microcomputer 91 provided on the sub-control board 90 reads and executes the program of the sub-control main process shown in FIG. 39 from the ROM of the sub-control board 90. As shown in the same figure, in the sub-control main process, first, it performs CPU initialization processing (S4001). In the CPU initialization processing (S4001), it performs stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (controller for interrupt time), etc. setting, and reset of various flags, statuses, and counters, etc.

[0228] Next, in S4002, it is determined whether the power-off signal is ON and whether the content of the RAM of the sub-control board 90 is normal (S4002). As a result, if it is determined that it is not normal (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if it is determined in S4002 that it is normal (YES in S4002), the process proceeds to S4004 without initializing the RAM of the sub-control board 90. That is, when the power-off signal is not ON, or even if the power-off signal is ON but the content of the RAM is not normal (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), but when the power-off signal becomes ON due to a power failure or the like and the content of the RAM is kept normal (YES in S4002), the RAM is not initialized. If the RAM is initialized, the values of various flags, statuses, and counters are reset. Incidentally, the processing of S4001 to S4003 is executed only once after the power is turned on (when the power is turned on), and is not executed thereafter. Also, in this embodiment, the effect control microcomputer 91 also performs the same processing as the power-off monitoring process (S210) by the game control microcomputer 81 shown in FIG. 11. When the power-off signal becomes ON due to a power failure or the like, the data related to the effect control at that time is stored in the RAM of the sub-control board 90. That is, the data related to the effect control at the time of a power-off such as a power failure is backed up. Therefore, when the power is turned on after returning from a power-off such as a power failure (when the power-off is restored), the state of the effect control by the effect control microcomputer 91 returns to the state before the power-off as long as the initialization (S4003) of the RAM of the sub-control board 90 is not performed.

[0229] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various effect determination random number counters are updated. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM on the sub-control board 90. Note that the effect determination random numbers include random numbers for determining the mode of variable effects to be executed (variable effect patterns), random numbers for determining advance effects, random numbers for determining the effect symbols to be stopped and displayed, and the like. The method of updating the random numbers can be the same as the random number update process performed by the main control board 80 described above. Instead of incrementing the random number value by 1 during the update, it may be incremented by 2 or the like. The effect determination random numbers are acquired at a predetermined timing. As this timing, for example, when a control signal (start ball-in command) notifying that a start ball-in has occurred is transmitted from the main control board 80, when a control signal (variable start command) notifying the start of a variation is transmitted from the main control board 80, or when determining a variable effect pattern described later can be used. The storage location of the acquired effect determination random numbers is a predetermined random number counter value storage area (not shown) of the RAM on the sub-control board 90.

[0230] Here, the variable effect refers to the symbol variation game effect described above. The variable effect includes various effects (effects during variable display) that can be executed from the start to the end of the variable display of the special symbol. For example, the variable display of the effect symbol 8, the reach display (reach effect), and the display effects such as the advance display (advance effect) related to the variable display of the effect symbol 8 executed on the display screen of the image display device during the variable display of the special symbol correspond to the variable effect (symbol variation game effect). Also, during the variable display of the effect symbol 8, when a movable effect in which the movable decorative member 14 operates, a sound effect in which a predetermined sound effect is output, a light effect in which a predetermined electric decorative member emits light, etc. are executed as part of the reach effect or the advance effect, these various effects such as the movable effect are also included in the variable effect (symbol variation game effect).

[0231] When the random number seed update process (S4005) ends, the command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also referred to as the "sub-output buffer") in the RAM of the sub-control board 90 are transmitted to the image control board 100, the audio control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various game effects (such as symbol variation game effects, special game effects, etc.) using various effect devices (image display devices 7, 71, speakers 67, panel lamps 5, frame lamps 66, movable decorative members 14, etc.) according to the received command.

[0232] Next, interrupts are permitted in S4007 (S4007), and thereafter, S4004 to S4007 are looped. While interrupts are permitted, execution of the reception interrupt process (S4008), the 2 ms timer interrupt process (S4009), and the 10 ms timer interrupt process (S4010) becomes possible. By executing these control processes, display control (effect display control) of various effect images such as effect symbols on each display screen (effect display unit) of the first image display device 7 and the second image display device 71, lighting control of various lamps, operation control of movable decorative members, audio output control from speakers, etc. become possible.

[0233] [Reception Interrupt Process] In the reception interrupt process (S4008), as shown in FIG. 40, it is determined whether the strobe signal (STB signal) is ON, that is, whether the strobe signal sent from the main control board 80 is input to the external INT input unit of the effect control microcomputer 91 (S4101). And in S4101, if it is determined that the strobe signal is not ON (NO in S4101), the process ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), various commands transmitted from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the process ends. This reception interrupt process (S4008) is a process that is executed with priority over other interrupt processes (S4009, S4010).

[0234] [2 ms Timer Interrupt Process] The 2ms timer interrupt process (S4009) is a process that is executed each time an interrupt pulse with a period of 2 msec is input to the sub-control board 90. As shown in FIG. 41, in the 2ms timer interrupt process (S4009), first, an input process for creating switch data (edge data and level data) based on detection signals from the effect button detection switches 63c and 63d is performed (S4201). Subsequently, a lamp data output process for outputting the lamp data created in the 10ms timer interrupt process described later is performed (S4202). Next, a drive data output process for outputting drive data for driving the movable decorative member 14 (electrical drive source) is performed (S4203). This drive data is also created in the 10ms timer interrupt process described later. Then, a watchdog timer process for performing a reset process of the watchdog timer is performed (S4204).

[0235] [10ms Timer Interrupt Process] The 10ms timer interrupt process (S4010) is a process that is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in FIG. 42, in the 10ms timer interrupt process (S4010), first, a received command analysis process (S4302) described later is performed. Next, a switch state acquisition process for storing the switch data created in the 2ms timer interrupt process as switch data for the 10ms timer interrupt process in the RAM of the sub-control board 90 is performed (S4303), and a switch process for setting the display content of the display screen 7a and the like based on the switch data stored in the switch state acquisition process is performed (S4304). Thereafter, other processes such as creating lamp data (data for controlling the lighting of the panel lamp 5 and the frame lamp 66), creating drive data (data for controlling the operation of the movable decorative member 14), and updating the random number for effect determination are executed (S4305).

[0236] [Received Command Analysis Process] As shown in FIG. 43, in the received command analysis process (S4302), first, it is determined whether a start ball entry command has been received from the main control board 80 (S4395). If it is determined that the start ball entry command has not been received (NO in S4395), the process proceeds to the process of S4401. If it is determined that the start ball entry command has been received (YES in S4395), the production hold information storage process (S4400) is performed, and the process proceeds to the process of S4401.

[0237] The production hold information storage process (S4400) stores various information (game information such as a pre-determination result, a jackpot type determination random value, a variation pattern random value, etc.) included in the start ball entry command received in S4395 (the start ball entry command in Special Figure 1 or the start ball entry command in Special Figure 2) in a predetermined production hold information storage area of the RAM of the sub-control board 90 in a shift memory format according to the type of special symbol (the first special symbol, the second special symbol) and the number of special figure hold balls at the time of transmission and reception (command generation) of the start ball entry command. For example, if the received start ball entry command is a start ball entry command for Special Figure 1 corresponding to the number of hold balls "4" of Special Figure 1, information such as the pre-determination result and the winning type included in the start ball entry command for Special Figure 1 is stored as Special Figure 1 production hold information in the area corresponding to the hold number 4 in the Special Figure 1 production hold information storage area. The production hold information stored in this way can be used to execute various productions such as a symbol variation game production, a preview production, and a production mode. The stored content (production hold information) of the production hold information storage area in the sub-control board 90 is the same as the stored content (acquired information) of the special figure hold memory unit (the first special figure hold memory unit, the second special figure hold memory unit) in the main control board (main control unit) 80 described above. Therefore, the production hold information storage area of the sub-control board 90 can also be said to be an "acquired information storage means".

