Gaming machine

The gaming machine addresses marketability issues by incorporating variable display and state control features, enhancing player engagement and satisfaction through dynamic gameplay.

JP7708567B2Active Publication Date: 2025-07-15SANKYO CO LTD
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Patent Information

Application Number
JP2021049418
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-24
Publication Date
2025-07-15
Estimated Expiration
2041-03-24

AI Technical Summary

Technical Problem

Existing gaming machines lack enhanced marketability through improved variable display and control mechanisms that provide advantageous states for players, leading to reduced engagement and satisfaction.

Method used

A gaming machine with features such as variable display of production identification information, start-time production execution, specific effect execution, suggestion and notification effects, and layered display control to enhance player engagement and visibility, allowing for controlled transitions between different game states.

Benefits of technology

The enhanced gaming machine increases marketability by providing dynamic and engaging gameplay experiences, improving player satisfaction through varied and visible game states.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance game amusement related to variable display.SOLUTION: When performance state selection designation value is 0C[H], a game state is a high probability and high-base state and can be determined to be a variation pattern PB1-8. When the performance state selection designation value is 0D[H], the game state is a low probability and high-base state and can be determined to be a variation pattern PB1-9. The variation pattern PB1-8 sets a special symbol variation time to 12,500 milliseconds, and the variation pattern PB1-9 sets a special symbol variation time to 29,900 milliseconds. In the case of both variation patterns PB1-8 and PB1-9, control for performing result display is performed; in the case of the variation pattern PB1-9, control for executing state notification performance is performed.SELECTED DRAWING: Figure 9-30
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of performing variable display and controllable to an advantageous state favorable to a player.

Background Art

[0002] As a gaming machine such as a pachinko gaming machine , install It is possible to execute variable display of decorative symbols (production identification information), and during the variable display of the decorative symbols, pseudo-consecutive symbols ( predetermined Production identification information) can be temporarily stopped and There is a gaming machine capable of executing a pseudo-consecutive production (specific production) including re-variable display. (see, for example, Patent Document 1) 。

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Patent documents of 1 In a gaming machine having functions and configurations, there is room for improving the marketability.

[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine with improved marketability.

Means for Solving the Problems

[0006] The gaming machine according to Means A is A gaming machine capable of performing variable display of production identification information and controllable to an advantageous state favorable to a player, Start-time production execution means capable of executing a start-time production corresponding to the start of the advantageous state, Specific effect execution means capable of executing a specific effect that resumes variable display after temporarily pausing specific effect identification information at a predetermined timing during variable display, Suggestion effect execution means capable of executing a suggestion effect that suggests the temporary pause of the specific effect identification information, Notification effect execution means capable of executing a notification effect that notifies the temporary pause of the specific effect identification information, Comprising The suggestion effect execution means, as the suggestion effect, front Makes the visibility of effect identification information different from the specific effect identification information , by displaying an effect display that displays a concentration line leading to a predetermined position where the predetermined performance identification information can be temporarily stopped, Once reduced to a first low visibility state, and then increasing the density of the concentration line in the effect display, Is capable of executing an effect of reducing to a second low visibility state with lower visibility than the first low visibility state, The notification effect execution means is capable of executing, as the notification effect, an effect that makes the effect identification information different from the specific effect identification information unviewable, The suggestion effect execution means is capable of executing the suggestion effect even when the specific effect identification information is not temporarily paused. When the specific effect identification information is not temporarily paused, the effect display can be continuously displayed in a predetermined period after the predetermined timing and erasing the effect display before any performance identification information different from the predetermined performance identification information is stopped and displayed at the predetermined position where the predetermined performance identification information can be temporarily stopped, The layer on which the specific effect identification information is displayed is different from the layer on which the effect display is displayed, The start effect execution means is capable of executing the common start effect whether it is controlled to the first state after the end of the advantageous state or controlled to the second state after the end of the advantageous state. Characterized by this. According to such a configuration, the marketability of the gaming machine can be enhanced 。

Brief Description of Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] (Basic Explanation) First, the basic configuration and control of the pachinko machine 1 will be described.

[0009] (Configuration, etc. of Pachinko Machine 1) FIG. 1 is a front view of the pachinko machine 1 and shows the layout of main members. The pachinko machine (game machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface and a game machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0010] At a predetermined position on the game board 2, a first special symbol display device 4A and a second special symbol display device 4B are provided. In the example shown in FIG. 1, they are provided on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable display of special symbols as a plurality of types of special identification information. The special symbol is also called a "special figure". The variable display of the special symbol is also called a "special figure game". Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. The special symbol is represented by a lighting pattern such as a number indicating "0" to "9" or "-". The special symbol may include a pattern in which all LEDs are turned off.

[0011] The "variable display" of special symbols means, for example, variably displaying multiple types of special symbols. For other symbols such as effect symbols, small symbols, and normal symbols, "variable display" also means variably displaying multiple types of symbols. Effect symbols are also called decorative symbols or ornamental symbols. Variable display is also called fluctuating display or simply fluctuation. Fluctuations include updated display of multiple symbols, scroll display of multiple symbols, deformation, enlargement, reduction, etc. of one or more symbols. The fluctuation may include a mode of blinking display of a certain symbol. In the variable display of special symbols or normal symbols, multiple types of special symbols or normal symbols are displayed in an updatable manner. In the variable display of effect symbols, multiple types of effect symbols are scrolled or updated, or one or more effect symbols are deformed, enlarged, or reduced. In the variable display of any symbol, finally, a predetermined symbol is stopped and displayed as the display result. Stopped display is also called derived display or simply derivation. The symbol finally stopped and displayed in variable display is also called the final stop symbol or determined symbol. The final stop symbol in the special symbol game is also called the determined special symbol. The display result of variable display includes the display result of special symbols and is also called the variable display result. The display result of special symbols is also called the special symbol display result. The execution time of variable display includes the special symbol fluctuation time, which is the fluctuation time of special symbols, and is also called the variable display time.

[0012] The special symbol variably displayed in the first special symbol display device 4A is also called the "first special symbol". The special symbol variably displayed in the second special symbol display device 4B is also called the "second special symbol". The special symbol game using the first special symbol is also called the "first special symbol game". The special symbol game using the second special symbol is also called the "second special symbol game". There may be one type of special symbol display device for performing variable display of special symbols.

[0013] At a predetermined position on the game board 2, a normal symbol display 20 is provided. In the example shown in FIG. 1, it is provided on the left side of the game area. The normal symbol display 20 can perform variable display of normal symbols as a plurality of types of normal identification information different from special symbols. Normal symbols are also referred to as "ordinary symbols". The variable display of normal symbols is also referred to as "ordinary symbol game". The normal symbol display 20 is composed of, for example, 7-segment LEDs. Normal symbols are represented by lighting patterns such as numbers indicating "0" to "9" and "-". The normal symbols may include a pattern in which some or all of a plurality of LEDs are lit, or a pattern in which all of the plurality of LEDs are turned off. The final stopped symbol in the ordinary symbol game is also referred to as a confirmed ordinary symbol. The display result of the normal symbol is also referred to as the ordinary symbol display result. The execution time during which the normal symbol is variably displayed in the ordinary symbol game is also referred to as the ordinary symbol variation time.

[0014] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 may be configured using, for example, any one of an LCD (liquid crystal display device), an organic EL (Electro Luminescence), a projector, and a screen. In addition, the image display device 5 may be configured using a mechanism capable of forming any image. The image display device 5 can display various effect images. Further, the image display device 5 is not limited to effect images, and can display any control-related images such as inspection images and setting images.

[0015] For example, on the screen of the image display device 5, variable display of production symbols is performed in synchronization with the first special drawing game and the second special drawing game. The production symbols are display symbols indicating numbers and the like, and are multiple types of decorative identification information different from special symbols and normal symbols. On the screen of the image display device 5 shown in FIG. 1, production symbol display areas 5L, 5C, and 5R for "left", "center", and "right" are provided, and in synchronization with the first special drawing game or the second special drawing game, for example, the production symbols are scrolled or updated in the vertical direction, thereby performing variable display of the production symbols. The special drawing game executed in synchronization and the variable display of the production symbols are collectively simply referred to as variable display. The synchronization of the variable display only needs to be such that the timing at which the variation of the symbol starts and the timing at which the variation ends and the symbol is finally stopped and displayed are common timing for different types of symbols. The finally stopped symbol in the variable display of the production symbol is also referred to as a determined production symbol, a determined decoration symbol, or a determined decorative symbol. Since the variable display of the production symbol is synchronized with the first special drawing game and the second special drawing game, the variable display time of the production symbol is the same as the special drawing variation time.

[0016] On the screen of the image display device 5, a display area for displaying a hold display corresponding to a variable display whose execution is on hold and an active display corresponding to a variable display being executed may be provided. The hold display and the active display are also collectively referred to as variable display corresponding displays corresponding to the variable display. The display area for performing the hold display is also called the hold display area. The display area for performing the active display is also called the active display area. The number of variable displays on hold is also called the hold memory number. The hold memory number corresponding to the first special figure game is also called the first hold memory number. The hold memory number corresponding to the second special figure game is also called the second hold memory number. The total value of the first hold memory number and the second hold memory number is also called the total hold memory number. Above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1, a first hold display device 25A and a second hold display device 25B each including a plurality of LEDs are provided. The first hold display device 25A displays the first hold memory number by the number of lit LEDs. The second hold display device 25B displays the second hold memory number by the number of lit LEDs. Above the normal symbol display device 20 shown in FIG. 1, a normal symbol hold display device 25C including a plurality of LEDs is provided. The normal symbol hold display device 25C displays the normal symbol hold memory number by the number of lit LEDs. The normal symbol hold memory number is the hold memory number corresponding to the normal symbol game.

[0017] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. The winning ball device 6A forms a first starting winning port that is always kept in a certain open state where a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number of winning balls, for example, three, are paid out, and the first starting condition for executing the first special figure game may be satisfied. The variable winning ball device 6B, as a normal electric accessory, forms a second starting winning port that can be changed between a closed state and an open state by the normal electric accessory solenoid 81 shown in FIG. 2. The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the normal electric accessory solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the game ball cannot enter the second starting winning port and it is in the closed state. The fact that the variable winning ball device 6B is in the closed state also means that the second starting winning port is in the closed state. When the normal electric accessory solenoid 81 is in the on state, the movable wing pieces are in the tilted position, so that the game ball can enter the second starting winning port and it is in the open state. The fact that the variable winning ball device 6B is in the open state also means that the second starting winning port is in the open state. When a game ball enters the second starting winning port, a predetermined number of winning balls, for example, three, are paid out, and the second starting condition for executing the second special figure game may be satisfied. Note that the variable winning ball device 6B only needs to be able to change between the closed state and the open state, and is not limited to one provided with an electric tulip-type accessory.

[0018] When a game ball enters the first start winning opening formed by the winning ball device 6A, it is also called the first start win. When a game ball enters the second start winning opening formed by the variable winning ball device 6B, it is also called the second start win. The game ball that enters the first start winning opening is detected by the first start opening switch 21A shown in FIG. 2. The game ball that enters the second start winning opening is detected by the second start opening switch 21B shown in FIG. 2. Based on the occurrence of the first start win, it becomes possible to add and update the first hold memory number, and as the first special figure game, it becomes possible to execute variable display of the special symbol by the first special symbol display device 4A. Based on the occurrence of the second start win, it becomes possible to add and update the second hold memory number, and as the second special figure game, it becomes possible to execute variable display of the special symbol by the second special symbol display device 4B.

[0019] At a predetermined position on the game board 2, a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In the example shown in FIG. 1, the general winning openings 10 are provided at two locations in the lower left of the game area. When a game ball enters any of the general winning openings 10, a predetermined number of prize balls, for example, 10, are paid out.

[0020] In the game area formed by the game board 2, a first path and a second path are provided as flow-down paths for the game balls to flow down. The first path is mainly provided in the area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in the area to the right of the image display device 5 when viewed from the front. The left area of the image display device 5 is also called the left game area or the left play area. The right area of the image display device 5 is also called the right game area or the right play area. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area, the arrangement of the game nails, or the like. Firing the game ball toward the left game area to let the game ball flow down the first path is also called left shooting. Firing the game ball toward the right game area to let the game ball flow down the second path is also called right shooting. The first path is also called the left shooting path. The second path is also called the right shooting path. The first path and the second path may be constituted by different paths, or may be paths in which a part is shared.

[0021] In response to the operation of the hitting operation handle provided in the hitting and launching device, a game ball is launched from the hitting and launching device and driven into the game area. When the game ball driven into the game area is guided to the left game area and flows down the first path, for example, it is guided along the arrangement of the game pins, making it impossible or difficult to guide it to the second path in the right game area. When the game ball driven into the game area is guided to the right game area and flows down the second path, for example, it is guided along the arrangement of the game pins, making it impossible or difficult to guide it to the first path in the left game area.

[0022] The winning ball device 6A is provided on the first path in the left game area, allowing the game ball flowing down the first path to enter. The variable winning ball device 6B is provided on the second path in the right game area, allowing the game ball flowing down the second path to enter. Note that the variable winning ball device 6B may also allow the game ball flowing down the first path in the left game area to enter. The variable winning ball device 6B may be arranged such that the game ball flowing down the second path in the right game area is more likely to enter than the game ball flowing down the first path in the left game area.

[0023] In the second path in the right game area, a passing gate 41 and a special variable winning ball device 50 are provided. The passing gate 41 forms a passing area through which the game ball can pass. The game ball passing through the passing gate 41 is detected by the gate switch 21 shown in FIG. 2. Based on the fact that the game ball has passed through the passing gate 41, it becomes possible to add and update the normal hold memory count, and as a normal pattern game, it becomes possible to execute the variable display of the normal pattern by the normal pattern display 20.

[0024] The special variable winning ball device 50, as a special electric accessory, forms a big winning opening that can be changed between a closed state and an open state by a big winning opening solenoid 82. The upper part of the special variable winning ball device 50 is formed with a guiding passage having a passage width in the front-rear direction to such an extent that a game ball can pass through. This guiding passage is inclined so as to descend from the right side toward the left side, and wall portions are provided on the front side and the rear side which are both sides of the extended passage. A member entrance for the big winning opening, which serves as the big winning opening, is formed at the central portion of the guiding passage. In the special variable winning ball device 50, at a position where the big winning opening can be opened and closed, a movable member 52 that can move in the front-rear direction is provided as a big winning opening opening / closing member. In the special variable winning ball device 50, a fixed member 53 that forms a fixed passage is provided at a portion where the big winning opening of the guiding passage is not formed.

[0025] The movable member 52 is driven by the big winning opening solenoid 82 and is capable of a forward and backward movement for opening and closing the member entrance for the big winning opening. In the special variable winning ball device 50, a game ball that has entered the interior from the big winning opening is detected by a count switch 23. Inside the special variable winning ball device 50, a V winning region 51 that serves as a specific region is provided as a winning region through which a game ball can pass. Also, a normal region different from the V winning region 51 is provided inside the special variable winning ball device 50. At the upper part of the V winning region 51, a plate-shaped deflecting member that can switch the V winning region 51 between an open state and a closed state is provided as a V winning opening opening / closing member. The deflecting member is driven by a specific region solenoid 83 and is capable of a forward and backward movement for opening and closing the V winning region 51. The V winning region 51 allows a game ball to pass through when it is in the open state and does not allow a game ball to pass through when it is in the closed state. A game ball that has passed through the V winning region 51 is detected by a specific region switch 24. A game ball that has not passed through the V winning region 51 passes through the normal region. Both a game ball that has passed through the V winning region 51 and a game ball that has passed through the normal region without passing through the V winning region 51 are discharged to the outside of the special variable winning ball device 50 after being detected by an outlet switch 26.

[0026] In addition to the above-described configuration, a windmill for changing the flow direction and speed of the game balls and a number of obstacle pins are provided on the surface of the game board 2. At the lowermost part of the game area, an out port is provided for taking in game balls that have not entered any of the winning ports. Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3, and a game effect lamp 9 for lighting effects is provided in the peripheral part of the game area. The game effect lamp 9 is configured to include LEDs. A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2.

[0027] At the lower right position of the game machine frame 3, a hitting operation handle that is operated by a player or the like to launch the game ball toward the game area by a hitting and launching device is provided. The hitting operation handle is also referred to as an operation knob. At a predetermined position of the game machine frame 3 below the game area, a hitting supply tray is provided for holding game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. The hitting supply tray is also referred to as an upper tray. Below the upper tray, a prize ball storage tray for storing prize balls that have flowed down and been stored when the upper tray is full is provided. The prize ball storage tray is also referred to as a lower tray.

[0028] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A and a push button 31B are provided. The stick controller 31A can be gripped by the player for tilting operation, and a trigger button that allows the player to perform a push-and-pull operation is provided. Operations on the stick controller 31A are detected by the controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by the player. Operations on the push button 31B are detected by the push sensor 35B shown in FIG. 2. In the pachinko game machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting operations of the player and the like, but other detection means may be used.

[0029] (Outline of the progress of the game) By a rotational operation by a player on a hitting operation handle provided in the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passing gate 41, a normal pattern game by the normal pattern display 20 is started. In the case of a period during the execution of the previous normal pattern game, etc., even if the game ball passes through the passing gate 41, the normal pattern game based on the passing cannot be immediately executed, so the normal pattern game based on the passing is held until a predetermined upper limit number such as "4". In the normal pattern game, when a specific normal pattern such as a normal pattern per normal pattern is stopped and displayed as a determined normal pattern, the display result of the normal pattern becomes "normal pattern win". On the other hand, when a normal pattern other than the normal pattern win pattern, such as a normal pattern loss pattern, is stopped and displayed as the determined normal pattern, the display result of the normal pattern becomes "normal pattern loss". When it is "normal pattern win", opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period. At this time, the second start winning opening becomes open.

[0030] When a game ball passes through and enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A can be started. When a game ball passes through and enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B can be started. In addition, when it is during the period of executing the special symbol game or during the period controlled to the big win game state or the small win game state, even if a game ball enters the start winning opening and a start winning occurs, the special symbol game based on the start winning cannot be immediately executed. Therefore, the special symbol game based on the start winning is held until a predetermined upper limit number such as "4". In the special symbol game, when a specific special symbol such as a big win symbol stops and is displayed as a determined special symbol, the display result of the special symbol becomes "big win". On the contrary, when a predetermined special symbol different from the big win symbol, such as a small win symbol, stops and is displayed as the determined special symbol, the display result of the special symbol becomes "small win". Also, when a special symbol different from the big win symbol and the small win symbol, such as a losing symbol, stops and is displayed as the determined special symbol, the display result of the special symbol becomes "losing". Furthermore, when a special symbol different from the big win symbol, the small win symbol, and the losing symbol, such as a time-saving symbol, stops and is displayed as the determined special symbol, the display result of the special symbol may become "time-saving". The special symbol may not include the time-saving symbol. That is, the display result of the special symbol may not include "time-saving".

[0031] In a special symbol game, after the display result of the special symbol becomes a "big win", it is controlled to a big win game state as an advantageous state for the player. In the big win game state, the big winning opening formed in the special variable winning ball device 50 can be opened in a predetermined manner. The opening state at this time continues until the earlier timing among, for example, the elapse timing of a predetermined period such as 29 seconds or 1.8 seconds, and the timing when the number of game balls entering the big winning opening reaches a predetermined number. The predetermined period during which the big winning opening can be controlled to the open state is the upper limit period during which the big winning opening can be opened in one round, and is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes the open state in the big win game state is called a round or a round game. In the big win game state, such a round can be repeatedly executed until a predetermined upper limit number of times, for example, 15 times or 2 times, is reached. In the big win game state, the player can obtain prize balls by causing the game balls to enter the big winning opening. Therefore, the big win game state is an advantageous state for the player. The more the number of rounds in the big win game state and the longer the opening upper limit period, the more advantageous it is for the player.

[0032] When the display result of the special symbol becomes a "big win", it includes a plurality of big win types. For example, the opening mode of the big winning opening such as the number of rounds and the opening upper limit period, and the game state after the end of the big win game state such as the normal state, the time-saving state, and the probability-variable state are set as a plurality of different settings, and a big win type is specified corresponding to each setting. The plurality of big win types may include some or all of the big win types that can obtain a large number of prize balls, the big win types with few prize balls, or the big win types that can hardly obtain any prize balls, or may include big win types with the same level regarding the obtainable prize balls. Being controlled to the big win game state based on the fact that the display result of the special symbol is a "big win" is also referred to as a symbol big win, a big win by a special symbol, a variable display big win, or a direct hit big win.

[0033] In a special symbol game, after the display result of the special symbol becomes a "small win", the game is controlled to a small win game state. In the small win game state, the large winning opening formed in the special variable winning ball device 50 can be opened in a predetermined opening mode. For example, in the small win game state, the large winning opening may be opened in the same opening mode as in the big win game state for some big win types. The large winning opening may be in the same opening mode as long as the number of opening times and the opening period are the same. Alternatively, in the small win game state, the large winning opening may be opened in an opening mode different from that in the big win game state. Similar to the big win types, when the display result of the special symbol becomes a "small win", a plurality of small win types may also be included. The big win types and the small win types are also collectively referred to as win types. The operation of opening and closing the large winning opening in the small win game state is also called a start operation. When in the small win game state, when the accessory entrance that becomes the large winning opening of the special variable winning ball device 50 is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the big win occurrence condition is satisfied and it becomes possible to control the game to the big win game state. Being controlled to the big win game state based on the occurrence of a V win due to the game ball passing through the V winning area 51 in the small win game state is also referred to as a big win via small win.

[0034] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability-variable state corresponding to the jackpot type. Also, in the special figure game, after the display result of the special symbol becomes "time-saving", the game state is controlled to the time-saving state without being controlled to the jackpot game state. The time-saving state is a game state in which the second special figure game by the second special symbol display device 4B is more likely to be executed than in the normal state. A game state in which the second special figure game is more likely to be executed than in the normal state is a game state in which a game ball is more likely to pass through the second start winning opening than in the normal state. The control of whether a game ball is likely to pass through the second start winning opening is also called base control. The base control in the normal state is also called normal base control or low base control. The base control in the time-saving state includes high base control. In addition to the high base control, the time-saving state may include medium base control. Medium base control is a base control in which a game ball is more likely to pass through the second start winning opening than in the low base control, while a game ball is less likely to pass through the second start winning opening than in the high base control. The game state in which medium base control is performed is also called the medium base state. The game state in which high base control is performed is also called the high base state. High base control is also called high release control.

[0035] In both the case of the normal state, the case of the medium base state, and the case of the high base state, it is possible to stop and display the time-saving symbol as the display result of the special symbol. However, in the case of the medium base state and the case of the high base state, even if the time-saving symbol is stopped and displayed as the display result of the special symbol, the base control based on the time-saving symbol is not performed, and new control to shift to the medium base state or the high base state is not started. In the time-saving state, it is possible to perform time-saving control to shorten the average variable display time compared to the normal state. As a result, the time-saving state is also called the time-shortened state.

[0036] The short-time state is a state in which the variation efficiency of special symbols, especially the second special symbol, is improved. Therefore, it is included in a special state that is advantageous for players different from the jackpot gaming state. When the gaming state is the probability-variable state, in addition to short-time control, probability-variable control that makes the probability of the display result being "jackpot" higher than in the normal state is possible. Thus, the probability-variable state is also called a probability-variation state. Since the probability-variable state is a state in which the variation efficiency of special symbols is improved and it is easy to get a "jackpot", it is included in a special state that is advantageous for players different from the jackpot gaming state. The short-time state and the probability-variable state continue until any one of the predetermined end conditions, such as the execution of a predetermined number of special symbol games or being controlled to the next jackpot gaming state, is satisfied first. What has the execution of a predetermined number of special symbol games as the end condition is also called running out of times. The short-time state when running out of times is also called short-time when running out of times. The probability-variable state when running out of times is also called probability-variable when running out of times.

[0037] The gaming state that becomes the normal state is a gaming state that is not included in advantageous states such as the jackpot gaming state that is advantageous for players, predetermined states such as the small jackpot gaming state, and special states such as the short-time state and the probability-variable state. The normal state is a gaming state in which the probability that the display result in the normal symbol game is "normal symbol win" and the probability that the display result in the special symbol game is "jackpot" are controlled to be the same as in the initial setting state of the pachinko gaming machine 1. The initial setting state of the pachinko gaming machine 1 is the control state after executing the initial setting process without executing a predetermined recovery process after power-on, for example, when a system reset is performed.

[0038] The state in which probability-variable control is being executed is also called the high-probability state, and the state in which probability-variable control is not being executed is also called the low-probability state. The state in which short-time control is being executed is also called the high-base state, and the state in which short-time control is not being executed is also called the low-base state. Combining these, the short-time state is also called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, and the normal state is also called the low-probability low-base state. The high-probability state and the low-base state are also called the high-probability low-base state. Note that the pachinko gaming machine 1 may not include the probability-variable state as a gaming state.

[0039] After the small win gaming state ends, there are two cases: one is that it is controlled to the big win gaming state based on the occurrence of a V win, and the other is that the gaming state before becoming the small win gaming state without the occurrence of a V win remains unchanged. However, when the display result of the special symbol game is "small win" and a predetermined number of special symbol games in the count-down are executed, the control of the time-saving state or the probability-variable state may end and it may return to the normal state. Note that the pachinko gaming machine 1 may not include the small win gaming state as a gaming state. That is, the display result of the special symbol may not include "small win".

[0040] When the time-saving condition based on the number of executions of the variable display is satisfied, it may be possible to control the gaming state to the time-saving state. Such a time-saving state is also called a relief time-saving state. The time-saving condition may be any condition that can be satisfied when, after the power is turned on to the pachinko gaming machine 1, after a big win occurs, or after the display result of the special symbol game becomes "time-saving", a specific number of variable displays are executed and no control to a new big win gaming state or time-saving state is performed.

[0041] (Advancement of the performance, etc.) The pachinko gaming machine 1 can execute various performances according to the progress of the game. These performances include a performance for notifying the progress of the game and a performance for livening up the game. These performances can be achieved by displaying various performance images on the image display device 5, outputting sound effects from the speakers 8L and 8R, lighting the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or including a combination of some or all of these, and can be executed using any performance device.

[0042] The effects executable in accordance with the progress of the game include variable display of effect symbols. In response to the start of the first special figure game or the second special figure game, variable display of the effect symbols is started in the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. When the determined special symbol that is the display result in the first special figure game or the second special figure game stops being displayed, the determined effect symbol that is the display result in the variable display of the effect symbols stops being displayed. The determined effect symbol is composed of a combination of three effect symbols corresponding to the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R. During the period from the start to the end of the variable display of the effect symbols, the display mode in the variable display of the effect symbols may become a reach mode. The reach mode is a mode in which, when the effect symbol that has stopped on the screen of the image display device 5 constitutes a part of the jackpot combination, the fluctuation continues for the effect symbols that have not yet stopped. The fact that the display mode in the variable display of the effect symbols becomes the reach mode is also referred to as a reach being established.

[0043] In response to the variable display of the effect symbols becoming the reach mode, a reach effect can be executed. The pachinko gaming machine 1 can execute a plurality of types of reach effects such that the ratio of the display result of the variable display being a "jackpot" is different when the effect modes are different. The ratio of "jackpot" corresponding to the effect mode is also referred to as jackpot reliability and jackpot expectancy. The reach effects include, for example, a normal reach and a super reach with a higher jackpot reliability than the normal reach. In addition, corresponding to the execution time of the reach effect, it may include a short reach and a long reach with an execution time longer than the short reach.

[0044] When the display result of the special figure game is a "big win", on the screen of the image display device 5, a determined performance symbol that forms a predetermined big win combination is stopped and displayed as the display result of the performance symbol. As an example, the same performance symbol, such as a performance symbol indicating the number "7", is aligned and stopped and displayed on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of "left", "center", and "right". In the case of a "probability-variable big win" that is controlled to enter the probability-variable state after the end of the big win gaming state, for example, odd-numbered performance symbols such as a performance symbol indicating the number "7" may be aligned and stopped and displayed. In the case of a "non-probability-variable big win" that is not controlled to enter the probability-variable state after the end of the big win gaming state, for example, even-numbered performance symbols such as a performance symbol indicating the number "6" may be aligned and stopped and displayed. A "non-probability-variable big win" is also referred to as a "normal big win". In this case, odd-numbered performance symbols are also referred to as probability-variable symbols. Even-numbered performance symbols are also referred to as non-probability-variable symbols or normal symbols. After reaching the reach mode with non-probability-variable symbols, an upgrading performance that finally results in a "probability-variable big win" may be executed.

[0045] When the display result of the special figure game is a "small win", on the screen of the image display device 5, a determined performance symbol that forms a predetermined small win combination is stopped and displayed as the display result of the performance symbol. As an example, the same performance symbol, such as a performance symbol indicating a number other than "7", may be aligned and stopped and displayed on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of "left", "center", and "right". The same determined performance symbol may be stopped and displayed when the display result of the special figure game is a "big win" and when it is a "small win".

[0046] When the display result of the special figure game is "loss", in the variable display of the effect symbol, it may not enter the reach mode and the display result may be stopped. In this case, as the display result of the effect symbol, the determined effect symbol of the non-reach combination is stopped. The display result in which the determined effect symbol of the non-reach combination is stopped without entering the reach mode is also called a non-reach loss. When the display result of the special figure game is "loss", in the variable display of the effect symbol, it may enter the reach mode, and after the reach effect is executed, the display result may be stopped. In this case, as the display result of the effect symbol, the determined effect symbol of the reach combination that is not a big win combination or a small win combination is stopped. The display result in which the determined effect symbol of the reach combination is stopped after entering the reach mode is also called a reach loss.

[0047] The effects that the pachinko gaming machine 1 can execute include variable display corresponding displays such as hold display and active display. In addition, for example, a preview effect for previewing the big win reliability can be executed during the variable display of the effect symbol. The preview effect may include the variable preview effect for previewing the big win reliability corresponding to the variable display being executed and the predictive preview effect for previewing the big win reliability corresponding to the variable display before execution that is on hold. The predictive preview effect may be able to execute a change effect that changes the display mode of the variable display corresponding display such as hold display and active display to a mode different from the normal one.

[0048] On the screen of the image display device 5, during the variable display of the effect symbol, after temporarily stopping the effect symbol once and then resuming the variable display, it may be possible to execute a pseudo-continuous effect that makes one variable display appear as if it were a plurality of variable displays. The pseudo-continuous effect may be set such that the big win reliability is higher when the number of times of resuming the variable display after temporarily stopping the effect symbol once is larger than when it is smaller. In the variable display of the effect symbol, it may include the case where the pseudo-continuous effect is executed before entering the reach mode and the case where the pseudo-continuous effect is executed after entering the reach mode. In addition, in the variable display of the effect symbol, it may be possible to execute the pseudo-continuous effect at a plurality of timings.

[0049] During the control of the jackpot gaming state, it is possible to execute a jackpot performance that notifies the jackpot gaming state. The jackpot performance may include a performance that notifies the number of rounds and a promotion performance that suggests or notifies that the advantage degree of the jackpot gaming state is improved. During the control of the small win gaming state, it is possible to execute a small win performance that notifies the small win gaming state. By executing a common performance during the control of the jackpot gaming state and during the control of the small win gaming state, it may be made impossible or difficult for the player to recognize whether the current gaming state is the jackpot gaming state or the small win gaming state.

[0050] In a non-gaming state where a special figure game or the like is not executed and the game is not in progress, it is possible to display a demonstration performance image on the screen of the image display device 5. The demonstration performance image is also referred to as a demo image. The display of the demo image is also referred to as a demo display. The performance by the demo display is also referred to as a customer waiting demo performance.

[0051] (Substrate configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, a power supply board 17, etc. as shown in FIG. 2. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged.

[0052] The main board 11 is a control board on the main side and has a function capable of controlling the progress of the game in the pachinko gaming machine 1. The progress of the game includes the execution of a special figure game involving the management of holds, the execution of a general figure game involving the management of holds, the execution of various games such as the jackpot gaming state, the small win gaming state, the time-saving state, the probability-variable state, and the transition of the gaming state. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.

[0053] The game control microcomputer 100 provided in the main board 11 is, for example, a one-chip microcomputer, and can be configured to include a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. Part or all of the ROM 101, the RAM 102, and the random number circuit 104 may be configured to be externally attachable to the game control microcomputer 100, or may be configured to be built into the game control microcomputer 100. The switch circuit 110 captures detection signals from various switches for detecting game balls and transmits them to the game control microcomputer 100. The various switches for detecting game balls include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an ejection port switch 26. The detection signal indicates that a game ball has passed or entered and the switch has been turned on. By transmitting the detection signal, it is detected that a game ball has passed or entered. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to a normal electric accessory solenoid 81, a big winning port solenoid 82, and a specific area solenoid 83. The solenoid drive signal may be a signal for turning on each solenoid.

[0054] In the game control microcomputer 100, the ROM 101 is a non-volatile memory device that stores computer programs and data used for game control. The data stored in the ROM 101 includes variable patterns, production control commands, and table data that constitutes tables used for various settings, determinations, and decisions. The RAM 102 is a temporary memory device that provides a work area used for game control and a stack for storing data. The RAM 102 only needs to be a backup RAM that can restore the stored content in part or all of the storage area within a predetermined period even when the power supply to the pachinko machine 1 stops. The RAM 102 is also called RWM (Read / Write Memory). The work area of the RAM 102 includes a storage area that can store various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 can control the progress of the game in the pachinko machine 1 by executing processes corresponding to the programs stored in the ROM 101. The random number circuit 104 updates countably the numerical data indicating various random number values used when controlling the progress of the game. The random numbers used when controlling the progress of the game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103. The I / O 105 is composed of an input port to which various signals are input and an output port from which various signals are output. The various signals input to the input port of the I / O 105 only need to include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 only need to include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., and solenoid drive signals for driving the normal electric accessory solenoid 81, the big winning port solenoid 82, the specific area solenoid 83, etc.