[0238] Next, in S4401, it is determined whether a variation start command has been received from the main control board 80 (S4401). As a result, if it is determined that the variation start command has been received (YES in S4401), the variation production start process (S4402) described later is performed, and the process proceeds to the process of S4406. If it is determined that the variation start command has not been received (NO in S4401), the process proceeds to the process of S4406 without performing the variation production start process.

[0239] In S4406, it is determined whether a variable stop command has been received from the main control board 80 (S4406). If it is determined that the variable stop command has been received (YES in S4406), variable effect end processing is performed to stop displaying the effect symbol 8 and end the variable effect (S4407). In the variable effect end processing (S4407), a variable effect end command for stopping the display of the effect symbol 8 and ending the variable effect is set in the sub-output buffer. When the set variable effect end command is transmitted to the image control board 100 by the command transmission processing (S4006), the image control microcomputer 101 stops displaying the effect symbol 8 that has been variably displayed on the display screen 7a of the first image display device 7 and ends the variable effect (symbol variable game effect). On the other hand, if it is determined in S4406 that the variable stop command has not been received (NO in S4406), the process proceeds to the process of S4408 without performing the variable effect end processing.

[0240] In S4408, it is determined whether a jackpot game-related command has been received from the main control board 80 (S4408). Here, the jackpot game-related command refers to a command transmitted from the main control board 80 during the execution of the jackpot game. In this embodiment, the opening command transmitted at the start of the jackpot game (occurrence of a jackpot), the round start command transmitted at the start of a round, the round end command transmitted at the end of a round, the ending command transmitted at the end of the jackpot game, etc. correspond to the jackpot game-related commands. In S4408, it is determined whether any of these jackpot game-related commands have been received. If received (YES in S4408), jackpot game-related effect processing (S4409) is performed and the process proceeds to the process of S4412. If not received (NO in S4408), the process proceeds to the process of S4412 without performing the jackpot game-related effect processing (S4409).

[0241] In the jackpot game-related effect processing (S4409), for example, if the received command is an opening command, an opening effect command that designates an opening effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. If it is a round start command, a round effect command that designates a round effect corresponding to the round specified based on the command is set in the sub-output buffer. If it is an ending command, an ending effect command that designates an ending effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. When these various effect commands related to the set jackpot are transmitted to the image control board 100 by the command transmission processing (S4006), the image control microcomputer 101 executes effects related to the jackpot game, such as an opening effect or a round effect, in accordance with the progress of the jackpot game, on the display screen 7a of the first image display device 7 based on the received command.

[0242] Subsequently, as shown in FIG. 44, in S4412, it is determined whether a first V-pass command has been received from the main control board 80 (S4412). If it is determined that the first V-pass command has been received (YES in S4412), a V-pass notification command is set in the sub-output buffer (4413), and the process proceeds to the process of S4414. The first V-pass command is a command for the main control board 80 to notify the sub-control board 90 that a game ball has been detected by the specific area sensor 39a during the V valid period in the 15R first and fifth jackpots. When the V-pass notification command is transmitted to the image control board 100 (image control unit) etc. by the command transmission processing (S4006), the image control microcomputer 101 reads predetermined image information from the ROM of the image control board 100 and displays characters such as "V passed!" on the display screen 7a of the first image display device 7. Thereby, the player is notified that the game ball has passed through the specific area 39 and the game state after the jackpot game has ended has become a high-probability state. On the other hand, if it is determined in S4412 that the first V-pass command has not been received (NO in S4412), the process proceeds to the process of S4414 without setting the V-pass notification command.

[0243] The display of the text "V Passed!" based on the V passing notification command is a type of V passing notification. However, V passing notification may also be performed by other display contents (for example, displaying an object image imitating the character "V", displaying the text "Sure Change GET", etc.). By such V passing notification, it becomes possible to notify the player that the game state after the ongoing big win game (special game) becomes a high probability state. Incidentally, it may be configured to perform V passing notification by displaying text such as "V Passed!" on the display screen 71a of the second image display device 71.

[0244] Subsequently, in S4414, the effect control microcomputer 91 determines whether or not it has received the second V passing command (set in S2406) from the main control board 80 (S4413). If it is determined that the second V passing command has not been received (NO in S4414), the process proceeds to the process of S4415 to determine whether or not the third V passing command has been received (S4415). Then, in either case where it is determined that the second V passing command has been received (YES in S4414) and where it is determined that the third V passing command has been received (YES in S4415), a V non-passing notification command is set in the sub-output buffer (S4416), and the process proceeds to the process of S4417. On the other hand, in S4415, if it is determined that the third V passing command has not been received (NO in S4415), the process proceeds to the process of S4417 without setting the V non-passing notification command.

[0245] Here, the second V passing command is a command for the main control board 80 to notify the sub-control board 90 that a game ball has been detected by the specific area sensor 39a during the V valid period in the second R big win. The third V passing command is a command for the main control board 80 to notify the sub-control board 90 that a game ball has been detected by the specific area sensor 39a during the V invalid period such as during a small win.

[0246] When V is transmitted to the image control board 100 or the like by the command transmission process (S4006) through the non-notification command, the image control microcomputer 101 controls the display screen 7a of the first image display device 7 to be a screen without displaying characters indicating that V has passed, such as "V passed!" (that is, a screen without any notification of V passing). In other words, it is set to the non-notification mode of V passing. Therefore, in the pachinko game machine 1 of this embodiment, even if the game ball passes through the specific area 39 in the 2R fourth big win or small win, this fact is not notified to the player.

[0247] In addition, the command set in the above-mentioned specific area sensor detection process (S208) may be only the first V passing command, and the second V passing command and the third V passing command may not be set. In this case, in the received command analysis process (S4302), the above-mentioned S4414 to S4416 are not executed. Even with such a configuration, it is possible to make a pachinko game machine in which only when there is a V passing during the V valid period in the 15R first and fifth big wins, this fact is notified to the player. That is, when the effect for notifying V passing is not executed, it is not necessary to set a command (non-notification command for V passing) deliberately. However, controlling the image control board 100 based on the set command as in this embodiment can increase the stability of image control.

[0248] Finally, the process of S4417 is performed to end this process. In S4417, as other processes, processes based on other received commands (for example, normal symbol variation start command and normal symbol variation stop command) excluding the various commands described above are performed (S4417).

[0249] [Variable effect start process] Next, the variable effect start process (S4402) executed in the received command analysis process (S4302) will be described. As shown in FIG. 45, in the variable effect start process (S4402), first, a lottery process for effect determination (S4501) is performed. S4501 is a process of obtaining various lottery numbers for effect determination, such as lottery numbers for variable effect determination, lottery numbers for preview effect determination, and lottery numbers for effect symbol determination. In this embodiment, the process of S4501 is performed at the timing when the variable start command is received from the main control unit 80, and a predetermined value (acquired information) is obtained from each lottery number. Based on the obtained value, the mode of the effect symbol game effect to be executed, the preview effect, the effect symbol to be stopped and displayed, etc. are determined.

[0250] Subsequently, in S4502, the variable start command received in the aforementioned S4401 is analyzed (S4502). The variable start command includes a variable pattern designation command (information for designating a variable pattern) that designates the variable pattern selected in the variable pattern selection process of the first special symbol or the second special symbol. The information for designating the variable pattern includes the variable pattern information (P1 to P24) shown in FIG. 9, game state information for designating the current game state, the determination result of the first special symbol hit or miss determination or the second special symbol hit or miss determination, and symbol information for designating the hit type when the result of the special symbol hit or miss determination is a hit (big hit or small hit) (see FIG. 8). In addition, since there are variable pattern designation commands corresponding to the first special symbol and those corresponding to the second special symbol, by analyzing the variable pattern designation command, it is possible to determine whether the effect symbol game effect (variable display of the effect symbol) to be started this time pertains to special figure 1 or special figure 2. These variable pattern information, game state information, symbol information, etc. can also be used in other processes other than the variable effect start process to be executed hereafter.

[0251] Subsequently, in S4503, the current mode status is referred to (S4503). The mode status is for determining the effect mode to be executed. The mode status is set to any value from "1" to "5", and each value is assigned to effect modes A to E.

[0252] Here, the production mode defines the base conditions (form, specifications, etc.) for executing game productions. When the production mode is different, some or all of the production modes of game productions such as the preview production and the reach production are different. Specifically, by varying the characters, items, backgrounds, etc. that appear in the production symbol game production (variable production) and the images displayed on the image display device according to the production mode, the production symbol game production can be executed in a manner corresponding to the production mode. Also, when providing a plurality of game productions (such as preview productions and reach productions), it may be possible to execute different game productions depending on the production mode.

[0253] In this embodiment, production mode A (mode status 1) is set when it is controlled to the low probability and low base state, production mode B (mode status 2) is set when it is controlled to the low probability and high base state, and production mode C (mode status 3) is set when it is controlled to the high probability and high base state. Therefore, by checking which of A to C the current production mode is, the player can grasp the current game state. Also, production mode D (mode status 4) and production mode E (mode status 5) are set when it is controlled to the high probability and low base state or the low probability and low base state. Therefore, when the production mode is D or E, it is difficult for the player to grasp whether the probability state of the special symbol winning or losing determination is in the high probability state or the low probability state (normal state) even if the player checks the production mode. In that sense, production modes D and E can be said to be the probability non-notification modes.

[0254] In addition, in this embodiment, after the end of the jackpot game related to the 15R first jackpot and the 15R fifth jackpot, it becomes production mode C, after the end of the jackpot game related to the 15R second jackpot and the 15R sixth jackpot, it becomes production mode B, after the end of the jackpot game related to the 15R third jackpot, it becomes production mode A, and after the end of the jackpot game related to the 2R fourth jackpot and after the end of the small win game related to the first small win and the second small win, it becomes production mode D or E.

[0255] Subsequently, in S4504, a variation effect pattern determination table (also referred to as the "variation effect pattern") that is not shown in the figure for determining the variation effect pattern executed using the image display devices 7 and 71, the panel lamp 5, the movable decorative member 14, etc. is set (S4504). Specifically, based on the mode status (current effect mode) referred to in S4503 and the variation pattern designation command from the main control board 80, the variation effect pattern determination table to be used is set. For example, when the variation pattern information specified by the variation pattern designation command received in S4401 is "P1 (variation pattern P1)" (see FIG. 9), the on-the-spot variation effect pattern determination table corresponding to the current effect mode is set as the variation effect pattern determination table.

[0256] In this embodiment, since a plurality of variation effect pattern determination tables corresponding to the effect mode (mode status) are stored (memorized) in advance in the ROM of the sub-control board 90, in S4504, a table corresponding to the mode status (current effect mode) referred to in S4503 is selected and set from among those variation effect pattern determination tables. The variation effect pattern determination table is mainly for determining the variation mode of the effect symbol (the mode of the effect game of the effect symbol), and a plurality of variation effect pattern determination tables are stored in advance in the ROM of the sub-control board 90. In S4504, any one of those plurality of variation effect pattern determination tables is set.

[0257] Subsequently, in S4505, based on the random number for determining the variation effect obtained in S4501 and the variation effect pattern determination table set in S4504, a variation effect pattern that conforms to the specified variation pattern is selected and set (S4505). As the variation effect pattern, mainly the variation mode (execution mode of the variation effect) of the effect symbol 8 displayed on the display screen of the image display device is set. Thereby, for example, the execution mode of the variation effect including the reach effect (also referred to as the "variation effect with reach" or "reach variation effect") and the execution mode of the variation effect not including the reach effect (also referred to as the "variation effect without reach" or "normal variation effect") are determined.

[0258] Here, the reach effect refers to, for example, in the case where a display mode of the effect symbol 8 is provided as a mode (big win mode, specific display mode) in which all three effect symbols 8L, 8C, and 8R are the same (identical) when the result of the special symbol win / loss determination is a big win. When two of the three effect symbols 8L, 8C, and 8R (for example, the symbols in the first and second stop orders) stop and are displayed (temporarily stopped) as symbols constituting the big win mode, and the remaining one (for example, the symbol in the last (third) stop order) is still in a variable display state, it refers to an effect indicating whether the remaining one effect symbol (the final stop symbol) stops and is displayed as a symbol that completes the big win mode. That is, it refers to an effect indicating whether the stop display state of the effect symbol 8 (a plurality of symbols) becomes the big win mode (specific display mode). In addition, after the start of the variable display, when the left effect symbol 8L and the right effect symbol 8C, which are the first and second in the stop order among the three effect symbols 8L, 8C, and 8R, stop (temporarily stop) as symbols constituting the big win mode (symbols with the same number in this embodiment), it is also referred to as "reach established".

[0259] Also, in S4505, based on the random number for determining the effect symbol obtained in S4501 and a stop symbol determination table (not shown), the effect symbol to be stopped and displayed (also referred to as the "stop effect symbol") is determined and set. The stop effect symbol set in S4505 includes a symbol that temporarily stops (temporarily stops) before the end of the variable effect (also referred to as the "temporary stop symbol"), a symbol that is definitely stopped (definitely stopped and displayed) when the variable effect ends (also referred to as the "definite stop symbol"), and also includes a symbol that temporarily stops (temporarily stops and is displayed) when reach is established in the reach variable effect (also referred to as the "reach symbol").

[0260] Temporary stop (temporary stop display) means that during the execution of the variable effect (before the end), the effect symbol 8 is displayed on the display screen (such as the effect symbol display area 7b) in a state where it slightly moves without scrolling. Displaying the effect symbol 8 in a slightly moving state is also referred to as "shaking variation". The type of the temporarily stopped effect symbol is easily recognizable (discriminable) from the perspective of the player. This is because during the temporary stop (shaking variation) of the effect symbol, the effect symbol does not scroll. On the other hand, definite stop (definite stop display) means that the effect symbol 8 is displayed on the display screen (such as the effect symbol display area 7b) in a state where it has completely stopped after going through scrolling variation and shaking variation (temporary stop).

[0261] The effect symbol that is stopped and displayed (definitely stopped) as a result of the variable effect is a triple of odd-numbered symbols such as "777" when the result of the special symbol success or failure determination is the 1st and 5th big wins in 15R (that is, the big win with a planned V passage), and is a triple of even-numbered symbols such as "666" when the result is the 2nd, 3rd, and 6th big wins in 15R (that is, the big win with a non-planned V passage). Also, when there is a reach and a miss, it is a scattered combination where one of the three effect symbols such as "787" is different from the other effect symbols, and when there is no reach and a miss, it is a scattered combination where at least one of the three effect symbols such as "635" is different from the other effect symbols. Furthermore, when it is the 4th big win in 2R or a small win, it is a specific outcome (chance outcome) such as "135" or "123" or an outcome including a dedicated symbol such as "3★3". That is, the same stop display mode is set to be displayed when it is the 4th big win in 2R and when it is a small win. Therefore, when the 4th big win in 2R or a small win occurs, just by checking the effect symbol that is stopped and displayed, the player cannot determine whether it is the 4th big win in 2R or a small win. Note that the stop display mode (display result of the variable display) of the effect symbol 8 shown in this embodiment is an example, and what is stopped and displayed as the stop effect symbol according to the result of the special symbol success or failure determination can be appropriately changed.