[0055] The main board 11 outputs, as a part of the operation for controlling the progress of the game by the game control microcomputer 100, an effect control command corresponding to the progress of the game to the effect control board 12 in a transmissible manner. The effect control command is a command for specifying or notifying the progress status of the game or the like. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command may be a command for specifying various determination results on the main board 11, such as, for example, the display result of a special figure game, the winning type, the variation pattern, etc., a command for specifying the status of the game, such as, for example, the start or end of variable display, the open status of the big winning opening, the occurrence of a win, the number of stored holds, the game state, etc., and a command for specifying the occurrence of an error or the like, as long as it includes such commands.

[0056] The effect control board 12 is a sub-control board independent of the main board 11 and has a function of receiving an effect control command and controlling effects based on the received effect control command. The effects that can be controlled on the effect control board 12 are various effects corresponding to the progress of the game, such as, for example, driving the movable body 32, and in addition, include various notifications such as error notification and power failure recovery notification. The effect control board 12 includes an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0057] The effect control CPU 120 performs processing for controlling the execution of effects together with the display control unit 123 by executing the program stored in the ROM 121. This processing is processing for realizing the various functions of the effect control board 12 and includes determination of the effects to be executed. The effect control CPU 120 uses various data stored in the ROM 121, such as data of various tables, and uses the RAM 122 as the main memory. The effect control CPU 120 may also instruct the display control unit 123 to execute an effect based on a detection signal from the controller sensor unit 35A or the push sensor 35B. The detection signal here is a signal output when an operation by the player is detected, and may be a signal appropriately indicating the operation content.

[0058] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and controls so as to be able to mainly execute effects related to display based on an execution instruction of an effect from the effect control CPU 120. The display control unit 123 causes an effect image to be displayed on the screen of the image display device 5 by supplying a video signal corresponding to the executed effect to the image display device 5. The display control unit 123 further supplies a sound designation signal to the audio control board 13 or supplies a lamp signal to the lamp control board 14. The sound designation signal designates the sound output from the speakers 8L and 8R. The lamp signal designates the lighting mode or the extinguishing mode of the game effect lamp 9. By supplying the sound designation signal and the lamp signal, it becomes possible to output the sound from the speakers 8L and 8R and to light or extinguish the game effect lamp 9 in synchronization with the display of the effect image. The display control unit 123 may be able to supply a signal for operating the movable body 32 to the motor or solenoid of the movable body 32 or to a driver circuit that drives the movable body 32. A driver board for driving the movable body 32 may be provided separately from the effect control board 12.

[0059] The random number circuit 124 countably updates numerical data indicating various random number values used when controlling the execution of various effects. The random number used when controlling the execution of an effect is also referred to as an effect random number. The effect random number may be updated by software such as a computer program executed by the effect control CPU 120. The I / O 125 includes, for example, an input port for taking in an effect control command transmitted from the main board 11, etc., and an output port for transmitting various signals. The input port of the I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of the I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.

[0060] The voice control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal from the display control unit 123, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R. The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal from the display control unit 123, and turns on or off the game effect lamp 9 in the mode designated by the lamp signal. In this way, the voice output from the speakers 8L and 8R and the lighting and extinguishing of the game effect lamp 9 can be controlled based on the signal from the display control unit 123. Note that, regarding the supply of the sound designation signal and the lamp signal, the control of the voice output and the lighting and extinguishing of the lamp, and the supply of the signal for operating the movable body 32, the control of the movable body 32, the effect control CPU 120 may execute part or all of them. Boards other than the main board 11, such as the effect control board 12, the voice control board 13, and the lamp control board 14, are also referred to as sub-boards. As in the configuration example shown in FIG. 2, a plurality of sub-boards may be provided according to functions, or, different from the configuration example shown in FIG. 2, one sub-board may be configured to have a plurality of functions.

[0061] The power supply board 17 can supply power from an AC power source such as AC 100V in an external power source like a commercial power supply to electrical components including various control boards such as the main board 11 and the effect control board 12. The power supply board 17 is provided with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC 12V or DC 5V), and the like. The pachinko gaming machine 1 can switch between the start and end of power-on by operating the power switch 91. The switch circuit 110 of the main board 11 takes in a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on, for example, in response to a pressing operation on a clear switch 92 provided on the power supply board 17.

[0062] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.

[0063] (Main operation of the main board 11) First, the main operation of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103.

[0064] FIG. 3 is a flowchart showing the main game control process executed by the CPU 103 in the main board 11. When starting the main game control process shown in FIG. 3, the CPU 103 first sets interrupt inhibition (step S1). By this, until interrupt permission is set hereafter, no other processes are executed. Subsequently, the built-in device register is set (step S2). In the setting of the built-in device register, for example, using a built-in device register setting table, a built-in device register setting value is stored in the specified built-in device address. The built-in device register may be provided corresponding to various circuits and electronic components such as a PTC (Programmable Timer Counter) as a timer counter which is a timer circuit, a random number circuit 104, an input port of the I / O 105, a serial communication circuit, an RWM access control circuit, etc. Also, initial setting of the stack pointer, setting of the interrupt vector, etc. may be performed.

[0065] Subsequently, an RWM check process (step S3) is executed to determine whether a predetermined recovery condition is satisfied (step S4). The recovery condition can be satisfied when the clear signal corresponding to the operation of the clear switch 92 is off, there is backup data, and the stored content in the RAM 102 serving as the backup RAM is normal. When the pachinko gaming machine 1 is powered on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. When such an on-state clear signal is input, it may be determined in step S4 that the recovery condition is not satisfied. The backup data only needs to be storable in the RAM 102 serving as the backup RAM for game control. The RWM check process in step S3 includes a checksum calculation process, and the checksum data obtained as a processing result is compared with the stored data in the checksum buffer. When the two pieces of data match, it is determined that the stored content in the RAM 102 is normal. In step S4, based on the result of confirming or inspecting the presence or absence of backup data and data errors by the RWM check process in step S3, it may be determined whether the recovery condition can be satisfied.

[0066] When the recovery condition is satisfied (step S4; Yes), recovery settings are performed. The recovery settings include specifying the backup command transmission table (step S5) and specifying the backup setting table (step S6). The backup command transmission table includes table data for transmitting a power failure recovery specified command that specifies that recovery has been performed using the backup data to the effect control board 12. The backup setting table includes table data used for initial setting of the work area when recovery is performed using the backup data. Specifying the table stores the value corresponding to the start address of the table stored in the ROM 101 in a general-purpose pointer or a table pointer. The same applies to other tables.

[0067] When the recovery condition is not satisfied (step S4; No), initialization settings are performed. The initialization settings include RWM initial setting processing (step S7), specifying the initialization command transmission table (step S8), and specifying the initialization setting table (step S9). The RWM initial setting processing includes a process of initializing the work area by storing clear data in a predetermined area that serves as the work area in the RAM 102. The initialization command transmission table includes table data for transmitting a power-on designation command that designates that the initial settings at power-on have been performed to the effect control board 12. The initialization setting table includes table data used for initializing the work area when the initial settings at power-on are performed. For example, the initialization setting table includes table data for setting the count value of the specific number counter to the specific number initial value. Also, the initialization setting table includes table data for setting the stored value of the specific number command buffer to the specific number command upper limit value. The specific number is the number of executions of the variable display that becomes the time shortening condition for shifting the game state from the normal state to the time shortening state when the period not controlled by the jackpot game state or the time shortening state continues.

[0068] Thereafter, command set processing (step S10) and data set processing (step S11) are executed. The command set processing includes a process for transmitting an effect control command to the effect control board 12 by storing the command data specified in the command transmission table in the serial communication data register. The data set processing includes a process of storing a specified value at the address indicated by the table data using the data setting table specified by the pointer, and a process of clearing the stored content of the address indicated by the table data.

[0069] After executing the weight process (step S12), the specific number of times command transmission process (step S13) is executed. The weight process waits until a predetermined period elapses, ensuring that sub-boards such as the effect control board 12 can be reliably activated. The specific number of times command process is a process for transmitting an effect control command that specifies the count value of the specific number of times counter at power-on to the effect control board 12. The specific number of times counter may be provided at a predetermined address in the RAM 102 as long as it can count the remaining number of times until the number of executions of the variable display reaches the specific number corresponding to the time-saving condition.

[0070] Following the specific number of times command transmission process in step S13, the interrupt initial setting (step S14) is performed, and the PTC counter output value is set so that a periodic timer interrupt occurs every predetermined time, such as 4 milliseconds, and the loop process is entered. In this loop process, interrupt prohibition (step S15), initial value determination random number update process (step S16), and interrupt permission (step S17) are repeatedly executed. Thereafter, each time an interrupt request signal is sent from the PTC to the CPU 103, the CPU 103 becomes capable of executing the timer interrupt process. As a result, the CPU 103 can execute the timer interrupt process every predetermined time, such as 4 milliseconds.

[0071] Figure 4(A) is a flowchart showing an example of the game control timer interrupt process. The CPU 103 can execute the game control timer interrupt process by receiving an interrupt request signal from the PTC and accepting the interrupt request. The game control timer interrupt process shown in Figure 4(A) includes a power-off process (step S21), a switch process (step S22), a main side error process (step S23), a game random number update process (step S24), a special symbol process (step S25), a normal symbol process (step S26), an information output process (step S27), a bonus ball process (step S28), and a main side display control process (step S29).

[0072] The power-off process in step S21 includes processes such as checking the power-off signal transmitted from the power supply board 17 to determine whether a power-off has occurred. When a power-off occurs, a checksum calculation process is executed, and after setting the checksum data in the checksum buffer, settings at the time of power-off are performed, such as prohibiting RWM access. The switch process in step S22 includes a process of determining whether detection signals from various switches input via the switch circuit 110, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, are received. The reception result of the detection signal is set in the switch-on buffer. The main-side error process in step S23 includes a process of diagnosing abnormalities in the pachinko gaming machine 1 and making it possible to generate a warning if necessary according to the diagnosis result. The game random number update process in step S24 includes a process of updating at least a part of the game random numbers used on the main board 11 side by software.

[0073] FIG. 4(B) shows an example of game random numbers. The game random numbers include a random number MR1 for special symbol determination, a random number MR2 for winning symbol selection, a random number MR3 for determining the initial value of MR2, a random number MR4 for selecting a variation pattern type, a random number MR5 for determining a variation pattern, a random number MR6 for determining a normal symbol win, and a random number MR7 for determining the initial value of MR6. The random number MR1 for special symbol determination is used when determining the display result of a special symbol, such as whether to make the display result of the special symbol a "big win" or not, or whether to make the display result of the special symbol a "small win" or not. The random number MR2 for winning symbol selection is used when selecting a winning special symbol from a plurality of special symbols, such as a big win symbol when the display result of the special symbol is a "big win", or a small win symbol when the display result of the special symbol is a "small win". The random number MR3 for determining the initial value of MR2 is used to create the initial value of the random number MR2. The random number MR4 for selecting a variation pattern type is used for selecting a variation pattern type of a special symbol. The random number MR5 for determining a variation pattern is used for determining a variation pattern corresponding to the variation pattern type. The random number MR6 for determining a normal symbol win is used when determining the display result of a normal symbol, such as whether to make the display result of the normal symbol a "normal symbol win" or not. The random number MR7 for determining the initial value of MR6 is used to create the initial value of the random number MR6. The random number MR3 for determining the initial value of MR2 and the random number MR7 for determining the initial value of MR6 may be updated not only in the game random number update process of step S24 but also in the initial value determination random number update process of step S16 shown in FIG. 3 as long as they can be updated.

[0074] The variable pattern is determined using the value of the random number MR5 for variable pattern determination, from among one or more variable patterns included in the variable pattern type selected based on the value of the random number MR4 for variable pattern type selection, and becomes the usage pattern in the current variable display. The variable pattern specifies various variable setting items including the special figure variable time, which is the execution time of the special figure game, the mode of variable display of the effect symbols, and the effect content during the variable display of the effect symbols. The special figure variable time also serves as the execution time in the variable display of the effect symbols. The mode of variable display of the effect symbols includes the presence or absence of a reach, etc. The effect content during the variable display of the effect symbols includes the type of reach effect, etc. The variable pattern is also referred to as the variable display pattern. The variable pattern type is a group including one or more variable patterns classified in advance based on, for example, the effect mode during the variable display of the effect symbols.

[0075] The special symbol process in step S25 shown in FIG. 4(A) includes processes related to the variable display of special symbols and the game state, such as the execution and suspension management of special figure games, the control of jackpot game states and minor winning game states, and the control of game states. The normal symbol process in step S26 includes processes related to the variable display of normal symbols and the state control of the second start winning port, such as the execution and suspension management of normal figure games based on the detection signal from the gate switch 21, and the opening control of the variable winning ball device 6B based on "normal figure win". The information output process in step S27 sets an information output signal. The information output signal is a signal corresponding to information supplied to, for example, a hall management computer installed outside the pachinko game machine 1, such as jackpot information, start information, probability variation information, etc. The jackpot information indicates the number of occurrences of jackpots, etc. The start information indicates the number of times of start wins, etc. The probability variation information indicates the number of times of entering the probability variation state, etc. The prize ball process in step S28 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses a prize ball number table to perform an ON determination of the switch, and when an ON detection occurs, it updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code and controls the payout of prize balls based on the detection of game balls to be possible. The main side display control process in step S29 includes the display setting of the first special symbol and the display setting of the second special symbol. The display setting of the first special symbol is a setting for controlling the update of the display of the first special symbol on the first special symbol display device 4A by executing the special symbol control process. The display setting of the second special symbol is a setting for controlling the update of the display of the second special symbol on the second special symbol display device 4B by executing the special symbol control process.

[0076] FIG. 5(A) is a flowchart showing an example of the process executed in step S25 shown in FIG. 4(A) as a special symbol process. In the special symbol process, the CPU 103 first executes a start winning determination process (step S101). The start winning determination process includes a process of detecting the occurrence of a start winning, storing hold information in a predetermined area of the RAM 102, and updating the hold memory count. When the occurrence of a start winning is detected, if the hold memory count is less than the upper limit value, a random number value used for determining a display result, a winning type, a variation pattern, etc. is extracted. The extracted random number value is stored as hold information. Also, based on the extracted random number value, a process of predicting a display result or a variation pattern may be executed. After storing the hold information and updating the hold memory count, a command setting for transmitting an effect control command designating determination results such as the occurrence of a start winning, the hold memory count, and a prediction determination to the effect control board 12 is performed. By such a command setting, the effect control command at the time of a start winning is transmitted from the main board 11 to the effect control board 12.

[0077] After executing the start winning determination process in step S101, the CPU 103 reads out a special symbol process code stored at a predetermined address of the RAM 102 (step S102). The special symbol process code can be updated and set to any of 00[H] to 0B[H], and is also referred to as a special symbol process code. [H] indicates that it is a hexadecimal number. The CPU 103 selects and executes a process corresponding to the read value of the special symbol process code (step S103). Thereby, it becomes possible to control the progress of the game regarding the variable display of the special symbol.

[0078] Figure 5(B) shows an example of a process executable corresponding to a special symbol process code in the special symbol process. The special symbol process includes, as processes executable corresponding to the special symbol process code, a special symbol normal process corresponding to the special symbol process code of 00[H], a special symbol variation process corresponding to the special symbol process code of 01[H], a special symbol stop process corresponding to the special symbol process code of 02[H], a process before small win opening corresponding to the special symbol process code of 03[H], a process during small win opening corresponding to the special symbol process code of 04[H], a process after small win opening corresponding to the special symbol process code of 05[H], a process waiting for small win discharge balls corresponding to the special symbol process code of 06[H], a process for ending small win corresponding to the special symbol process code of 07[H], a process before big winning opening corresponding to the special symbol process code of 08[H], a process during big winning opening corresponding to the special symbol process code of 09[H], a process after big winning opening corresponding to the special symbol process code of 0A[H], and a process for ending big win corresponding to the special symbol process code of 0B[H].

[0079] The special symbol normal process includes a process capable of determining whether to start the first special symbol game or the second special symbol game based on, for example, the presence or absence of stored hold information. The special symbol normal process includes a process capable of determining whether the display result of the special symbol is a "big win", a "small win", or further, whether it is a "time shortening" based on the value of the random number MR1 for special symbol determination. The special symbol normal process includes a process of determining a fixed special symbol to be stopped in the variable display of the special symbol corresponding to the determination of the display result. The special symbol normal process includes a process of determining a variation pattern. Thus, in the special symbol normal process, when the variable display of the special symbol is started, various determinations and decisions (pre-determinations) regarding the variable display are made before the display result is derived and displayed, and the special symbol process code is updated to 01[H].

[0080] When the CPU 103 makes various determinations and decisions based on random values, it reads and refers to various tables from the ROM 101. The same applies to other determinations and decisions using random values on the main board 11. Even when not using random values, necessary tables may be read from the ROM 101 and referred to, and various determinations, decisions, settings, etc. may be made. On the effect control board 12, it suffices to be able to read and refer to various tables from the ROM 121 and make various determinations, decisions, settings, etc.

[0081] In the special symbol normal process, control for preferential execution of the special symbol game using the second special figure over the special symbol game using the first special figure, i.e., control for preferential digestion of the special figure 2, may be performed. Alternatively, in the special symbol normal process, control for digestion in the order of winning may be performed, i.e., the start conditions of the special symbol game are established in the order of winning corresponding to the order in which game balls win in the first start winning opening and the second start winning opening.

[0082] The special symbol variation process includes a process of measuring the elapsed time since the start of the variation of the special symbol in the first special symbol display device 4A or the second special symbol display device 4B, and determining whether the special symbol variation time corresponding to the variation pattern has elapsed. When the special symbol variation time has elapsed, a symbol stop time for stopping the display of the determined special symbol is set, the count values of various counters are updated, and the special symbol process code is updated to 02[H]. The special symbol stop process includes a process of measuring the elapsed time since the stop of the variation of the special symbol in the first special symbol display device 4A or the second special symbol display device 4B, and determining whether the symbol stop time set in the special symbol variation process has elapsed. When the symbol stop time has elapsed, updates of the special symbol process code and various settings are performed corresponding to the display result of the variable display. For example, when the display result of the variable display is "big win", the special symbol process code is updated to 08[H]. When the display result of the variable display is "small win", the special symbol process code is updated to 03[H]. When the display result of the variable display is "time shortening" or "loss", the special symbol process code is cleared and updated to the initial value of 00[H]. Also, when the display result of the variable display is "big win", settings corresponding to the start of the big win gaming state are performed. When the display result of the variable display is "small win", settings corresponding to the start of the small win gaming state are performed. When the display result of the variable display is "time shortening", settings for controlling the gaming state to the time shortening state are performed.

[0083] The small win opening pre - process makes settings to open the big winning opening in the small win gaming state based on the display result of the variable display being "small win", and updates the special figure process code to 04[H]. The small win opening in - process includes a process of measuring the elapsed time since the big winning opening was set to the open state in the small win gaming state, and determining whether the opening time for the small win has elapsed. When the opening time for the small win has elapsed, the special figure process code is updated to 05[H] along with settings to close the big winning opening. The small win opening post - process performs a winning detection of the big winning opening in the small win gaming state, and after a predetermined time has elapsed, updates the special figure process code to 06[H]. The small win discharge ball standby process includes processes of setting a big winning opening discharge ball error, determining passage through the V - winning area 51, and determining completion of discharge from the big winning opening. When it is determined that the discharge from the big winning opening is complete, the special figure process code is updated to 07[H] along with settings before the end of the small win. The small win end process includes a process of determining whether a game ball has passed through the V - winning area 51 based on a specific area passage flag. The specific area passage flag is set to a specified value 01[H] corresponding to the on state when there is a game ball that has passed through the V - winning area 51. When the specific area passage flag is on, the special figure process code is updated to 08[H] along with the start settings for the big win. When the specific area flag is off, the special figure process code is cleared and updated to the initial value of 00[H] along with the end settings for the small win.

[0084] The big winning opening pre - processing performs settings for controlling the big winning opening to an open state, such as updating the big winning opening return counter and settings at the time of opening the big winning opening including the operation setting of the big winning opening, and updates the special figure process code to 09[H]. The big winning opening in - processing measures the elapsed time since the big winning opening was set to the open state in the big win gaming state, performs winning detection of the big winning opening, and when the maximum number of winning times of the big winning opening is reached or when the opening time for the big win has elapsed, updates the special figure process code to 0A[H] together with settings for closing the big winning opening. The big winning opening post - processing includes a process of determining the end of the time after the big winning opening, and after setting the big winning opening discharge ball mismatch error, when it is determined that it is the end of the opening, a process of determining the count value of the big winning opening return counter is included. When the count value of the big winning opening return counter is less than the maximum value of the big winning opening return times, the special figure process code is updated to 08[H] to control to enable the start of the next round. When the count value of the big winning opening return counter is the maximum value of the big winning opening return times, the special figure process code is updated to 0B[H] together with the settings at the end of the opening including the setting of the big win end production time. The big win end processing includes a process of determining whether the big win end production time has elapsed. When the big win end production time has elapsed, the special figure process code is cleared and updated to 00[H], which is the initial value, together with the end settings of the big win including the game state settings at the end of the big win.

[0085] The normal special symbol process of the special symbol process includes a special symbol big win determination process and a special symbol small win determination process. Further, the normal special symbol process may include a special symbol short time determination process. In these determination processes, a special symbol determination value check is performed to determine which determination range the value of the random number MR1 for special symbol determination read from the special symbol determination buffer is included in. For example, when the value of the random number MR1 for special symbol determination is included in the big win determination range, it is determined that the display result of the special symbol is set to "big win" by the special symbol big win determination process. Also, when the value of the random number MR1 for special symbol determination is included in the small win determination range, it is determined that the display result of the special symbol is set to "small win" by the special symbol small win determination process. When the value of the random number MR1 for special symbol determination is included in the short time determination range, it may be determined that the display result of the special symbol is set to "short time" by the special symbol short time determination process.

[0086] FIG. 6 shows a determination example of a special symbol display result, which is a special figure display result. The start port winning designation value is set to "1" corresponding to the case of the first start winning when a game ball enters the first start winning port, and is set to "2" corresponding to the case of the second start winning when a game ball enters the second start winning port. That is, when the start port winning designation value is "1", a first special figure game, which is a special figure game using the first special figure in the first special symbol display device 4A, is executed. On the other hand, when the start port winning designation value is "2", a second special figure game, which is a special figure game using the second special figure in the second special symbol display device 4B, is executed. In the special symbol big win determination process, the special symbol small win determination process, and the special symbol time shortening determination process, an MR1 determination value is set to be compared with the value of the random number MR1 so that the special figure display result is determined to be any one of "big win", "small win", "time shortening", and "loss" corresponding to the case where the start port winning designation value is "1" and the case where it is "2". The MR1 determination value assigned to the special figure display result of "big win" is also called the big win determination value. The MR1 determination value assigned to the special figure display result of "small win" is also called the small win determination value. The MR1 determination value assigned to the special figure display result of "time shortening" is also called the time shortening determination value. The big win probability by setting the big win determination value indicates the ratio of becoming a big win by the special figure game. The small win probability by setting the small win determination value indicates the ratio of becoming a small win by the special figure game. The time shortening probability by setting the time shortening determination value indicates the ratio at which the base control can be changed by the special figure game.

[0087] (Main Operations of the Effect Control Board 12) Next, the main operations in the effect control board 12 will be described. In the effect control board 12, when the power supply voltage is supplied from the power supply board 17 or the like, the effect control CPU 120 is activated and the effect control main process is executed.

[0088] FIG. 7 is a flowchart showing the main effect control process executed by the effect control CPU 120 on the effect control board 12. When starting the main effect control process shown in FIG. 7, the effect control CPU 120 first executes an initialization process (step S71). The initialization process includes clearing the RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the effect control board 12. At this time, an initial operation control process (step S72) is executed. The initial operation control process includes controls for driving the movable body 32 to return to the initial position and performing predetermined operation confirmations, that is, controls for performing the initial operation of the movable body 32. Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, such as 2 milliseconds, elapses based on, for example, the register settings of the timer circuit. When the timer interrupt flag is off (step S73; No), step S73 is repeated and waiting is performed.

[0089] When the timer interrupt flag is on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and a command analysis process (step S75) is executed. The command analysis process includes, for example, after reading out various effect control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the effect control command reception buffer, processes such as settings and controls corresponding to the read-out effect control commands. For example, the read-out effect control commands are stored in a predetermined area of the RAM 122 or the reception flag provided in the RAM 122 is turned on so that, for example, which effect control command is received or the content specified by the effect control command can be confirmed in the effect control process. When the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.

[0090] After executing the command analysis process, an effect control process (step S76) is executed. The effect control process includes control to operate various effect devices, such as the display operation of an effect image on the screen of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Regarding the control content of the effect operation using various effect devices, determinations, decisions, settings, etc. are made based on the effect control commands transmitted from the main board 11. Following the effect control process, an effect random number update process (step S77) is executed. The effect random number update process updates at least a part of the effect random numbers used on the side of the effect control board 12 by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.

[0091] FIG. 8(A) is a flowchart showing an example of the process executed in step S76 shown in FIG. 7 as the effect control process. The effect control CPU 120 first executes a pre-reading effect setting process (step S151) in the effect control process. The pre-reading effect setting process includes processes such as determinations, decisions, and settings regarding the execution of the pre-reading preview effect based on, for example, the effect control command at the start winning transmitted from the main board 11. Also included is a process for displaying a hold display based on the number of holds stored specified from the effect control command.

[0092] After executing the pre-reading effect setting process, the effect control CPU 120 reads out the effect process code stored at a predetermined address in the RAM 122 (step S152). The effect process code can be updated and set to any of 00[H] to 0A[H], and is also referred to as the effect control process code. The effect control CPU 120 selectively executes the process corresponding to the read value of the effect process code (step S153). Thereby, it becomes possible to control the execution of the effect including the variable display of the effect symbols.

[0093] FIG. 8(B) shows an example of a process executable in response to a production process code in the production control process. The production control process includes, as processes executable in response to the production process code, a variable pattern command wait process in which the production process code corresponds to 00[H], a production symbol variation start process in which the production process code corresponds to 01[H], a production symbol variation ongoing process in which the production process code corresponds to 02[H], a production symbol variation stop process in which the production process code corresponds to 03[H], a small win display process in which the production process code corresponds to 04[H], a small win release ongoing process in which the production process code corresponds to 05[H], a small win end production process in which the production process code corresponds to 06[H], a big win display process in which the production process code corresponds to 07[H], a round ongoing process in which the production process code corresponds to 08[H], a post-round process in which the production process code corresponds to 09[H], and a big win end production process in which the production process code corresponds to 0A[H].

[0094] The variable pattern command reception waiting process includes a process capable of determining whether a variable pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. For example, it is possible to determine whether the command has been received based on whether the variable pattern designation command reception flag set in the command analysis process is on. When it is determined that the variable pattern designation command has been received, the production process code is updated to 01[H]. When it is determined that the variable pattern designation command has not been received, the control of the demo display is performed. The production symbol variation start process includes a process for controlling so that the production during variation corresponding to the special figure game is started. For example, corresponding to the received variable pattern command, the production pattern during variation is selected, the update of the time value of the production process timer for measuring the production execution time is started, and the production process code is updated to 02[H]. The production symbol variation in process includes a process for controlling the switching timing of each production element constituting the production pattern and capable of determining whether the production execution time has elapsed based on the time value of the production process timer. When it is determined that the production execution time has elapsed, the production process code is updated to 03[H]. The production symbol variation stop process includes a process for performing the end control of the production during variation and controlling so that the production result corresponding to the determined special symbol can be displayed based on the fact that the end condition of the production during variation is satisfied, such as the production execution time has elapsed or the production symbol determination command has been received. Then, corresponding to the display result of the variable display, the update of the production process code and various settings are performed. For example, when the display result of the variable display is "big win", the production process code is updated to 07[H]. When the display result of the variable display is "small win", the production process code is updated to 04[H]. When the display result of the variable display is "time shortening" or "loss", the production process code is cleared and updated to the initial value of 00[H].

[0095] The small win display process includes setting processing for performing a small win fanfare effect when a small win occurs. The small win fanfare effect includes a small win display in which an effect image notifying the occurrence of a small win is displayed on the screen of the image display device 5, and can be executed until the small win fanfare effect time elapses. When the small win fanfare effect time elapses, together with the end control of the small win fanfare effect, the effect process code is updated to 05[H]. The small win release process sets up for performing a small win release effect in response to the release of the big winning opening in the small win gaming state, and updates the effect process code to 06[H]. The small win end effect process includes processing for controlling to be able to display an effect image notifying the end of the small win gaming state on the screen of the image display device 5. Also, in the small win gaming state, when it is determined that a game ball is detected by the specific area switch 24 and a V win has occurred, execution control of a V win effect for notifying the occurrence of the V win is performed. When a V win occurs in the small win gaming state, the effect process code is updated to 07[H]. When a V win does not occur in the small win gaming state, the effect process code is cleared and updated to the initial value of 00[H].

[0096] The jackpot display process includes setting processing for performing a fanfare effect when a jackpot occurs. The fanfare effect includes a jackpot display in which a display image notifying the occurrence of a jackpot is displayed on the screen of the image display device 5, and can be executed until the fanfare effect time elapses. When the fanfare effect time elapses, the production process code is updated to 08[H] along with the end control of the fanfare effect. The in-round process includes the display settings during the round in the jackpot gaming state. When the round end condition is satisfied, if it is not the end of the final round, the production process code is updated to 09[H], and if it is the end of the final round, the production process code is updated to 0A[H]. The post-round process includes the display settings between rounds in the jackpot gaming state. Then, when the round start condition is satisfied, the production process code is updated to 08[H]. The jackpot end effect includes processing for controlling to display a display image notifying the end of the jackpot gaming state on the screen of the image display device 5. Then, when the notification time of the jackpot end elapses, the production process code is cleared and updated to the initial value of 00[H].

[0097] (Modification Example of Basic Explanation) The pachinko gaming machine 1 is not limited to the configuration, functions, processes, and operations in the basic explanation, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not have to have all the technical features shown in the above embodiment, and may have some of the configurations described in the above embodiment so as to solve at least one problem in the prior art. In the above embodiment, when lower-level concepts are described, inventions of upper-level concepts using homologous or similar concepts, or inventions of upper-level concepts using common properties are included as the invention of the present application, and may have some of the structures and characteristics described in the above embodiment so as to solve at least one problem in the prior art.

[0098] The pachinko gaming machine 1 may be a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, or may be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0099] During the variable display of the special symbol, what is displayed may be only one type of symbol, such as a symbol indicating "-", and a variable display may be performed by repeating the display and turning off of this symbol. During the variable display, one type of symbol is displayed, and when the variable display stops, this symbol may not be displayed. For example, as a display result, the symbol indicating "-" may not be displayed, and it may be in a non-display state where there is no display of the special symbol.

[0100] The pachinko gaming machine 1 may be configured such that the jackpot winning probability and the ball payout rate change corresponding to a plurality of set values. For example, in the special symbol normal process of the special symbol process, the jackpot winning probability and the ball payout rate may be changeable by using different jackpot determination values for each set value that is set. As a specific example, the set value consists of 6 levels from 1 to 6, and 6 has the highest jackpot winning probability, and the jackpot winning probability decreases in the order of 6, 5, 4, 3, 2, 1. In this case, if 6 is set as the set value, it is most advantageous for the player, and the degree of advantage gradually decreases in the order of 6, 5, 4, 3, 2, 1. If the jackpot winning probability changes according to the set value, the ball payout rate may also change according to the set value. The jackpot winning probability may be constant regardless of the set value, while the number of rounds in the jackpot gaming state may change according to the set value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of set values with different degrees of advantage for the player. The set value set in the pachinko gaming machine 1 may be notified by sending a set value designation command from the side of the main board 11 to the side of the effect control board 12. During the execution of the variable display, a setting suggestion effect that suggests the set value in the pachinko gaming machine 1 may be executed at a predetermined ratio. The suggestion regarding the set value of the pachinko gaming machine 1 is not limited to what suggests the set value in the pachinko gaming machine 1, and may be, for example, what suggests whether the set value in the pachinko gaming machine 1 has been changed. The setting suggestion effect may be able to suggest the jackpot expectation degree by any effect and also suggest the suggestion regarding the set value of the pachinko gaming machine 1.

[0101] Instead of some or all of the suggestions regarding the control of the big win gaming state, or together with some or all of the suggestions regarding the control of the big win gaming state, it may be possible to provide suggestions regarding the control of a state advantageous to a player different from the big win gaming state. For example, it may be possible to provide suggestions regarding the probability variable state controlled after the end of the big win gaming state. Additionally, regarding any state in which an arbitrary gaming value advantageous to the player is given as an advantageous state, suggestions may be provided according to whether or not it is controlled.

[0102] The invention related to gaming machines is not limited to the pachinko gaming machine 1 and can also be appropriately applied to slot machines. A slot machine is a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of an operation lever by the player, and when the symbols are stopped according to the operation of a stop button by the player and the combination of the stopped symbols becomes a specific combination of symbols, a predetermined number of medals are paid out to the player. In a slot machine, an advantageous state for the player may include, for example, one or more of so-called bonuses such as big bonus, regular bonus, RT, AT, ART, CZ.