[0262] In the pachinko gaming machine 1 of this embodiment, as the variation modes (variation performance patterns) of the effect symbols 8, reach A, reach B, reach C, super reach A, super reach B, super reach C, etc. are set (hereinafter, super reach may be referred to as "SP reach"). In S4505, based on the variation performance pattern determination table, it is determined whether to execute any of these reach performances or not to execute the reach performance. In this embodiment, as the reach performance, it is provided with six types: reach A, reach B, reach C, SP reach A, SP reach B, and SP reach C. However, it is also possible to provide more reach performances than this embodiment, or to reduce (decrease) the types (number) of reach performances from this embodiment.

[0263] And when the reach-with-variation performance is executed, any reach performance is set based on the variation pattern designation command and the variation performance pattern determination table (S4505). Here, when the super reach performance (any of SP reach A to C) is executed as the variation performance, it is set so that the probability of winning the jackpot becomes higher compared to the case where the normal reach performance (any of reach A to C) is executed. That is, it can be said that the super reach performance is a game performance with a high expectation (probability of winning the jackpot) of winning the jackpot compared to the normal reach performance. Also, the super reach performance is a development performance that is performed via the normal reach performance after the reach is established. The expectation of winning the jackpot is also called the "jackpot reliability", and the super reach performance and the development performance with a relatively high expectation (jackpot reliability) are also called the "high-expectation performance" or the "high-reliability performance".

[0264] In this embodiment, the reach effect is mainly set (executed) when a variation pattern specification command for specifying a variation pattern (see FIG. 9) with a variation time of 30,000 ms or more is received, and it is assumed that SP reach is set (executed) when the variation time is 450,000 ms or more. And for SP reaches A to C, there are provided a "short SP reach" corresponding to a variation time of 450,000 ms and a "long SP reach" corresponding to a variation time of 750,000 ms, respectively, and the long SP reach is set so that the jackpot reliability is higher than that of the short SP reach. In this way, whether or not to execute the reach effect and the type of reach effect to be executed when executed are determined based on the selection of the variation pattern (variation time) of the special symbol performed in the main control unit 80 (game control microcomputer 81). For this reason, there are a "reach-present variation pattern" and a "reach-absent variation pattern" in the variation pattern of the special symbol.

[0265] Here, the variable display of the effect symbol 8 is basically performed as follows. That is, after the variable displays of the three effect symbols 8L, 8C, and 8R are started, the variable speeds of all the effect symbols become high and substantially constant, and then, at the timing when a predetermined time has elapsed, the variable speed of the first stop symbol (the left effect symbol 8L in this example) decreases and the first stop symbol stops (temporarily stops). Next, the variable speed of the second stop symbol (the right effect symbol 8R in this example) decreases and the second stop symbol stops (temporarily stops), and finally, the variable speed of the third stop symbol (the middle effect symbol 8C in this example) decreases and the third stop symbol stops (temporarily stops). After that, when the three effect symbols 8L, 8C, and 8R stop definitely, the display result of the variable display is derived and displayed, and with this, one variable display ends. Based on the flow from the start to the end of such a variable display, a normal variable effect (reach-absent variable effect), a reach effect, etc. are performed.

[0266] Specifically, for example, when the function of shortening the variation time of special symbols according to the number of reserved balls in the special drawing or the gaming state is not activated (when the function of shortening the variation time is not activated), when the three effect symbols 8L, 8C, and 8R start the variation display, the left effect symbol 8L (the first stop symbol) stops (temporarily stops) at the timing when a predetermined time (for example, 9 seconds) has elapsed since the start of the variation. Subsequently, the right effect symbol 8R (the second stop symbol) stops (temporarily stops). At this time, if the left and right effect symbols 8L and 8R stop at the same-numbered symbols and a reach is established, it develops into a reach effect. If a reach is not established (that is, if it is a "normal variation"), the middle effect symbol 8C (the third stop symbol) stops (temporarily stops) following the stop (temporarily stop) of the right effect symbol 8R (the second stop symbol).

[0267] Also, in this embodiment, in the normal variation when the function of shortening the variation time of special symbols is not activated (low base state), the time taken from the start of the variation of the effect symbol 8 until the third stop symbol (in this example, the middle effect symbol 8C) stops (temporarily stops) is 11 seconds. On the other hand, in the normal variation when the function of shortening the variation time of special symbols is activated (that is, in the high base state), the time taken from the start of the variation display until the left effect symbol 8L (the first stop symbol) stops (temporarily stops) is shorter than normal (when the function of shortening the variation time is not activated). Along with this, the time taken until the right effect symbol 8R (the second stop symbol) and the middle effect symbol 8C (the third stop symbol) stop (temporarily stop) also becomes shorter. Also, in the reach variation, after a reach is established, the time taken until the middle effect symbol 8C (the third stop symbol) finishes the variation display and the effect symbol 8 stops definitely varies depending on the reach type such as the aforementioned normal reach and SP reach. The time is longer for the SP reach than for the normal reach. The time from the establishment of such a reach until the definite stop depends on the total variation time of the effect symbol 8, that is, the variation time specified by the variation pattern of the special symbol (see FIG. 9).

[0268] Furthermore, in this embodiment, after the three effect symbols 8L, 8C, and 8R start the variable display, when the first stop symbol and the second stop symbol temporarily stop with different symbols respectively, an effect that can make the temporarily stopped symbol change to a symbol for which a reach is established can be executed by pretending that the reach is not established. Such an effect in which the temporarily stopped symbol can change to another symbol is also referred to as a "special effect". Similar to the reach effect, the execution of the special effect is determined by the variable effect pattern. That is, as variable effect patterns, there are variable effects including the special effect and variable effects not including the special effect, and the execution (setting) of the special effect is determined by the selection and setting of the variable effect pattern according to the aforementioned S4505. The details of this special effect will be described later.

[0269] Next, in S4506, a preview effect setting process related to the setting of the preview effect is performed (S4506). In this embodiment, since various preview effects such as a preview effect based on the pre-determination result (preview of reserved destination reading) and a preview effect related to the current special figure variable display (variable effect) can be executed, in S4506, for each preview effect, a preview effect execution pattern (preview effect pattern) including whether to execute it (execution or not) is set. Specifically, based on the random number for preview effect determination acquired in S4501, the preview determination table stored in the ROM of the sub-control board 90, the stored content of the effect reservation information storage area (effect reservation information), etc., the preview effect pattern is determined and set including whether the preview effect is to be executed.

[0270] Next, in S4507, a variation performance start command for starting a variation performance (such as the variation display of the performance symbol 8, special performance, reach performance, preview performance, etc.) based on the variation performance pattern set in S4505 and the preview performance pattern set in S4506 is set in the sub-output buffer (S4507), and the variation performance start process ends. When the variation performance start command set in S4507 is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 reads out the predetermined variation performance image data corresponding to the variation performance pattern specified based on the variation performance start command, that is, the variation performance pattern set in S4505, and the predetermined preview performance image data corresponding to the preview performance pattern specified based on the variation performance start command, that is, the preview performance pattern set in S4506, from the ROM of the image control board 100, and executes a variation performance display, a preview performance, etc. based on the read image data on the display screen of the image display device. Also, the variation display (flashing display) by the two LEDs on the performance display 102 is also executed. Further, in accordance with the execution of the variation performance, each performance such as sound performance, light performance, and movable performance is executed via the voice control board 106 and the lamp control board 107.

[0271] [Special performance] Next, a special performance that can be executed as part of the variation performance will be described. Briefly speaking, in the special performance, among the three performance symbols 8L, 8C, and 8R that started the variation display on the display screen 7a of the first image display device 7, after the symbols excluding the third stop symbol (the final stop symbol) are temporarily stopped, that is, after either one or both of the first stop symbol and the second stop symbol are temporarily stopped, one or both of the temporarily stopped symbols are variably displayed again (also referred to as "re-variation"). That is to say, the special performance can be said to be a kind of so-called "re-variation performance".