[0103] Programs and data for realizing various controls including the progress of the game and the execution of effects may be distributed and provided to the computer device included in a gaming machine such as the pachinko gaming machine 1 by a detachable recording medium, or may be distributed and provided by being installed in advance in the storage device of the computer device or the like. Further, it may be provided with a communication processing unit capable of connecting to an external device on the network via a communication line or the like, and the program and data may be distributed and provided by downloading them from the external device. The execution form of the game and the effect may also be executable by attaching a detachable recording medium, or may be executable by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or may be directly executable using the hardware resources of an external device on the network connected via a communication line or the like, or the game and the effect may be executable by exchanging data with another computer device or the like via a network.

[0104] When comparing various ratios such as the ratio of processing and data determination, the ratio of effect execution, etc., expressions such as "high", "low", "different", etc. may include the case where one is a ratio of "0%" or "100%". For example, regarding the determination result or execution content of one side, it may include the case where there is no determination or execution at a ratio of "0%", or the case where there is always determination or execution at a ratio of "100%".

[0105] (Explanation regarding the feature part 23AK) The pachinko gaming machine 1 in the feature part 23AK is controlled so that the display result of the special symbol becomes "a loss" or "a big win", but does not become "a small win" or "time shortening". Further, based on the establishment of a predetermined probability variation control condition, the game state is controlled to a probability variation state after the end of the big win game state. The probability variation state is controlled to continue until a predetermined probability variation end condition is satisfied, such as a variable display being executed a predetermined number of times or the next big win game state being started.

[0106] When in the big win gaming state, based on the fact that the winning entrance of the special variable winning prize ball device 50, which serves as the big winning entrance, is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the probability variable control conditions for entering the probability variable state are satisfied after the end of the big win gaming state. That is, by designating the installation location of the specific area switch 24 as the specific area, the probability variable control conditions can be satisfied based on the fact that the game ball has passed through this specific area.

[0107] Based on the satisfaction of such probability variable control conditions, after the end of the big win gaming state, it is controlled to the high probability high base state. The high probability high base state is one in which, due to probability variable control, the probability of being controlled to the big win gaming state is higher compared to the normal state, and due to high base control, variable display is more likely to be executed compared to the normal state. Based on the non - satisfaction of the probability variable control conditions, after the end of the big win gaming state, it is controlled to the low probability high base state. The low probability high base state is one in which the probability of being controlled to the big win gaming state is the same as in the normal state, and due to high base control, variable display is more likely to be executed compared to the normal state.

[0108] FIG. 9 - 1 is a flowchart showing an example of the normal special symbol process. In the normal special symbol process, the CPU 103 determines whether the total reserved memory count is "0" (step AKS101). The total reserved memory count indicates the number of reserved information regarding variable displays that have not yet started, and is the total value of the first reserved memory count and the second reserved memory count. In step AKS101, for example, when the count value of the total reserved memory counter is "0", it is determined that the total reserved memory count is "0". The total reserved memory counter is provided at a predetermined address in the RAM 102 and only needs to be able to count the total reserved memory count.

[0109] When the total number of pending memories is other than "0" corresponding to step AKS101 (step AKS101; No), the total number of pending memories is updated by subtracting 1 (step AKS102). At this time, data indicating the start port winning designated value may be set. For example, when the second pending memory number is other than "0", the start port winning designated value is set to "2", and the second pending memory number is updated by subtracting 1. On the contrary, when the second pending memory number is "0", the start port winning designated value is set to "1", and the first pending memory number is updated by subtracting 1. If the total number of pending memories is other than "0" in step AKS101, at least one of the first pending memory number and the second pending memory number is other than "0". When setting the data indicating the start port winning designated value, by first determining whether the second pending memory number is other than "0", it is sufficient if the special symbol game using the second special symbol can be executed preferentially over the special symbol game using the first special symbol.

[0110] Following step AKS102, a special symbol determination control table is specified (step AKS103). The special symbol determination control table stores various information used for controlling the determination regarding the special symbol. For example, the special symbol determination control table specifies the addresses of a special symbol determination buffer, a winning symbol buffer, a special symbol buffer, etc. The special symbol determination buffer stores data indicating the random number MR1 for special symbol determination among the game random numbers extracted based on the occurrence of a start winning in the start winning determination process in step S101 of the special symbol process shown in FIG. 5(A). The winning symbol buffer stores data indicating the random number MR2 for winning symbol selection among the game random numbers extracted based on the occurrence of a start winning. The special symbol buffer stores data indicating the determined special symbol. The determined special symbol is the display result of the special symbol in the special symbol game.

[0111] The special symbol determination control table may include a first special symbol determination control table corresponding to the first special symbol and a second special symbol determination control table corresponding to the second special symbol. In step AKS103, after designating the second special symbol determination control table, it may be determined whether the start port winning designation value is "1". And when the start port winning designation value is "1", the first special symbol determination control table may be designated again. The designation of the second special symbol determination control table can be executed by storing the value corresponding to the head address of the second special symbol determination control table in the HL register serving as a pointer. When re-designating the first special symbol determination control table, the value corresponding to the head address of the first special symbol determination control table is stored in the HL register serving as a pointer, thereby overwriting and setting the value of the pointer. In this way, after designating the second special symbol determination control table, when the start port winning determination value is "1", by re-setting the first special symbol determination control table, when the usage frequency of the second special symbol determination control table is higher than that of the first special symbol determination control table, the program capacity of the storage instruction used for table setting can be reduced, and the merchantability of the pachinko machine 1 can be enhanced. Also, when the usage frequency of the second special symbol determination control table is higher than that of the first special symbol determination control table, the processing by the branch instruction can be simplified, the confirmation at the design stage becomes easy, and the merchantability of the pachinko machine 1 can be enhanced.

[0112] Next to step AKS103, the stored content of the special symbol corresponding buffer is shifted (step AKS104). The special symbol corresponding buffer may include, in addition to the special symbol determination buffer and the winning symbol buffer, a variable pattern type selection buffer, a variable pattern buffer, etc., and may be a random number storage buffer that stores data indicating a game random number extracted based on the occurrence of a start winning. In step AKS104, for example, after setting the transfer destination address, the transfer source address, and the number of transfers, the stored content in each storage area of the special symbol corresponding buffer may be transferred to the previous storage area one by one and shifted by executing a block transfer instruction.

[0113] Following step AKS104, the value of the random number MR1 for special symbol determination is read (step AKS105). Thereafter, special symbol big win determination (step AKS106) and special symbol information setting (step AKS107) are performed. In this embodiment, the display result of the special symbol in the special figure game is determined to be either "big win" or "loss", and is not determined to be "small win" or "time shortening".

[0114] The special symbol big win determination in step AKS106 determines whether the special figure display result is "big win" by comparing the value of the random number MR1 for special symbol determination read in step AKS105 with the big win determination value. The determination of whether the special figure display result is "big win" is the determination of whether to control to the big win game state as an advantageous state. And when it is determined that the special figure display result is "big win" in the special symbol big win determination, 01[H] as the big win designation value is set in the win flag. Note that the initial value of 00[H] is set for the win flag when the special symbol normal process is executed.

[0115] The special symbol information setting in step AKS107 includes the setting of the big win type and the setting of the big win symbol when the special figure display result is "big win", and the setting of the loss symbol when the special figure display result is "loss". The data indicating the big win type is stored and remembered in the big win type buffer. The data indicating the determined special symbol such as the big win symbol or the loss symbol is stored and remembered in the special symbol buffer. The special symbol buffer includes a first special symbol buffer corresponding to the first special symbol and a second special symbol buffer corresponding to the second special symbol. In step AKS107, the address of the first special symbol buffer or the second special symbol buffer can be specified by referring to the special symbol determination control table specified in step AKS103.

[0116] After step AKS107, after executing the post - judgment data setting (step AKS108) and the variable pattern setting process (step AKS109), the special symbol normal process ends. The post - judgment data setting in step AKS108 includes the designation of the post - judgment work setting table and the execution of the data set process. When designating the post - judgment work setting table, by referring to the special symbol judgment control table designated in step AKS103, the address of the post - judgment work setting table corresponding to the first special symbol or the second special symbol can be specified. The data set process in step AKS109 only needs to include a data clear process for clearing the special symbol judgment buffer and the winning symbol buffer and initializing the stored values.

[0117] When the total number of pending memories corresponding to step AKS101 is "0" (step AKS101; Yes), it is determined whether the demo display flag is on (step AKS110). The demo display flag is a flag indicating that the demonstration display is being executed. When the demo display flag is on (step AKS110; Yes), the special symbol normal process ends. On the contrary, when the demo display flag is off (step AKS110; No), the demo display flag is set to the on state (step AKS111), and after performing the transmission setting of the standby command (step AKS112), the special symbol normal process ends. The transmission setting in step AKS112 includes the designation of the standby command transmission table and the command set process. The standby command transmission table only needs to include table data for transmitting the background designation command and the customer - waiting demo command.

[0118] Figure 9-2 shows an example AKD01 of jackpot type determination. In the special symbol normal process shown in Figure 9-1, in the special symbol information setting of step AKS107, when the special symbol display result is "jackpot", the jackpot type is set using the value of a random number for jackpot type determination or the like. For example, when the win flag is set to 01[H] to indicate the jackpot designation value, data indicating the value of the random number for jackpot type determination is read, and a jackpot type determination table is selected corresponding to the start opening winning designation value, the probability variation flag, and the time shortening flag. The jackpot type determination table may be prepared in advance corresponding to the case where the start opening winning designation value is "1" and "2", the case where the probability variation flag is on and off, the case where the time shortening flag is on and off, and so on. The probability variation flag is set to the on state corresponding to the high probability state as the probability variation state, and the time shortening flag is set to the on state corresponding to the high base state as the time shortening state. The jackpot type determination table is composed of table data including determination value data. The determination value data of the jackpot type determination table indicates the distribution determination value for each determinable jackpot type, and a plurality of distribution determination values corresponding to a plurality of jackpot types can be set. In the special symbol information setting of step AKS107, when the special symbol display result is "jackpot", the jackpot type may be determined using the random number for jackpot type determination, and the special symbol that becomes the jackpot symbol may be selected using the random number MR2 for winning symbol selection. For example, a loop process may be executed to sequentially compare the value of the random number for jackpot type determination with the plurality of distribution determination values shown in the determination value data, and when the value of the random number becomes less than or equal to the distribution determination value, the jackpot type corresponding to the distribution determination value may be determined. Alternatively, the determination of the jackpot type and the selection of the jackpot symbol may be performed using the random number MR2 for winning symbol selection.

[0119] In the jackpot game state, during the execution of a specific round, there are a plurality of jackpot types with common or different settings for the upper limit time when the distribution member, which becomes the V winning opening / closing member, opens the V winning area 51. As an example, the plurality of jackpot types can be classified into the case where the jackpot type is "normal" and the case where the jackpot type is "probability variation". Among these, when the jackpot type is "normal", the upper limit time for opening the V winning area 51 is set to 50 milliseconds (ms). On the other hand, when the jackpot type is "probability variation", the upper limit time for opening the V winning area 51 is set to 29,500 milliseconds. Therefore, when the jackpot type is "normal", the possibility of a game ball passing through (entering) the V winning area 51 is low, and it is difficult for the probability variation control conditions for entering the probability variation state after the end of the jackpot game state to be satisfied. On the other hand, when the jackpot type is "probability variation", the possibility of a game ball passing through (entering) the V winning area 51 is high, and it is easy for the probability variation control conditions for entering the probability variation state after the end of the jackpot game state to be satisfied.

[0120] In this embodiment, jackpot types NA01 to NA11 are included as the case where the jackpot type is "normal", and jackpot types KA01 to KA15 are included as the case where the jackpot type is "probability variation". In the determination example AKD01, depending on whether the start opening winning designated value is "1" or "2", the presence or absence of probability variation control in the probability variation state, the presence or absence of high base control in the time shortening state, etc., it can be determined to be any one of a plurality of jackpot types at a predetermined ratio. Here, when there is "no" high base control, the jackpot type is determined at different ratios depending on whether the probability variation control is "no" or "yes". On the other hand, when there is "yes" high base control, the jackpot type is determined at a common ratio depending on whether the probability variation control is "no" or "yes". Also, depending on whether the start opening winning designated value is "1" or "2", it can be determined to be a partially or entirely different jackpot type.

[0121] In determination example AKD01, when both probability variation control and high base control are "none", if the start opening winning designated value is "1", it can be determined as either jackpot type NA01 to NA04 or jackpot type KA01 to KA06. On the other hand, when the start opening winning designated value is "2", it can be determined as either jackpot type NA05 to NA07 or jackpot type KA07 to KA10. Therefore, when both probability variation control and high base control are "none", depending on whether the start opening winning designated value is "1" or "2", it can be determined as completely different jackpot types. Also, when probability variation control is "yes" and high base control is "none", if the start opening winning designated value is "1", it can be determined as either jackpot type NA02, NA04 or jackpot type KA02, KA04 to KA06. On the other hand, when the start opening winning designated value is "2", it can be determined as either jackpot type NA05 to NA07 or jackpot type KA07 to KA10. Therefore, when probability variation control is "yes" and high base control is "none", depending on whether the start opening winning designated value is "1" or "2", it can be determined as completely different jackpot types. Or, when high base control is "yes", if the start opening winning designated value is "1", it can be determined as either jackpot type NA08 or jackpot type KA11, KA15. On the other hand, when the start opening winning designated value is "2", it can be determined as either jackpot type NA09 to NA11 or jackpot type KA12 to KA15. Thus, when high base control is "yes", depending on whether the start opening winning designated value is "1" or "2", it can be determined as the common jackpot type KA15. Therefore, when high base control is "yes", depending on whether the start opening winning designated value is "1" or "2", it can be determined as partially different jackpot types.

[0122] In determination example AKD01, when the start port winning designated value is "1", regardless of the presence or absence of probability variation control or high base control, the winning category is determined to be included in "normal" at a determination ratio of 100 / 200, that is, a determination rate of 50%, and is determined to be included in "probability variation" at a determination ratio of 100 / 200, that is, a determination rate of 50%. Also, when the start port winning designated value is "2", regardless of the presence or absence of probability variation control or high base control, the winning category is determined to be included in "normal" at a determination ratio of 12 / 200, that is, a determination rate of 6%, and is determined to be included in "probability variation" at a determination ratio of 188 / 200, that is, a determination rate of 94%. Thus, when the start port winning designated value is "2", the winning category is determined to be included in "probability variation" at a higher ratio than when the start port winning designated value is "1". Therefore, in the special symbol game using the second special symbol, when the special symbol display result is "big win" and the game state is controlled to the big win game state, the game state after the end of the big win game state can be controlled to the probability variation state at a higher ratio than in the special symbol game using the first special symbol when the special symbol display result is "big win" and the game state is controlled to the big win game state.

[0123] When the starting port winning designated value is "1", the big win type determination table has multiple divisions in the order of the 1st division with a determination ratio of 11 / 200, the 2nd division with 44 / 200, the 3rd division with 11 / 200, and the 4th division with 34 / 200, corresponding to those in which the determinable big win type includes "normal", regardless of the presence or absence of probability variation control or high base control. For those in which the determinable big win type includes "probability variation", it has multiple divisions in the order of the 5th division with a determination ratio of 12 / 200, the 6th division with 7 / 200, the 7th division with 12 / 200, the 8th division with 19 / 200, the 9th division with 15 / 200, and the 10th division with 35 / 200. Judgment value data indicating a plurality of sorting judgment values is set so as to have multiple divisions. Also, when the starting port winning designated value is "2", the big win type determination table has multiple divisions in the order of the 1st division with a determination ratio of 2 / 200, the 2nd division with 2 / 200, the 3rd division with 2 / 200, the 4th division with 2 / 200, the 5th division with 1 / 200, the 6th division with 1 / 200, and the 7th division with 2 / 200, corresponding to those in which the determinable big win type includes "normal", regardless of the presence or absence of probability variation control or high base control. For those in which the determinable big win type includes "probability variation", it has multiple divisions in the order of the 8th division with a determination ratio of 62 / 200, the 9th division with 50 / 200, the 10th division with 62 / 200, and the 11th division with 14 / 200. Judgment value data indicating a plurality of sorting judgment values is set so as to have multiple divisions.

[0124] The big win type determination table corresponds to the cases where the starting port winning designated value is "1" and "2". Regardless of the presence or absence of probability variation control or high base control, while having multiple divisions with common determination ratios, judgment value data indicating a plurality of sorting judgment values is set so that the allocation of each division to the big win type resulting from the determination differs depending on the presence or absence of probability variation control or high base control. Since it has multiple divisions with such common determination ratios, it becomes possible to easily design the table used for determining the big win type, and the commercial value of the pachinko gaming machine 1 can be enhanced. Also, since the allocation of each division to the big win type resulting from the determination differs, it becomes possible to flexibly design the determination ratio of the big win type, and the commercial value of the pachinko gaming machine 1 can be enhanced.

[0125] In determination example AKD01, when the start port winning designated value is "1", since both the probability variation control and the high base control are "none", the first category with a determination ratio of 11 / 200 is assigned to the big win type NA01, the second category with a determination ratio of 44 / 200 is assigned to the big win type NA02, the third category with a determination ratio of 11 / 200 is assigned to the big win type NA03, the fourth category with a determination ratio of 34 / 200 is assigned to the big win type NA04, so that the determination value data is set. The fifth category with a determination ratio of 12 / 200 is assigned to the big win type KA01, the sixth category with a determination ratio of 7 / 200 is assigned to the big win type KA02, the seventh category with a determination ratio of 12 / 200 is assigned to the big win type KA03, the eighth category with a determination ratio of 19 / 200 is assigned to the big win type KA04, the ninth category with a determination ratio of 15 / 200 is assigned to the big win type KA05, and the tenth category with a determination ratio of 35 / 200 is assigned to the big win type KA06, so that the determination value data is set. Also, when the start port winning designated value is "1", since the probability variation control is "yes" and the high base control is "none", the first category with a determination ratio of 11 / 200 and the second category with a determination ratio of 44 / 200 are assigned to the big win type NA02, the third category with a determination ratio of 11 / 200 and the fourth category with a determination ratio of 34 / 200 are assigned to the big win type NA04, so that the determination value data is set. The fifth category with a determination ratio of 12 / 200 and the sixth category with a determination ratio of 7 / 200 are assigned to the big win type KA02, the seventh category with a determination ratio of 12 / 200 and the eighth category with a determination ratio of 19 / 200 are assigned to the big win type KA04, the ninth category with a determination ratio of 15 / 200 is assigned to the big win type KA05, and the tenth category with a determination ratio of 35 / 200 is assigned to the big win type KA06, so that the determination value data is set.When the starting port winning specified value is "1", regardless of the presence or absence of probability variation control, since the high base control is "present", the determination value data is set so that the first category with a determination ratio of 11 / 200, the second category with a determination ratio of 44 / 200, the third category with a determination ratio of 11 / 200, and the fourth category with a determination ratio of 34 / 200 are assigned to the big win type NA08, and the fifth category with a determination ratio of 12 / 200, the sixth category with a determination ratio of 7 / 200, the seventh category with a determination ratio of 12 / 200, and the eighth category with a determination ratio of 19 / 200 are assigned to the big win type KA11, and the determination value data is set so that the ninth category with a determination ratio of 15 / 200 and the tenth category with a determination ratio of 35 / 200 are assigned to the big win type KA15.

[0126] In determination example AKD01, when the starting port winning designated value is "2", since both the probability variation control and the high base control are "none", the first category with a determination ratio of 2 / 200 and the second category with a determination ratio of 2 / 200 are assigned to the big win type NA05, the third category with a determination ratio of 2 / 200 and the fourth category with a determination ratio of 2 / 200 are assigned to the big win type NA06, and the fifth category with a determination ratio of 1 / 200, the sixth category with a determination ratio of 1 / 200, and the seventh category with a determination ratio of 2 / 200 are assigned to the big win type NA07 so that the determination value data is set. The eighth category with a determination ratio of 62 / 200 is assigned to the big win type KA07, the ninth category with a determination ratio of 50 / 200 is assigned to the big win type KA08, the tenth category with a determination ratio of 62 / 200 is assigned to the big win type KA09, and the eleventh category with a determination ratio of 14 / 200 is assigned to the big win type KA10 so that the determination value data is set. Also, when the starting port winning designated value is "2", for each category of the determination ratio due to the probability variation control being "yes" and the high base control being "none", the determination value data is set so that it is assigned to the same big win type as each category of the determination ratio due to both the probability variation control and the high base control being "none". When the starting port winning designated value is "2", since the high base control is "yes" regardless of the presence or absence of the probability variation control, the first category with a determination ratio of 2 / 200 and the second category with a determination ratio of 2 / 200 are assigned to the big win type NA09, the third category with a determination ratio of 2 / 200 and the fourth category with a determination ratio of 2 / 200 are assigned to the big win type NA10, and the fifth category with a determination ratio of 1 / 200, the sixth category with a determination ratio of 1 / 200, and the seventh category with a determination ratio of 2 / 200 are assigned to the big win type NA11 so that the determination value data is set. The eighth category with a determination ratio of 62 / 200 is assigned to the big win type KA12, the ninth category with a determination ratio of 50 / 200 is assigned to the big win type KA13, the tenth category with a determination ratio of 62 / 200 is assigned to the big win type KA14, and the eleventh category with a determination ratio of 14 / 200 is assigned to the big win type KA15 so that the determination value data is set.

[0127] Figure 9-3 is a flowchart showing an example of the process executed in step AKS109 of FIG. 9-1 as the variable pattern setting process. In the variable pattern setting process, the CPU 103 determines whether the special figure display result is "big win" (step AKS221). For example, if the win flag is read and the read value is 01[H] which is the big win specified value, it may be determined that the special figure display result is "big win". When the special figure display result is "loss" and not "big win" (step AKS221; No), the start port winning specified value is read (step AKS222). Along with this, the production state selection specified value is read (step AKS223). The production state selection specified value is the stored value in the production state selection buffer, and for example, any value from 00[H] to 0D[H] can be set. When the big win gaming state ends, a value corresponding to the big win type can be set as the production state selection specified value. Also, when the variable display ends, the production state selection specified value can be updated corresponding to the establishment of a preset update condition. When the gaming state is the normal state, the production state selection specified value is set to 00[H].

[0128] After step AKS223, a loss-time variable pattern type selection table is specified (step AKS224). The loss-time variable pattern type selection table is a table used to select the variable pattern type when the special figure display result is "loss", and it is sufficient if different tables can be specified based on the start port winning specified value read in step AKS222 and the production state selection specified value read in step AKS223. Further, when the special figure display result is "loss", it is sufficient if a plurality of variable pattern type selection tables that can be selected corresponding to the first saved memory number and the second saved memory number are prepared in advance.

[0129] When the special drawing display result is "big win" corresponding to step AKS221 (step AKS221; Yes), read the big win type designation value (step AKS225). Along with this, read the production state selection designation value (step AKS226). Then, specify the big win time variation pattern type selection table (step AKS227). The big win time variation pattern type selection table is a table used to select the variation pattern type when the special drawing display result is "big win", and it suffices if it can specify a table corresponding to the big win type read in step AKS225 and the production state selection designation value read in step AKS226.

[0130] After steps AKS224 and AKS227, read the value of the random number MR4 for selecting the variation pattern type (step AKS228). The data indicating the value of the random number MR4 for selecting the variation pattern type only needs to be stored in the variation pattern type selection buffer in the storage area to which buffer number "0" is assigned in the special symbol corresponding buffer. Subsequently, select the variation pattern type based on the value of the random number MR4 for selecting the variation pattern type (step AKS229). Next, specify the variation pattern determination table (step AKS230). In step AKS230, it suffices if it can specify a different variation pattern determination table corresponding to the variation pattern type selected in step AKS229. Then, read the value of the random number MR5 for determining the variation pattern (step AKS231). The data indicating the value of the random number MR5 for determining the variation pattern only needs to be stored in the variation pattern determination buffer in the storage area to which buffer number "0" is assigned in the special symbol corresponding buffer. Furthermore, determine the variation pattern based on the value of the random number MR5 for determining the variation pattern (step AKS232).

[0131] Following step AKS232, perform variable start command transmission settings (step AKS233). The variable start command transmission settings only need to include the specification of the variable command transmission table and the execution of command set processing. The variable command transmission table contains table data for transmitting production control commands at the start of variable for special symbols in the special figure game. For example, the variable command transmission table specified for the first special figure game contains, in addition to the table head data indicating the number of processes, table data for transmitting a production symbol specification command, a first variable start specification command, and a variable pattern specification command. In contrast, the variable command transmission table specified for the second special figure game contains, in addition to the table head data specifying the number of processes, table data for transmitting a production symbol specification command, a second variable start specification command, and a variable pattern specification command.

[0132] After step AKS233, set the special symbol variable time (step AKS236). The special symbol variable time indicates the variable display time as the special figure variable time. To set the special symbol variable time, a special symbol variable time table is specified. The special symbol variable time table contains table data for setting time data indicating variable display times such as the special figure variable time corresponding to the determination result of the variable pattern. In step AKS236, by referring to the specified special symbol variable time table and executing time data expansion processing, the time data corresponding to the determination result of the variable pattern is stored in the HL register. The time data and the like thus obtained may be set as the timer initial value in the special symbol processor timer as variable time data.

[0133] Next to step AKS236, after performing data setting after variable pattern setting (step AKS237), the variable pattern setting process is terminated. To perform data setting after variable pattern setting, a data table after variable pattern setting is specified. The data table after variable pattern setting includes table data for updating the special drawing process code to 01[H], which is a value corresponding to the special symbol variation process. Also, the data table after variable pattern setting includes table data for updating the stored value of the display buffer during special symbol variation to 01[H]. The display buffer during special symbol variation stores values that specify the display symbols during the variation of the first special symbol and the second special symbol, and includes a first display buffer during special symbol variation corresponding to the first special symbol and a second display buffer during special symbol variation corresponding to the second special symbol. In step AKS237, by referring to the specified data table after variable pattern setting and executing the data set process, the stored value of the first display buffer during special symbol variation is updated to 01[H] when starting the first special drawing game, and the stored value of the second display buffer during special symbol variation is updated to 01[H] when starting the second special drawing game. Also, the random number value buffer storing the random number used for determining the variable pattern etc. may be cleared and the stored value may be initialized.

[0134] Fig. 9-4 shows a configuration example of a losing variation pattern. The losing variation pattern is a variation pattern that can be determined when the special figure display result is "losing". Each of the plurality of variation patterns has a different special figure variation time and variable display mode of the effect symbol. The losing variation pattern includes a reach variation pattern that becomes a reach mode in the variable display of the effect symbol and a non-reach variation pattern that does not become a reach mode. In the configuration example shown in Fig. 9-4, the variation patterns PA1-1 to PA1-6 and the variation patterns PB1-1 to PB1-9 are included in the non-reach variation pattern, and the variation patterns PA2-1 to PA2-7 and the variation patterns PB2-1 to PB2-3 are included in the reach variation pattern. The reach variation pattern includes a normal reach variation pattern in which a reach effect of normal reach is executed and a super reach variation pattern in which a reach effect of super reach is executed. In the configuration example shown in Fig. 9-4, the variation patterns PA2-1 to PA2-3 are included in the normal reach variation pattern, and the variation patterns PA2-4 to PA2-7 and the variation patterns PB2-2, PB2-3 are included in the super reach variation pattern. The normal reach variation pattern includes variation patterns with different effect modes such as normal reach NOA, normal reach NOB, and normal reach NOC. The super reach variation pattern includes variation patterns with different effect modes such as super reach SPA, super reach SPB, super reach SPC, super reach SPD, super reach SPE, and super reach SPF. The reach variation pattern includes, in addition to the normal reach variation pattern and the super reach variation pattern, a high-speed reach variation pattern in which the display result stops displaying after becoming a reach mode in a short time. For example, the variation pattern PB2-1 shown in Fig. 9-4 has a short special figure variation time of 3500 milliseconds and is a high-speed reach variation pattern with an effect mode of high-speed reach SRA.

[0135] Fig. 9-5 shows a configuration example of a jackpot variation pattern. The jackpot variation pattern is a variation pattern that can be determined when the special figure display result is "jackpot". The variable display of the production symbol according to the jackpot variation pattern becomes a reach mode, and then the determined production symbol of the jackpot combination stops being displayed. The jackpot variation pattern includes a variation pattern in which the reach effect of normal reach is executed, similar to the reach variation pattern in the losing variation pattern, and a variation pattern in which the reach effect of super reach is executed. In the configuration example shown in Fig. 9-5, the variation patterns PA3-1 to PA3-3 are included in the variation pattern in which the reach effect of normal reach is executed, and the variation patterns PA3-4 to PA3-10 and the variation patterns PB3-3 to PB3-11 are included in the variation pattern in which the reach effect of super reach is executed. In addition, the jackpot variation pattern includes, in addition to the variation pattern in which the reach effect of normal reach or super reach is executed, a variation pattern in which the determined production symbol of the jackpot combination stops being displayed in a short time. For example, the variation pattern PB3-1 shown in Fig. 9-5 has a special figure variation time of extremely short 2500 milliseconds, and is a variation pattern that becomes an effect mode of high-speed SQA in which the display result stops being displayed without executing the reach effect. Also, the variation pattern PB3-2 has a special figure variation time of short 4500 milliseconds, and is a high-speed reach effect pattern that becomes an effect mode of high-speed reach SRA in which the display result stops being displayed after becoming a reach mode in a short time.

[0136] Fig. 9-6(A) shows a setting example AKA01 of the loss-time reference table. The loss-time reference table is a table that is referred to when specifying the loss-time variation pattern type selection table in step AKS224 of the variation pattern setting process shown in Fig. 9-3. As the loss-time reference table, it is sufficient to prepare in advance a plurality of tables corresponding to the production state selection specified values. In setting example AKA01, depending on whether the production state selection specified value is 00[H] or 06[H] to 0E[H], any one of the reference tables TS01 to TS09 is referred to as the loss-time reference table. Each of the reference tables TS01 to TS09 is composed of table data that enables any one of a plurality of tables prepared in advance to be specified as the loss-time variation pattern type selection table corresponding to the start port winning specified value, the first reserved memory number, and the second reserved memory number.

[0137] Fig. 9-6(B) shows a configuration example of the reference table TS01. The reference table TS01 is referred to when the production state selection specified value is 00[H]. When the start port winning specified value of the reference table TS01 is "1", the table TA10 is specified as the losing variation pattern type selection table corresponding to the first hold memory number being "0", the table TA11 is specified as the losing variation pattern type selection table corresponding to the first hold memory number being "1", the table TA12 is specified as the losing variation pattern type selection table corresponding to the first hold memory number being "2", and the table TA13 is specified as the losing variation pattern type selection table corresponding to the first hold memory number being "3". Also, when the start port winning specified value of the reference table TS01 is "2", the table TA20 is specified as the losing variation pattern type selection table corresponding to the first hold memory number being "0" and the second hold memory number being "0" to "3", and the table TA21 is specified as the losing variation pattern type selection table corresponding to the first hold memory number being "1" to "4" and the second hold memory number being "0" to "3". In the special symbol normal process step AKS102 shown in Fig. 9-1, when the second hold memory number is other than "0", the start port winning specified value is set to "2" and the second hold memory number is updated by subtracting 1. On the other hand, when the second hold memory number is "0", the start port winning specified value is set to "1" and the first hold memory number is updated by subtracting 1. The upper limit value of the first hold memory number and the second hold memory number is "4". Therefore, when the start port winning specified value is "1" in the variation pattern setting process step AKS224, the first hold memory number is any one of "0" to "3" and the second hold memory number is "0". Also, when the start port winning specified value is "2" in the variation pattern setting process step AKS224, the first hold memory number is any one of "0" to "4" and the second hold memory number is any one of "0" to "3".

[0138] Figure 9-6(C) shows a configuration example of the reference table TS02. The reference table TS02 is referred to when the production state selection specified value is 06[H] or 0E[H]. When the start port winning specified value of the reference table TS02 is "1", the table TB10 can be specified as a losing variation pattern type selection table corresponding to the first held memory numbers from "0" to "3". Also, when the start port winning specified value of the reference table TS02 is "2", the table TB20 can be specified as a losing variation pattern type selection table corresponding to the first held memory numbers from "0" to "4" and the second held memory number "0", and the table TB21 can be specified as a losing variation pattern type selection table corresponding to the first held memory numbers from "0" to "4" and the second held memory numbers from "1" to "3".

[0139] Figure 9-6(D) shows a configuration example of the reference table TS03. The reference table TS03 is referred to when the production state selection specified value is 07[H]. When the start port winning specified value of the reference table TS03 is "1", the table TB10 can be specified as a losing variation pattern type selection table corresponding to the first held memory numbers from "0" to "3". Also, when the start port winning specified value of the reference table TS03 is "2", the table TB22 can be specified as a losing variation pattern type selection table corresponding to the first held memory numbers from "0" to "4" and the second held memory number "0", and the table TB23 can be specified as a losing variation pattern type selection table corresponding to the first held memory numbers from "0" to "4" and the second held memory numbers from "1" to "3".

[0140] FIG. 9-6(E) shows a configuration example of the reference table TS04. The reference table TS04 is referred to when the production state selection specified value is 08[H]. When the start port winning specified value of the reference table TS04 is "1", the table TB10 can be specified as a losing variation pattern type selection table corresponding to the first hold memory numbers from "0" to "3". Also, when the start port winning specified value of the reference table TS04 is "2", the table TB24 can be specified as a losing variation pattern type selection table corresponding to the first hold memory numbers from "0" to "4" and the second hold memory number of "0", and the table TB25 can be specified as a losing variation pattern type selection table corresponding to the first hold memory numbers from "0" to "4" and the second hold memory numbers from "1" to "3".