[0272] In this embodiment, among the three effect symbols 8L, 8C, and 8R for which variable display has started, when the first stop symbol and the second stop symbol are different symbols, that is, symbols for which reach is not established (also referred to as "non-reach symbols") and a provisional stop occurs, a special effect can be executed when the second stop symbol among them undergoes re-variation. And when a special effect is executed, the symbol re-varied by that special effect stops (provisionally stops) with a non-reach symbol or a symbol for which reach is established (reach symbol). For this reason, it can be said that the special effect functions as a "reach teasing effect" that initially appears to be a non-reach situation and then indicates whether reach is established or not.

[0273] As described above, whether to perform a special effect (execution or not) during variable effect is determined by the selection and setting of the variable effect pattern according to the aforementioned S4505. Here, variable effects that can be determined (selected) based on the variable effect pattern determination table set in the aforementioned S4504 are roughly classified into a normal variable effect and a reach variable effect. And the reach variable effect is distinguished into those that execute a normal reach effect (also referred to as "normal reach variable effect") and those that execute an SP reach effect (also referred to as "SP reach variable effect"). Regarding these variable effects, in this embodiment, they are further distinguished into those that do not execute a special effect (also referred to as "variable effect without special effect") and those that execute a special effect (also referred to as "variable effect with special effect"). That is, for each of the normal variable effect and the reach variable effect (normal reach variable effect and SP reach variable effect), there are provided a "variable effect without special effect" and a "variable effect with special effect". Note that when simply referred to as "reach variable effect" hereinafter, it means that either the normal reach variable effect or the SP reach variable effect may be used without distinction.

[0274] In this embodiment, the selection conditions for special effects are defined as shown in FIG. 47. That is, the variable effect pattern is determined based on the variable pattern designation command from the main control board 80, that is, the result of the special symbol winning / losing determination. As shown in FIG. 47, for each of the "normal variable effect" and "reach variable effect" that can be selected according to the result of the special symbol winning / losing determination, the selectability of the special effect is defined. In this figure, an "X mark" indicates non-selectability (not selectable), and an "O mark" indicates selectability (selectable).

[0275] Specifically, in this embodiment, when the result of the special symbol winning / losing determination is a big win and the big win type is a 15R big win, a reach variable effect is always selected (set) as the variable effect based on this. Therefore, in the case of a 15R big win, since the normal variable effect is never selected, neither the "variable effect without special effect" nor the "variable effect with special effect" is selected as the normal variable effect. On the other hand, for the reach variable effect in the case of a 15R big win, as shown in FIG. 47, both the "variable effect without special effect" and the "variable effect with special effect" are selectable. Therefore, in the case of a 15R big win, the reach variable effect may be executed as the "variable effect without special effect" or as the "variable effect with special effect".

[0276] Incidentally, the reach variable effect executed as the variable effect without special effect is also referred to as the "reach variable effect without special effect", and the reach variable effect executed as the variable effect with special effect is also referred to as the "reach variable effect with special effect". Also, the normal variable effect executed as the variable effect without special effect is also referred to as the "normal variable effect without special effect", and the reach variable effect executed as the variable effect without special effect is also referred to as the "reach variable effect without special effect".

[0277] In the "Special - None Reach Variation Performance", after the start of the variable display of the performance symbol 8, the first stop symbol and the second stop symbol stop (temporarily stop) with the same symbol as each other, and a reach is established. After that, the reach performance is executed. On the other hand, in the "Special - With Reach Variation Performance", after the start of the variable display of the performance symbol 8, the first stop symbol and the second stop symbol stop (temporarily stop) with different symbols from each other, and a reach is not established. After that, the second stop symbol re - varies and stops (temporarily stops) with the same symbol as the first stop symbol (reach symbol) or with a different symbol (non - reach symbol) again. When a reach is established after the re - variation of the second stop symbol, the reach performance is executed thereafter.

[0278] Also, in this embodiment, when the result of the special symbol win - loss determination is a big win and the big win type is a 2R big win, and when the result of the special symbol win - loss determination is a small win, a normal variation performance or a reach variation performance is selected (set) as the variation performance based on this. And as shown in FIG. 47, for both the normal variation performance and the reach variation performance, "Special - With Variation Performance" is not selected, and "Special - None Variation Performance" is selected. Therefore, in the case of a 2R big win or a small win, "Special - With Variation Performance" is not executed, and "Special - None Normal Variation Performance" or "Special - None Reach Variation Performance" is executed.

[0279] Here, as described above, in a 2R big win game or a small win game, the number of times the big winning opening is opened is less than that in a 15R big win game, and the opening time of the big winning opening is also shorter than that in a 15R big win game. One cannot expect as many prize balls as in a 15R big win game. Executing a special performance that functions as a reach - exciting performance in the case of a 2R big win or a small win where the player's obtained profit is relatively small may rather reduce the gaming interest. Therefore, in this embodiment, a configuration (not selectable) is adopted in which "Special - With Variation Performance" is not executed in the case of a 2R big win or a small win.

[0280] Also, in this embodiment, when the result of the special symbol win / loss determination is off, a normal variation effect or a reach variation effect is selected (set) as a variation effect based on this. And for both the normal variation effect and the reach variation effect, as shown in FIG. 47, "variation effect without special" and "variation effect with special" can be selected respectively. Therefore, when it is off, either "variation effect without special" or "variation effect with special" may be executed.

[0281] In the "normal variation effect without special" among the variation effects without special, after the start of the variable display of the effect symbol 8, the first stop symbol and the second stop symbol stop (temporarily stop) with different symbols from each other, resulting in a non-reach, and then the third stop symbol stops (temporarily stops) and the variation effect ends (definitely stops). On the other hand, in the "normal variation effect with special" among the variation effects with special, the first stop symbol and the second stop symbol stop (temporarily stop) with different symbols from each other, resulting in a non-reach, and then the second stop symbol re-varies and stops (temporarily stops) again with a symbol different from the first stop symbol. This normal variation effect with special can be said to function as a "fake reach stimulation effect" that shows that it is still a non-reach after executing a special effect while pretending to be a non-reach. Incidentally, the "reach variation effect without special" among the variation effects without special and the "reach variation effect with special" among the variation effects with special are as described above.

[0282] In this embodiment, under such selection conditions for special effects, whether to execute a special effect is determined. And when a normal variation effect is executed as a special-effect-present variation effect (when a special-effect-present normal variation effect is executed), and when a reach variation effect is executed as a special-effect-present variation effect (when a special-effect-present reach variation effect is executed), the latter has a higher executability than the former. Specifically, as shown in FIG. 47, the execution ratio (execution probability) of the special-effect-present normal variation effect among the normal variation effects based on deviation is about 5%, and the execution ratio (execution probability) of the special-effect-present reach variation effect among the reach variation effects based on deviation is about 10%. Also, the executability of the special-effect-present normal variation effect based on a 15R jackpot is 0%, and the execution ratio (execution probability) of the special-effect-present reach variation effect among the reach variation effects based on a 15R jackpot is about 25%. By adopting such an execution ratio of the special effect, it is possible to prevent the special effect from being executed excessively, and at the same time, not to unnecessarily arouse the expectation for the occurrence of a jackpot (a 15R jackpot in this example) or the establishment of a reach, and to appropriately give such an expectation to the player.