[0141] FIG. 9-7(A) shows a configuration example of the reference table TS05. The reference table TS05 is referred to when the production state selection specified value is 09[H]. The reference table TS05 can specify the common table TB11 as a losing variation pattern type selection table regardless of the first hold memory number and the second hold memory number when the start port winning specified value is "1" or "2".

[0142] FIG. 9-7(B) shows a configuration example of the reference table TS06. The reference table TS06 is referred to when the production state selection specified value is 0A[H]. When the start port winning specified value of the reference table TS06 is "1", the table TB12 can be specified as a losing variation pattern type selection table corresponding to the first hold memory numbers from "0" to "3". Also, when the start port winning specified value of the reference table TS06 is "2", the table TB26 can be specified as a losing variation pattern type selection table corresponding to the first hold memory numbers from "0" to "4" and the second hold memory number of "0", and the table TB27 can be specified as a losing variation pattern type selection table corresponding to the first hold memory numbers from "0" to "4" and the second hold memory numbers from "1" to "3".

[0143] Figure 9-7(C) shows a configuration example of the reference table TS07. The reference table TS07 is referenced when the production state selection specified value is 0B[H]. The reference table TS07 enables the common table TB13 to be specified as the losing variation pattern type selection table regardless of the first hold memory number and the second hold memory number when the start port winning specified value is "1" or "2". Figure 9-7(D) shows a configuration example of the reference table TS08. The reference table TS08 is referenced when the production state selection specified value is 0C[H]. The reference table TS08 enables the common table TB14 to be specified as the losing variation pattern type selection table regardless of the first hold memory number and the second hold memory number when the start port winning specified value is "1" or "2". Figure 9-7(E) shows a configuration example of the reference table TS09. The reference table TS09 is referenced when the production state selection specified value is 0D[H]. The reference table TS09 enables the common table TB15 to be specified as the losing variation pattern type selection table regardless of the first hold memory number and the second hold memory number when the start port winning specified value is "1" or "2".

[0144] Figure 9-8 shows a configuration example of the big win reference table TS21. The big win reference table TS21 is a table referenced when specifying the big win variation pattern type selection table in step AKS227 of the variation pattern setting process shown in Figure 9-3. The big win reference table TS21 is composed of table data that enables any one of a plurality of pre-prepared tables to be specified as the big win variation pattern type selection table corresponding to the production state selection specified value and the big win type.

[0145] When the production state selection specified value is 00[H], the big win reference table TS21 can specify the table TA30 corresponding to the big win types NA01, NA02, NA05, KA01, KA02, KA07, the selection table TA31 corresponding to the big win types NA03, NA04, NA06, KA03, KA04, KA05, KA08, and the table TA32 corresponding to the big win types NA07, KA06, KA09, KA10 as the big win time variation pattern type selection tables respectively. When the production state selection specified value is 00[H], the game state is the low probability and low base state corresponding to the normal state, and the probability variation control in the probability variation state as the high probability state and the high base control in the time shortening state as the high base state are not performed. In the big win type determination example AKD01 shown in FIG. 9-2, when the probability variation control and the high base control are "none", it can be determined to be any one of the big win types NA01 to NA06 and the big win types KA01 to KA10, and it is not determined to be other big win types. Therefore, the big win reference table TS21 shows a table that can be specified as the big win time variation pattern type selection table corresponding to the big win types that can be determined when the production state selection specified value is 00[H]. Even when the production state selection specified value is other than 00[H], a table that can be specified as the big win time variation pattern type selection table corresponding to the big win types that can be determined when it is the production state selection specified value is shown.

[0146] When the production state selection specified value is 06[H] or 0E[H], the big win reference table TS21 enables the specification of table TB30 as a big win variation pattern type selection table corresponding to big win types NA08 to NA11 or big win types KA11 to KA15. Also, when the production state selection specified value is 07[H], the big win reference table TS21 enables the specification of table TB31 corresponding to big win types NA08, NA09, KA11, KA12, table TB32 corresponding to big win types NA10, KA13, table TB33 corresponding to big win types NA11, KA14, and table TB34 corresponding to big win type KA15 as big win variation pattern type selection tables, respectively. Alternatively, when the production state selection specified value is 08[H], the big win reference table TS21 enables the specification of table TB35 corresponding to big win types NA08, NA09, KA11, KA12, table TB36 corresponding to big win types NA10, KA13, table TB37 corresponding to big win types NA11, KA14, and table TB38 corresponding to big win type KA15 as big win variation pattern type selection tables, respectively.

[0147] When the winning reference table TS21 has a production state selection specified value of 09[H] or 0B[H] or 0C[H] or 0D[H], it enables the specification of table TB40 corresponding to the jackpot types NA08 to NA11 or jackpot types KA11 to KA14, and table TB41 corresponding to the jackpot type KA15, as the jackpot time variation pattern type selection tables respectively. Also, when the production state selection specified value of the winning reference table TS21 is 0A[H], it enables the specification of table TB42 corresponding to the jackpot types NA08, NA09, KA11, KA12, table TB43 corresponding to the jackpot types NA10, KA13, table TB44 corresponding to the jackpot types NA11, KA14, and table TB45 corresponding to the jackpot type KA15, as the jackpot time variation pattern type selection tables respectively. Note that the period during which the production state selection specified value can be set to any of 06[H] to 0E[H] is included in the period during which high base control is performed in the time shortening state as the high base state. In the jackpot type determination example AKD01 shown in FIG. 9-2, when the high base control is "yes", it can be determined to be any one of the jackpot types NA08 to NA11 and the jackpot types KA11 to KA15, and no other jackpot types are determined. Therefore, the winning reference table TS21 shows a table that can be specified as the jackpot time variation pattern type selection table corresponding to the jackpot types that can be determined when the production state selection specified value is any of 06[H] to 0E[H].

[0148] FIG. 9-9 and FIG. 9-10 show configuration examples of tables that can be specified as the losing time variation pattern type selection tables. The tables that can be specified as the losing time variation pattern type selection tables include tables TA10 to TA13, tables TA20, TA21, tables TB10 to TB15, and tables TB20 to TB27. Each table that can be specified as the losing time variation pattern type selection table is composed of table data including determination value data showing the distribution determination values for each selectable variation pattern type.

[0149] The table TA10 shown in Fig. 9-9(A) can be specified when referring to the reference table TS01 shown in Fig. 9-6(B). The table TA10 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CA1-1, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA11 shown in Fig. 9-9(B) can be specified when referring to the reference table TS01 shown in Fig. 9-6(B). The table TA11 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CA1-2, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA12 shown in Fig. 9-9(C) can be specified when referring to the reference table TS01 shown in Fig. 9-6(B). The table TA12 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CA1-3, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA13 shown in Fig. 9-9(D) can be specified when referring to the reference table TS01 shown in Fig. 9-6(B). The table TA13 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CA1-4, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. The table TA20 shown in Fig. 9-9(E) can be specified when referring to the reference table TS01 shown in Fig. 9-6(B). The table TA20 is composed of determination value data with sorting determination values set so that only the variation pattern type CA1-1 can be selected. The table TA21 shown in Fig. 9-9(F) can be specified when referring to the reference table TS01 shown in Fig. 9-6(B). The table TA21 is composed of determination value data with sorting determination values set so that only the variation pattern type CA1-3 can be selected.

[0150] The table TB10 shown in FIG. 9-10(A) can be specified when referring to the reference table TS02 shown in FIG. 9-6(C) or the reference table TS03 shown in FIG. 9-6(D). The table TB10 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB1-1 can be selected. The table TB11 shown in FIG. 9-10(B) can be specified when referring to the reference table TS05 shown in FIG. 9-7(A). The table TB11 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB1-5 can be selected. The table TB12 shown in FIG. 9-10(C) can be specified when referring to the reference table TS06 shown in FIG. 9-7(B). The table TB12 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB1-1 can be selected. The table TB13 shown in FIG. 9-10(D) can be specified when referring to the reference table TS07 shown in FIG. 9-7(C). The table TB13 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB1-7 can be selected. The table TB14 shown in FIG. 9-10(E) can be specified when referring to the reference table TS08 shown in FIG. 9-7(D). The table TB14 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB1-8 can be selected. The table TB15 shown in FIG. 9-10(F) can be specified when referring to the reference table TS09 shown in FIG. 9-7(E). The table TB15 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB1-9 can be selected.

[0151] The table TB20 shown in Fig. 9-10(G) can be specified when referring to the reference table TS02 shown in Fig. 9-6(C). The table TB20 is composed of determination value data with sorting determination values set so that only the variation pattern type CB1-2 can be selected. The table TB21 shown in Fig. 9-10(H) can be specified when referring to the reference table TS02 shown in Fig. 9-6(C). The table TB21 is composed of determination value data with sorting determination values set so that only the variation pattern type CB1-3 can be selected. The table TB22 shown in Fig. 9-10(I) can be specified when referring to the reference table TS03 shown in Fig. 9-6(D). The table TB22 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CB1-2, CB1-4, and CB2-1 can be selected. The table TB23 shown in Fig. 9-10(J) can be specified when referring to the reference table TS03 shown in Fig. 9-6(D). The table TB23 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CB1-3, CB1-4, and CB2-1 can be selected. The table TB24 shown in Fig. 9-10(K) can be specified when referring to the reference table TS04 shown in Fig. 9-6(E). The table TB24 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CB1-2, CB1-4, and CB2-1 can be selected. The table TB25 shown in Fig. 9-10(L) can be specified when referring to the reference table TS04 shown in Fig. 9-6(E). The table TB25 is composed of determination value data with sorting determination values set so that any one of the variation pattern types CB1-3, CB1-4, and CB2-1 can be selected. The table TB26 shown in Fig. 9-10(M) can be specified when referring to the reference table TS06 shown in Fig. 9-7(B).Table TB26 is composed of determination value data with sorting determination values set so that any one of the variable pattern types CB1-2, CB1-6, and CB2-2 can be selected. Table TB27 shown in Fig. 9-10(N) can be specified when referring to the reference table TS06 shown in Fig. 9-7(B). Table TB27 is composed of determination value data with sorting determination values set so that any one of the variable pattern types CB1-3, CB1-6, and CB2-2 can be selected.

[0152] Figs. 9-11 and 9-12 show configuration examples of tables that can be specified as the variable pattern type selection table at the time of a big win. Tables that can be specified as the variable pattern type selection table at the time of a big win include tables TA30 to TA32, tables TB30 to TB38, and tables TB40 to TB45. Each table that can be specified as the variable pattern type selection table at the time of a big win is composed of table data including determination value data showing the sorting determination values for each selectable variable pattern type.

[0153] Each of the tables from table TA30 shown in Fig. 9-11(A) to table TA32 shown in Fig. 9-11(C) can be specified corresponding to the big win type when the production state selection designation value is 00[H] with reference to the big win reference table TS21 shown in Fig. 9-8. Table TA30 is composed of determination value data with sorting determination values set so that any one of the variable pattern types CA3-1 to CA3-3 can be selected. Table TA31 is composed of determination value data with sorting determination values set so that any one of the variable pattern types CA3-1 to CA3-4 can be selected. Table TA32 is composed of determination value data with sorting determination values set so that any one of the variable pattern types CA3-2 to CA3-4 can be selected.

[0154] The table TB30 shown in Fig. 9-11(D) can be specified corresponding to any jackpot type when the production state selection specified value is 06[H] or 0E[H] following the reference of the jackpot-time reference table TS21 shown in Fig. 9-8. The table TB30 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-1 can be selected. Each table from the table TB31 shown in Fig. 9-11(E) to the table TB34 shown in Fig. 9-11(H) can be specified corresponding to the jackpot type when the production state selection specified value is 07[H] following the reference of the jackpot-time reference table TS21 shown in Fig. 9-8. The table TB31 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-2 can be selected. The table TB32 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-3 can be selected. The table TB33 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-4 can be selected. The table TB34 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-5 can be selected. Each table from the table TB35 shown in Fig. 9-11(I) to the table TB38 shown in Fig. 9-11(L) can be specified corresponding to the jackpot type when the production state selection specified value is 08[H] following the reference of the jackpot-time reference table TS21 shown in Fig. 9-8. The table TB35 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-2 can be selected. The table TB36 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-3 can be selected. The table TB37 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-4 can be selected. The table TB38 is composed of determination value data with a sorting determination value set so that only the variation pattern type CB3-5 can be selected.

[0155] The table TB40 shown in FIG. 9-12(A) and the table TB41 shown in FIG. 9-12(B) can be specified corresponding to the jackpot type when the production state selection specified value is any one of 09[H], 0B[H], 0C[H], and 0D[H] in accordance with the reference to the jackpot-time reference table TS21 shown in FIG. 9-8. The table TB40 is composed of determination value data in which a sorting determination value is set so that only the variation pattern type CB4-1 can be selected. The table TB41 is composed of determination value data in which a sorting determination value is set so that only the variation pattern type CB4-2 can be selected. Each of the tables from the table TB42 shown in FIG. 9-12(C) to the table TB45 shown in FIG. 9-12(F) can be specified corresponding to the jackpot type when the production state selection specified value is 0A[H] in accordance with the reference to the jackpot-time reference table TS21 shown in FIG. 9-8. The table TB42 is composed of determination value data in which a sorting determination value is set so that only the variation pattern type CB4-3 can be selected. The table TB43 is composed of determination value data in which a sorting determination value is set so that only the variation pattern type CB4-4 can be selected. The table TB44 is composed of determination value data in which a sorting determination value is set so that only the variation pattern type CB4-5 can be selected. The table TB46 is composed of determination value data in which a sorting determination value is set so that only the variation pattern type CB4-6 can be selected.

[0156] FIGS. 9-13 to 9-16 show the determination ratios of the variation patterns corresponding to the variation pattern types. In the variation pattern setting process shown in FIG. 9-3, based on the variation pattern determination table specified by step AKS230 corresponding to the variation pattern type selected by step AKS229, one variation pattern is determined by step AKS232. The variation pattern determination table is composed of table data including determination value data showing the sorting determination value for each determinable variation pattern.

[0157] The variation pattern type CA1-1 shown in Fig. 9-13(A) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA1-1, PA1-5, and PA1-6. The variation pattern type CA1-2 shown in Fig. 9-13(B) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined only as the variation pattern PA1-2. The variation pattern type CA1-3 shown in Fig. 9-13(C) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined only as the variation pattern PA1-3. The variation pattern type CA1-4 shown in Fig. 9-13(D) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined only as the variation pattern PA1-4. The variation pattern type CA1-5 shown in Fig. 9-13(E) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA1-5 and PA1-6.

[0158] The variation pattern type CA2-1 shown in Fig. 9-13(F) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA2-1 to PA2-3. The variation pattern type CA2-2 shown in Fig. 9-13(G) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA2-4 and PA2-5. The variation pattern type CA2-3 shown in Fig. 9-13(H) has a sorting determination value set by the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA2-6 and PA2-7.

[0159] The variation pattern type CA3-1 shown in Fig. 9-13(I) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA3-1 to PA3-3. The variation pattern type CA3-2 shown in Fig. 9-13(J) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA3-4 to PA3-7. The variation pattern type CA3-3 shown in Fig. 9-13(K) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as only the variation pattern PA3-8. The variation pattern type CA3-4 shown in Fig. 9-13(L) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PA3-9 and PA3-10.

[0160] The variation pattern type CB1-1 shown in Fig. 9-14(A) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only for the variation pattern PB1-1. The variation pattern type CB1-2 shown in Fig. 9-14(B) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only for the variation pattern PB1-2. The variation pattern type CB1-3 shown in Fig. 9-14(C) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only for the variation pattern PB1-3. The variation pattern type CB1-4 shown in Fig. 9-14(D) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined for any one of the variation patterns PB1-4 and PB1-5. The variation pattern type CB1-5 shown in Fig. 9-14(E) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only for the variation pattern PB1-6. The variation pattern type CB1-6 shown in Fig. 9-14(F) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined for any one of the variation patterns PB1-4 and PB1-5. The variation pattern type CB1-7 shown in Fig. 9-14(G) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only for the variation pattern PB1-7. The variation pattern type CB1-8 shown in Fig. 9-14(H) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only for the variation pattern PB1-8. The variation pattern type CB1-9 shown in Fig. 9-14(I) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only for the variation pattern PB1-9. The variation pattern type CB2-1 shown in Fig. 9-14(J) and the variation pattern type CB2-2 shown in Fig. 9-14(K) have a sorting determination value set according to the determination value data in the variation pattern determination table so that they can be determined for any one of the variation patterns PB2-1 to PB2-3.

[0161] The variation pattern type CB3-1 shown in Fig. 9-15(A) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only as the variation pattern PB3-1. The variation pattern type CB3-2 shown in Fig. 9-15(B) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PB3-1 and PB3-2. The variation pattern types CB3-3 shown in Fig. 9-15(C) and CB3-4 shown in Fig. 9-15(D) have a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PB3-2 to PB3-8. The variation pattern type CB3-5 shown in Fig. 9-15(E) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PB3-9 to PB3-11.