[0283] Next, the display content (effect display content) of the display screen on which a variation effect including a special effect (special-effect-present variation effect) is executed will be described with reference to FIGS. 48 and 49. First, with the start of the variation effect, three effect symbols 8L, 8C, and 8R start to be variably displayed on the display screen 7a of the first image display device 7 (see FIG. 48(a)). At this time, on the display screen 71a of the second image display device 71, an image such as a background (not shown) and characters corresponding to the effect mode and the variation effect pattern at that time is displayed.

[0284] Then, after the variation speed of all the effect symbols becomes high and substantially constant, when the stop timing of the first stop symbol (in this example, the left effect symbol 8L) whose stop order is the first (also referred to as the "first stop timing") arrives, the variation speed of that symbol decreases and the first stop symbol stops (temporarily stops). Here, it is assumed that the first stop symbol (left effect symbol 8L) stops (temporarily stops) as the symbol "2" (general symbol) (see FIG. 48(b)).

[0285] Next, when the stop timing of the second stop symbol (in this example, the right effect symbol 8R) whose stop order is the second arrives (also referred to as the "second stop timing"), the variation speed of that symbol decreases and the second stop symbol stops (temporarily stops). At this time, since the variation effect is a special variation effect with a special symbol, the second stop symbol stops (temporarily stops) as a special symbol. Here, it is assumed that the second stop symbol (right effect symbol 8R) stops (temporarily stops) as the symbol of "1 + character A" (a special symbol) (see Fig. 48(c)).

[0286] When the second stop symbol stops as a special symbol, while the third stop symbol (in this example, the middle effect symbol 8C) is variably displayed, an effect (also referred to as "moving display") occurs in which the character symbols constituting the special symbol move to the display screen 71b of the second image display device 71. At this time, among the symbols of "1 + character A" that are stopped and displayed on the display screen 7a (right symbol display area), the frame portion (symbol frame) of the symbol and the numeric symbol (symbol image) of "1" remain at their stop display positions, and the symbol (decoration image) of "character A" moves from the stop display position to the display screen 71b and is displayed at a predetermined display position (in this example, the lower right of the screen) on the display screen 71b (see Fig. 49(d)).

[0287] Furthermore, with the execution (occurrence) of the moving display of "character A", the second stop symbol (right effect symbol 8R) including the numeric symbol of "1" remaining at the stop display position on the display screen 7a variably displays again on the display screen 7a (right symbol display area). The variation speed (re - variation speed) of the variable display (re - variation) at this time becomes even faster (ultra - high speed) than the variation speed (high speed) when it becomes substantially constant after the start of the variable display of all the effect symbols (see Fig. 49(e)). This is to make the time taken until the second stop symbol stops after the start of the variation effect as close as possible to the case where the second stop symbol does not undergo re - variation, so that there is no significant difference between the "special variation effect with a special symbol" and the "special variation effect without a special symbol".

[0288] Also, when the second stop symbol re-variates on the display screen 7a (right symbol display area), on the display screen 71b, a production display using the character symbol (decoration image) that has moved from the display screen 7a is executed (see Fig. 49(e)). This production display can be executed in various ways, for example, by displaying a moving image depicting a character praying for a reach to be established, or by displaying a moving image depicting a character challenging a game or other competitive events.

[0289] In this way, a special production is executed triggered by the second stop symbol stopping (temporarily stopping) as a special symbol. Then, the movement of the character symbol constituting the special symbol that has stopped and been displayed as the second stop symbol to the display screen 71a, and the re-variation of the remaining number symbols (also referred to as "remaining symbols") triggered by this movement, realize the special production. Such re-variation of the remaining symbols (number symbols) is also referred to as "symbol slip production".

[0290] Next, after the execution of the special production, that is, after the execution of the movement display of the character symbol constituting the special symbol and the re-variation of the number symbols (symbol images), if the execution mode (variation production pattern) of the variation production is a "special reach variation production", the re-variated second stop symbol stops (temporarily stops) as the same symbol (reach symbol) as the first stop symbol, and a reach is established. Here, the second stop symbol (right production symbol 8R) stops (temporarily stops) as the symbol "2" (general symbol) (see Fig. 49(f)).

[0291] In addition, in accordance with the re-varied second stop pattern being displayed as a reach pattern, a presentation display using a character pattern (decorative image) that has moved from the display screen 7a is executed on the display screen 71b. This presentation display can be executed in a mode (specific execution mode) corresponding to the reaching of the reach, such as displaying a moving image depicting a character celebrating the reaching of the reach (for example, a character cheering) or displaying a moving image depicting a character winning a game or other contest (see FIG. 49(f)). In this case, a plurality of execution modes of the presentation display using the character pattern (decorative image) are provided, and the presentation display can be executed in any of the execution modes. The execution mode of this presentation display can be included in the variation presentation pattern (variable presentation with special feature) selected and set in the above-mentioned S4505, and the execution mode can be determined by a lottery using a random number for determining the variation presentation, etc.

[0292] On the other hand, if the execution mode of the change performance (change performance pattern) is "normal change performance with special", the second stop pattern stops (temporarily stops) at a pattern (non-reach pattern) different from the first stop pattern after the re-change, and the reach is not established. Here, the second stop pattern (right performance pattern 8R) stops (temporarily stops) at the pattern of "4" (general pattern) (see Figure 49 (g)).

[0293] Also, in accordance with the non-reach symbol being stopped and displayed as the second stopped symbol that has changed again, on the display screen 71b, an effect display using the character symbol (decoration image) that has moved from the display screen 7a is executed. This effect display can be executed in a manner corresponding to the non-reach (an execution manner other than a specific execution manner), such as displaying a moving image depicting a character being disappointed about the non-achievement of a reach (for example, a character staggering), or displaying a moving image depicting a character losing in a game or other competitive event (see Fig. 49(f)). In this case, a plurality of execution manners of the effect display using the character symbol (decoration image) are provided, and the effect display can be executed in any one of these execution manners. The execution manner of this effect display can also be included in the variable effect pattern (special variable effect with something) selected and set in the aforementioned S4505, and the execution manner can be determined by lottery using a random number for variable effect determination or the like.

[0294] [Operation and Effect of Example 1] In the pachinko gaming machine 1 of this embodiment (Embodiment 1) described above, as the effect symbols used for the variable effect, special symbols are provided which are composed of numerical symbols (symbol images) and character symbols (decoration images). After the variable display of the effect symbols 8 (8L, 8C, 8R) is started on the display screen 7a of the first image display device 7, when the second stop symbol stops (temporarily stops) as a special symbol different from the first stop symbol, a special effect can be executed thereafter. The special effect is to display (move and display) the character symbol among the special symbols that are stopped and displayed (temporarily stopped) on the display screen 71a of the second image display device 71 at a position different from the stop display position, and at the same time, to variably display (re-vary) the numerical symbol that constituted the special symbol together with the character symbol. That is, when the special effect occurs, the numerical symbol and the character symbol are separated and the variable display (re-vary) of the numerical symbol is executed. Therefore, even if the second stop symbol among the effect symbols 8 variably displayed in the variable effect stops (temporarily stops) as a special symbol and the reach does not succeed, there is a possibility that the reach will succeed due to the execution (re-vary) of the special effect after the stop display. As a result, it becomes possible to draw the player's attention to whether or not the reach is established (whether or not the reach effect is executed) after the special effect is executed, and it becomes possible to enhance the interest after the special effect.

[0295] Also, in the pachinko gaming machine 1 of this embodiment, among the three effect symbols 8L, 8C, 8R variably displayed in the variable effect, when the second stop symbol whose stop order is the second stops (temporarily stops) as a special symbol, a special effect can be executed thereafter. Therefore, after the start of the variable effect, it becomes possible to draw the player's attention to the stop (temporary stop) of the second stop symbol after the first stop symbol has stopped (temporarily stopped). As a result, it becomes possible to attract the player's interest and enhance the interest from a relatively early stage of the variable effect.

[0296] In addition, in the pachinko gaming machine 1 of this embodiment, the possibility of executing a special effect in a reach variation effect including a reach effect, that is, the possibility of executing a special reach variation effect, is made higher than the possibility of executing a special effect in a normal variation effect not including a reach effect, that is, the possibility of executing a special normal variation effect. Therefore, from the perspective of the player, when a special effect occurs in the variation effect, the player can have an expectation for the establishment of a reach (execution of the reach effect) in the variation effect. As a result, it becomes possible to attract the player's attention to the execution of the special effect and enhance the player's interest.

[0297] In addition, the pachinko gaming machine 1 of this embodiment includes a first image display device 7 (main liquid crystal) and a second image display device 71 (sub liquid crystal) as image display devices for displaying various effect images such as the effect symbol 8. The main effect display such as the variable display of the effect symbol 8 is executed by the first image display device 7, and it is possible to execute additional or auxiliary effect displays related to the effect display on the first image display device 7 by the second image display device 71. When a variation effect including a special effect is executed, the character symbol (decoration image) constituting the special symbol moves from the display screen 7a of the first image display device 7 to the display screen 71a of the second image display device 71 and is displayed due to the execution of the special effect, and the effect display by the character is executed on the display screen 71a. Therefore, it becomes possible to dynamically perform a variation effect including a special effect using two image display devices. As a result, it becomes possible to realize a variation effect with high taste (a variation effect including a special effect).

[0298] In addition, in the pachinko game machine 1 of this embodiment, as the execution mode of the performance display using the character pattern (decorative image) displayed on the display screen 71a of the second image display device 71 by the execution of the special performance, there are provided a mode (specific execution mode) corresponding to the case where the second stop pattern that has been changed again by the execution of the special performance stops with the same pattern (reach pattern) as the first stop pattern (reach establishment), and a mode (execution mode other than the specific execution mode) corresponding to the case where the second stop pattern that has been changed again by the execution of the special performance stops with a pattern (non-reach pattern) different from the first stop pattern (reach not established). In other words, when the performance display by the character pattern in the special performance is executed in the specific execution mode, the reach performance is executed thereafter (reach is established). Therefore, it is possible to show the player whether or not the reach performance is executed thereafter (reach is established) depending on the execution mode of the performance display by the character pattern in the special performance. This makes it possible to draw the player's attention to the performance display by the character pattern in the special performance and increase the interest.

[0299] In the above-mentioned embodiment 1, the mode in which the special performance is executed when the second stop pattern stops (temporarily stops) at a special pattern after the start of the variable display of the performance pattern 8 is exemplified (illustrated), but it is also possible to have a mode in which the special performance is executed when the first stop pattern stops (temporarily stops) at a special pattern. In this case, the moving display of the character pattern constituting the special pattern as the first stop pattern and the re-variation of the number pattern (pattern image) are executed in the same manner as the special performance related to the above-mentioned second stop pattern. However, the special performance triggered by the first stop pattern stopping (temporarily stops) at a special pattern is executed when the first stop pattern and the second stop pattern stop (temporarily stops) after the start of the variable display of the performance pattern 8 and the reach is not established. This is because the special performance functions as a reach-inducing performance.

[0300] Also, in the aforementioned Example 1, when, after the start of the variable display of the effect symbol 8, both the first stop symbol and the second stop symbol stop (temporarily stop) as special symbols where neither reaches a win, a mode can be provided in which the special effect related to the first stop symbol and the special effect related to the second stop symbol are executed simultaneously on this occasion. In this case, since both the first stop symbol and the second stop symbol re-vary, it becomes possible to draw the player's attention to the results of the re-variation of both of them. Note that when the first stop symbol and the second stop symbol stop (temporarily stop) as special symbols, it is also possible to execute a special effect only for either the first stop symbol or the second stop symbol.

[0301] Also, in the aforementioned Example 1, as an execution mode of the variable effect, a mode can be provided in which the third stop symbol stops (temporarily stops) as a special symbol, and a mode can be provided in which a special effect is executed on the occasion of the third stop symbol stopping (temporarily stopping) as a special symbol. As an execution mode of the special effect in this case, after the start of the variable display of the effect symbol 8, after both the first stop symbol and the second stop symbol stop (temporarily stop) as general symbols where neither reaches a win, a mode in which the third stop symbol stops (temporarily stops) as a special symbol and then the special effect is executed can be exemplified. In addition to the numeric symbols constituting the special symbol, the first stop symbol and the second stop symbol that stopped earlier also re-vary. The movement display of the character symbol is the same as in the aforementioned Example 1. According to such a configuration, it becomes possible to give the player an impression (replay) that the variable display of the effect symbol 8 is redone, and together with the effect display by the character accompanying the movement display of the character symbol, it becomes possible to obtain an interest that is distinct from the so-called "pseudo-consecutive effect" in the past.

[0302] In addition, as another example of a case where a special performance is executed when the third stop symbol stops (provisionally) at a special symbol, after the start of the display of the performance symbol 8, the first and second stop symbols both stop (provisionally) at a general symbol that results in a reach, and then the third stop symbol stops (provisionally) at a special symbol, and the number symbols constituting the special symbol change again. The character symbol is moved and displayed in the same manner as in the first embodiment. With this configuration, it is possible to make the reach performance appear to have ended in a miss, and then the third stop symbol changes again to resume (develop) the reach performance, which makes it possible to increase the interest of the change performance.

[0303] In addition, as the execution mode of the special effect, there are a mode in which the special effect is executed when the first stop symbol stops (temporarily stops) at a special symbol, a mode in which the special effect is executed when the second stop symbol stops (temporarily stops) at a special symbol, and a mode in which the special effect is executed when the third stop symbol stops (temporarily stops) at a special symbol, and it is also possible to execute the special effect (variable effect with special) in any of the modes. With such a configuration, the execution triggers of the special effect become more diverse, and it is possible to increase the variety of variable effects and improve the interest in the game.

[0304] The various execution modes of the special effects described above can be included in the variable performance pattern (variable performance with special effects) selected and set in the above-mentioned S4505. In other words, as a variable performance pattern of the variable performance including the special effects, a variable performance pattern (variable performance pattern with special effects) corresponding to each of the various execution modes is provided, and the execution mode of the variable performance with special effects to be executed can be determined by lottery using a random number for determining the variable performance, etc.

[0305] In the above-described Example 1, it was assumed that after the execution of the special effect, there are cases where a reach is established (when the reach effect is executed) and cases where a reach is not established (when the reach effect is not executed) (see Fig. 49). However, it is also possible to configure such that when the special effect is executed, a reach is always established (the reach effect is executed). That is, as the special-variation effect, it is possible to provide only the special reach-variation effect without providing the special normal-variation effect. According to such a configuration, when the special effect is executed (occurs), the reach effect is always executed thereafter, so the execution of the special effect determines the execution of the reach effect (reach establishment). As a result, it becomes possible to attract the player's attention to the execution of the special effect and enhance the interest.

[0306] Also, in the aforementioned Example 1, when the second stop symbol stops (temporarily stops) as a special symbol on the display screen 7a of the first image display device 7 and a special effect is executed based on this, the character symbols constituting the special symbol move from the stop display position (in this example, the right symbol display area) of the special symbol to the display screen 71b of the second image display device 71, and an effect display using the character symbols is executed on the display screen 71b (see FIGS. 49(d) and (e)). Regarding the moving display of the character symbols in this special effect, it is also possible to provide the display position before movement (stop display position) and the display position after movement (predetermined position) on the same display screen. Specifically, in the aforementioned Example 1, after the variable display of the three effect symbols 8L, 8C, and 8R is started on the display screen 7a of the first image display device 7, in principle, each effect symbol stops and is displayed in the left, middle, and right symbol display areas (effect symbol display area 7b) provided on the display screen 7a in the order of the first stop symbol, the second stop symbol, and the third stop symbol. However, when the second stop symbol stops (temporarily stops) as a special symbol in the right symbol display area among them, the character symbols constituting the special symbol may move away from the special symbol (right symbol display area) and be displayed at other display positions (for example, below the middle symbol display area or above the left symbol display area, etc.) on the same display screen 7a. According to such a configuration, since a special effect (special variable effect) can be executed on one image display device (display screen), it is possible to obtain the effect of the special effect even without having a plurality of image display devices.

Embodiment

[0307] Next, Example 2 of the present invention will be described. This example shows an embodiment related to the display effects that can be executed on the pachinko gaming machine 1 of the aforementioned Example 1. Hereinafter, the description will focus on the characteristic configuration of Example 2, and the description of the configuration common to Example 1 will be omitted. Also, hereinafter, for the configuration different from that of Example 1, different reference numerals and step numbers, etc. will be used, and for the common configuration, the same reference numerals and step numbers, etc. as those in Example 1 will be used.

[0308] In this embodiment, during the variable display of the effect symbol 8 (special symbol) and before the end of the variable display (variable effect), a predetermined preview image (one aspect of the predetermined image) is displayed on the display screen 7a of the first image display device 7, so that a preview effect suggesting the possibility (big win reliability) that the result of the variable display will be a big win (specific display result) can be executed. The preview effect by displaying this preview image is a kind of display effect that can be executed by the first image display device 7.

[0309] When classifying the execution timing of the preview effect during the variable display of the effect symbol 8, roughly speaking, after the start of the variable display and until the variable speed of the first stop symbol (in this example, the left effect symbol 8L) decreases and enters the stop (temporary stop) operation (hereinafter also referred to as "the first period"), and when the first stop symbol and the second stop symbol (in this example, the left effect symbol 8L and the right effect symbol 8R) stop (temporarily stop) with the same symbol and a reach is established (hereinafter also referred to as "the second period"), and from the start to the end of the SP reach effect when it develops into an SP reach through a normal reach (hereinafter also referred to as "the third period"), it is divided into three timings. In this embodiment, a plurality of preview effects that can be executed at those timings are provided, and the preview effect (preview effect pattern) to be executed is set (selected) by the process of S4506 described above.

[0310] Among the above-mentioned plurality of pre-warning performances, the pre-warning performance executable in the first period (also referred to as the "first pre-warning performance") and the pre-warning performance executable in the second period (also referred to as the "second pre-warning performance") are respectively provided with an effect in which a pre-warning image moves (is moved and displayed) from a predetermined starting position (first display position) set on the display screen 7a of the first image display device 7 to an ending position (second display position). Specifically, as the first pre-warning performance, a character pre-warning in which an image imitating a character's face is moved and displayed is provided, and as the second pre-warning performance, a group pre-warning in which an image group composed of a plurality of images is moved and displayed all at once is provided. In this embodiment, it has characteristics in the display mode of the images in the character pre-warning and the group pre-warning. Hereinafter, the character pre-warning and the group pre-warning of this embodiment will be described. Note that the effect in which the pre-warning image moves from the starting position (first display position) to the ending position (second display position) on the display screen 7a is also referred to as a "moving display effect".

[0311] [Character Pre-warning] The character pre-warning of this embodiment is performed using three types of character pre-warning images (hereinafter also referred to as "character images") shown in Fig. 50(a). The three types of character pre-warning images all imitate a character's face, and each has a different facial expression. Specifically, a character image Y1 with a displeased face, a character image Y2 with a normal face, and a character image Y3 with a smiling face are provided, and the jackpot reliability is suggested by the facial expression of the character image. The jackpot reliability suggested by the character image is the highest for the smiling character image Y3, and then in descending order, the normal-face character image Y2 and the displeased-face character image Y1.

[0312] In this embodiment, two types of "character pre-warning A" and "character pre-warning B" are provided as character pre-warnings, and their execution modes (character pre-warning performance patterns) are different from each other.

[0313] Character preview A is a preview effect in which one character image moves from the back side (first display position) to the front side (second display position) of the display screen 7a as shown in FIG. 51, and the display size (image size) of the character image gradually increases as it moves.

[0314] Character preview B is a preview effect in which a plurality of character images (image group) move from the back side (first display position) to the front side (second display position) of the display screen 7a as shown in FIG. 52, and the display size (image size) of the plurality of character images (image group) gradually increases as they move, and one of the character images is displayed larger on the front side (second display position) than the other character images.

[0315] Both character preview A and character preview B are provided with a plurality of execution modes. That is, three execution modes corresponding to the type of character image (facial expression) directly related to the suggestion of the jackpot reliability are provided for each of character preview A and character preview B (character previews A1 to A3, character previews B1 to B3). Whether to execute these character previews A and B (execution or not) and the execution mode of the character preview when executing (character previews A1 to A3, character previews B1 to B3), etc. are determined (set) in the above-mentioned S4506. This determination can be made based on, for example, the character preview A determination table and the character preview B determination table shown in FIGS. 50(b) and (c), and the random number for preview effect determination (random number for character preview determination) acquired in S4501.

[0316] Both the character preview A determination table and the character preview B determination table are data structures in which the execution or non-execution and the execution mode of the character preview can be determined (selected) according to information (variation pattern of special symbols, result of special symbol validity determination, type of win when the result of special symbol validity determination is a win, etc.) that can be specified by the analysis result of the variation start command according to the above-mentioned S4502.

[0317] That is, as shown in FIG. 50(b), the character preview A determination table is a data structure in which, for each of the results of the special symbol winning / losing determination (big win, small win, loss) and the big win type (15R big win, 2R big win) when the result is a big win, the value of the r...

Claims

[Claim 1] A gaming machine that performs a variable display of identification information based on the establishment of a predetermined condition, and enables a special game that can give a player a predetermined gaming profit based on the display result of the variable display becoming a specific display result, A display screen capable of displaying the performance; A performance control means capable of controlling the execution of the performance, As the identification information, a plurality of patterns to be displayed on the display screen are provided, As the design, a special design including a decorative image is provided, The performance control means includes: The device is configured to be capable of executing a variation effect in which the plurality of symbols are displayed in a variable manner and then stopped; In the variable performance, after starting the variable display of the plurality of symbols, at least one of the plurality of symbols is stopped and displayed as the special symbol, and the decorative image constituting the stopped and displayed special symbol is displayed at a predetermined position different from the position of the stopped display, so that a special performance can be executed in which at least the special symbol is changed and displayed again; The plurality of symbols can be displayed in a predetermined stopping order when being stopped and displayed after being displayed in a variable manner, The plurality of symbols include a first stop symbol that is the first to be stopped in the stopping order, a second stop symbol that is the second to be stopped in the stopping order, and a third stop symbol that is the third to be stopped in the stopping order; After the first stop symbol or the second stop symbol is stopped and displayed as the special symbol, the special performance can be executed. It is possible to notify the result of the variable display by the stop display mode when the plurality of symbols are stopped and the variable performance is completed, As the stop display mode, a specific display mode is provided which indicates that the result of the variable display is the specific display result, During the execution of the variation performance, a first moving display performance and a second moving display performance are executable as moving display performances in which a predetermined image moves on the display screen, The predetermined image is different between the first movement display performance and the second movement display performance, In the variable performance, the first moving display performance may be executed before the special performance is executed, and the second moving display performance may be executed after the special performance is executed, The first moving display effect is executed before the reach of the plurality of symbols is established, and when the special effect is executed, a reach indicating whether the stopped display mode will become the specific display mode or not is executed after the execution of the special effect, and the second moving display effect is executed after the reach of the plurality of symbols is established. A gaming machine characterized by:

Citation Information

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