[0162] The variation pattern type CB4-1 shown in Fig. 9-16(A) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only as the variation pattern PB3-2. The variation pattern type CB4-2 shown in Fig. 9-16(B) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined only as the variation pattern PB3-9. The variation pattern type CB4-3 shown in Fig. 9-16(C) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PB3-1 and PB3-2. The variation pattern types CB4-4 shown in Fig. 9-16(D) and CB4-5 shown in Fig. 9-16(E) have a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PB3-2 to PB3-8. The variation pattern type CB4-6 shown in Fig. 9-16(F) has a sorting determination value set according to the determination value data in the variation pattern determination table so that it can be determined as any one of the variation patterns PB3-9 to PB3-11.

[0163] Figures 9-17 show an example AKB01 of the setting of a performance symbol designation command. In the variable pattern setting process shown in Fig. 9-3, in the transmission setting of the command at the start of variation by step AKS233, the transmission of the performance symbol designation command is controlled to be possible. For example, when the special drawing display result is "big win", the transmission of the performance symbol designation command corresponding to the determination result of the big win type is made possible. For example, corresponding to the big win types NA01 to NA11 in which the big win type is "normal", the performance symbol designation command is set to any one of commands 8C01[H], 8C02[H], 8C0B[H], and 8C0C[H]. Corresponding to the big win types KA01 to KA15 in which the big win type is "probability variation", the performance symbol designation command is set to any one of commands 8C04[H] to 8C0A[H]. In the performance control board 12, based on the performance symbol designation command transmitted from the main board 11, it is possible to determine the performance symbols constituting the determined performance symbol.

[0164] Figure 9-18 is a flowchart showing an example of the special symbol variation process. In the special symbol variation process, the CPU 103 determines whether the counted value of the special symbol process timer is "0" (step AKS121). Here, in the special symbol process timer, the variation time data corresponding to the determination result of the variation pattern is set as the timer initial value in step AKS236 of the variation pattern setting process shown in Fig. 9-3. When the counted value of the special symbol process timer is other than "0" (step AKS121; No), the counted value of the special symbol process timer is updated by subtracting 1 (step AKS122), and the special symbol variation process ends.

[0165] When the counted value of the special symbol process timer is "0" corresponding to step AKS121 (step AKS121; Yes), update the special symbol process code to 02[H] which is a value corresponding to the special symbol stop process (step AKS123). Also, perform the special symbol stop time setting (step AKS124). In step AKS124, for example, time data corresponding to a predetermined special symbol stop time such as 500 milliseconds may be set as the timer initial value in the special symbol process timer as the special symbol stop time data. Along with the special symbol stop time setting, setting for transmitting the effect symbol determination command may be performed. Then, determine whether the counted value of the probability variation counter is "0" (step AKS125). The probability variation counter has a predetermined probability variation counter initial value set corresponding to the establishment of the probability variation control condition when the jackpot gaming state ends. When the probability variation control condition is not satisfied, the counted value of the probability variation counter is maintained at "0".

[0166] When the counted value of the probability variation counter is other than "0" corresponding to step AKS125 (step AKS125; No), subtract 1 from the counted value of the probability variation counter for update (step ASK126). Then, determine whether the counted value of the probability variation counter after the update has become "0" (step AKS127). When the counted value after the update is "0" (step AKS127; Yes), data setting at the end of probability variation is performed (step AKS128). The data setting at the end of probability variation includes the designation of the probability variation end data table and the execution of the data set process. The probability variation end data table only needs to contain clear data for clearing the probability variation flag. Thereby, the probability variation flag is cleared and becomes in the off state, and the probability variation control in the probability variation state as the high probability state ends.

[0167] When the count value of the time reduction counter is "0" corresponding to step AKS125 (step AKS125; Yes), when the updated count value is other than "0" corresponding to step AKS127 (step AKS127; No), or after step AKS128, it is determined whether the count value of the time reduction counter is "0" (step AKS129). The time reduction counter is set with a preset initial value of the time reduction counter corresponding to the jackpot type when the jackpot game state ends.

[0168] When the count value of the time reduction counter is other than "0" corresponding to step AKS129 (step AKS129; No), the count value of the time reduction counter is updated by subtracting 1 (step AKS130). Then, it is determined whether the count value of the time reduction counter after the update has become "0" (step AKS131). When the updated count value is "0" (step AKS131; Yes), data setting at the end of time reduction is performed (step AKS132). The data setting at the end of time reduction includes the specification of the data table at the end of time reduction and the execution of the data set process. The data table at the end of time reduction only needs to contain clear data for clearing the time reduction flag. As a result, the time reduction flag is cleared and becomes off, and the high-base control in the time reduction state as the high-base state ends.

[0169] When the count value of the time reduction counter is "0" corresponding to step AKS129 (step AKS129; Yes), when the updated count value is other than "0" corresponding to step AKS131 (step AKS131; No), or after step AKS132, it is determined whether the special period production designated value is 00[H] (step AKS133). The special period production designated value is the stored value in the special period production buffer, and for example, any value from 00[H] to 0E[H] can be set. When the jackpot game state ends, a value corresponding to the jackpot type and the presence or absence of a V win can be set as the special period production designated value. When the game state is the normal state, the special period production designated value is set to 00[H].

[0170] When the special period production designation value is 00[H] corresponding to step AKS133 (step AKS133; Yes), the special symbol variation process ends. On the other hand, when the special period production designation value is other than 00[H] (step AKS133; No), the special period production update setting is performed (step AKS134), and the special symbol variation process ends. In step AKS134, in order to perform the special period production update setting, a special period production setting table is specified. The special period production setting table includes table data for updating the production state designation value based on the number of executions of the variable display.

[0171] Figure 9-19 shows a configuration example of the special period production setting table AKT01. In the special symbol variation process shown in Figure 9-18, in the special period production update setting of step AKS134, the special period production setting table AKT01 can be referred to and the production state selection designation value can be updated. The special period production setting table AKT01 is composed of table data for setting the production state selection designation value and the background designation command in association with the short-time counter determination value for each special period production designation value. The short-time counter determination value for each special period production designation value is compared with the count value of the short-time counter. When it matches any of the determination values, the production state selection designation value associated with that determination value is stored in the production state selection buffer, and the command data indicating the background designation command associated with that determination value is stored in the background designation command buffer or the like.

[0172] For example, when the special period performance designated value is 05[H], if the counted value of the time reduction counter matches the "63" of the time reduction counter determination value, the performance state selection designated value is updated to 03[H], and command data indicating command 9503[H] is stored as the background designation command. Also, in the same case, if the counted value of the time reduction counter matches the "62" of the time reduction counter determination value, the performance state selection designated value is updated to 07[H] and command data indicating command 9506[H] is stored as the background designation command. If the counted value of the time reduction counter matches the "1" of the time reduction counter determination value, the performance state selection designated value is updated to 0C[H] and command data indicating command 9506[H] is stored as the background designation command. If the counted value of the time reduction counter matches the "0" of the time reduction counter determination value, the performance state selection designated value is updated to 00[H] and command data indicating command 9500[H] is stored as the background designation command. Note that when the counted value of the time reduction counter becomes "0", the special period performance designated value may be cleared so that the value is initialized to 00[H]. Thereby, in response to the end of the time reduction control in the time reduction state as the high base state, the control of the performance state corresponding to the special period can be ended.

[0173] Figure 9-20 is a flowchart showing an example of the special symbol stop process. In the special symbol stop process, the CPU 103 determines whether the counted value of the special symbol process timer is "0" (step AKS141). The special symbol process timer here is one in which the timer initial value corresponding to the special symbol stop time is set in step AKS124 of the special symbol variation process shown in FIG. 9-18. When the counted value of the special symbol process timer is other than "0" (step AKS141; No), the counted value of the special symbol process timer is updated by subtracting 1 (step AKS142), and the special symbol variation process ends. Thereby, it waits until the special symbol stop time elapses.

[0174] When the counting value of the special symbol process timer is "0" corresponding to step AKS141 (step AKS141; Yes), it is determined whether the special symbol display result is a "big win" (step AKS143). When the special symbol display result is a "big win" (step AKS143; Yes), the special symbol process code is updated to 08[H] which is a value corresponding to the pre-opening process of the big winning opening (step AKS144). Also, the big win type designation value is read (step AKS145). At this time, the initial value of the big win start effect corresponding to the read result of the big win type designation value is set as the initial value in the special symbol process timer (step AKS146). Then, the transmission setting of the big win start designation command (step AKS147) and the data setting before the first opening of the big winning opening (step AKS148) are performed, and the special symbol stop process ends. The data setting before the first opening of the big winning opening includes the designation of the data table before the first opening of the big winning opening and the execution of the data set process. The data table before the first opening of the big winning opening contains clear data for clearing various data included in the clearing target before the first opening of the big winning opening. The clearing target before the first opening of the big winning opening includes the win flag, the time shortening flag, the time shortening counter, the probability variation flag, the probability variation counter, the effect state selection buffer, and the special period effect buffer. Among these, the time shortening control in the time shortening state as the high base state ends when the time shortening flag and the time shortening counter are cleared. Also, the probability variation control in the probability variation state as the high probability state ends when the probability variation flag and the probability variation counter are cleared.

[0175] When the special drawing display result corresponding to step AKS143 is "miss" and not "big win" (step AKS143; No), clear the special drawing process code and initialize the stored value to 00[H] (step AKS149). Also, perform data setting after the miss stop (step AKS150), and the special symbol stop process ends. The data setting after the miss stop includes specifying the data table after the miss stop and executing the data setting process. The data table after the miss stop contains clear data for clearing various data included in the targets for clearing settings after the miss stop. The targets for clearing settings after the miss stop only need to include the demo display flag and the start port winning specified value. The storage areas corresponding to these are cleared by the data set process included in the data setting after the miss stop, and the respective stored values and the like are initialized to values corresponding to "0". By clearing the demo display flag, in the normal process of the special symbol, commands can be sent and set during standby. Also, corresponding to the end of the special drawing game, the start port winning specified value that can identify whether it is the first special drawing game or the second special drawing game is cleared and initialized to 00[H] corresponding to "0".

[0176] Figure 9-21 shows a jackpot start setting example AKB02. In the special symbol stop process, based on the jackpot type designation value read in step AKS145, the maximum number of times the big winning opening can be opened, the jackpot start designation command, the jackpot start production time, and the jackpot start production pattern can be set by setting data before the first opening of the big winning opening in step AKS148. Note that the jackpot start designation command is set in the transmission setting of step AKS147. The data table before the first opening of the big winning opening is composed of table data for setting the maximum number of times the big winning opening can be opened, the jackpot start designation command, the jackpot start production time, and the jackpot start production pattern in association with the jackpot type specified from the jackpot type designation value. The data indicating the maximum number of times the big winning opening can be opened set by the data setting before the first opening of the big winning opening is stored and remembered in the maximum number of times the big winning opening can be opened buffer. The time data corresponding to the jackpot start production time set by the data setting before the first opening of the big winning opening is set as the timer initial value in the special symbol process timer. The jackpot start production pattern may be set by, for example, the production control CPU 120 of the production control board 12 based on the combination of the production symbol designation command transmitted from the main board 11 and the jackpot start designation command.

[0177] The maximum number of times the big winning opening can be opened corresponds to the upper limit number of rounds executable in the jackpot game state. In the jackpot start setting example AKB02, the maximum number of times the big winning opening can be opened can be set to any one of "02", "03", "04", "07", and "10" corresponding to the jackpot type. Therefore, the upper limit number of rounds in the jackpot game state is set to any one of 2 rounds, 3 rounds, 4 rounds, 7 rounds, and 10 rounds. When the jackpot game state has an upper limit of 2 rounds, it is also called a 2-round jackpot. When the jackpot game state has an upper limit of 3 rounds, it is also called a 3-round jackpot. When the jackpot game state has an upper limit of 4 rounds, it is also called a 4-round jackpot. When the jackpot game state has an upper limit of 7 rounds, it is also called a 7-round jackpot. When the jackpot game state has an upper limit of 10 rounds, it is also called a 10-round jackpot.

[0178] In the big win start setting example AKB02, the big win start effect time can be set to any one of 100 milliseconds, 7500 milliseconds, 8000 milliseconds, and 14000 milliseconds. For example, corresponding to the big win types NA08 to NA11 and the big win types KA11 to KA14, the big win start effect time can be set to 100 milliseconds. In the big win type determination example AKD01 shown in FIG. 9-2, when the high base control is "yes", it can be determined to be any one of the big win types NA08 to NA11 and the big win types KA11 to KA15. On the other hand, when the high base control is "no", the big win types NA08 to NA11 and the big win types KA11 to KA14 will not be determined. Therefore, the big win start effect time can be set to a shorter time when the special figure display result becomes "big win" during the period when the high base control is performed in the short-time state as the high base state, than when the special figure display result becomes "big win" during the period of the low base state where the high base control is not performed. Alternatively, corresponding to the big win type KA15, the big win start effect time can be set to 14000 milliseconds, and corresponding to other than the big win type KA15, the big win start time can be set to a time shorter than 14000 milliseconds. In the big win type determination example AKD01 shown in FIG. 9-2, when the high base control is "yes", the big win type KA15 can be determined at a predetermined ratio, and when the high base control is "no", the big win type KA15 will not be determined. Therefore, the big win start effect time can be set to a longer time when the special figure display result becomes "big win" during the period when the high base control is performed in the short-time state as the high base state, than when the special figure display result becomes "big win" during the period of the low base state where the high base control is not performed.

[0179] Fig. 9-22 is a flowchart showing an example of jackpot end processing. In the jackpot end processing, the CPU 103 determines whether the measured value of the special symbol process timer is "0" (step AKS161). The special symbol process timer here has a timer initial value corresponding to the jackpot end effect time set in the post-processing of the big winning opening after being selected by the special symbol process. When the measured value of the special symbol process timer is other than "0" (step AKS161; No), the measured value of the special symbol process timer is updated by subtracting 1 (step AKS162), and the process ends. Thereby, it waits until the jackpot end effect time elapses.

[0180] When the measured value of the special symbol process timer is "0" corresponding to step AKS161 (step AKS161; Yes), the special symbol process code is cleared and updated to 00[H] as the initial value (step AKS163). Also, the jackpot type designation value is read (step AKS164), and the specific area passage flag is confirmed (step AKS165). The specific area passage flag is set to the on state when a game ball that has passed through the V winning area 51 is detected by the specific area switch 24 corresponding to the execution of a round in the jackpot game state. On the other hand, when the game ball does not pass through the V winning area 51 and is not detected by the specific area switch 24, the specific area passage flag is maintained in the off state.

[0181] After step AKS165, the jackpot end state setting (step AKS166), the jackpot end command transmission setting (step AKS167), and the jackpot end data setting (AKS168) are performed, and the process ends. The jackpot end state setting includes settings related to the game state and effect state after the end of the jackpot game state. Depending on the jackpot type and the presence or absence of a V win, it is sufficient if settings such as the short-time flag and the initial value of the short-time counter, the probability-variable flag and the initial value of the probability-variable counter, the special period effect designation value, and the effect state selection designation value can be set. The jackpot end command transmission setting only needs to include the designation of the jackpot end command table and the execution of the command set process. The jackpot end command table includes table data for transmitting the effect control command at the end of the jackpot in response to the end of the jackpot game state. For example, the effect control command at the end of the jackpot only needs to include the jackpot end designation command and the background designation command. The jackpot end data setting only needs to include the designation of the jackpot end data table and the execution of the data set process. The jackpot end data table includes clear data for clearing various data included in the clear target at the end of the jackpot. The clear target at the end of the jackpot only needs to include the demo display flag, the variable command designation buffer, the maximum value buffer for the number of times the big winning opening is opened, the start opening winning designation value, etc. The storage areas corresponding to these are cleared by the data set process included in the jackpot end data setting, and the respective stored values are initialized to values corresponding to "0".

[0182] Figure 9-23 shows an example AKB11 of the jackpot end setting. The example AKB11 of the jackpot end setting enables the initial value of the short-time counter, the jackpot end effect time, and the effect state selection designation value to be set corresponding to the jackpot type when the jackpot game state ends. The initial value of the short-time counter can be set by the jackpot end state setting in step AKS166 of the jackpot end process. The jackpot end effect time and the effect state selection designation value only need to be able to be set with the update of the special symbol process code in the post-processing of the opening of the big winning opening selected by the special symbol process.

[0183] The initial value of the short-time counter corresponds to the upper limit number of variable displays executable in the short-time state as the high-base state. In the setting example AKB11 at the end of a big win, the initial value of the short-time counter can be set to any one of "8", "70", "100", "570", and "10000" corresponding to the big win type. Therefore, the upper limit number of variable displays executable in the short-time state as the high-base state is set to any one of 8 times, 70 times, 100 times, 570 times, and 10000 times.

[0184] The initial value of the probability-variable counter can be set to "70" when the specific area passage flag is on corresponding to a V-win. On the contrary, when the specific area passage flag is off corresponding to no V-win, the initial value of the probability-variable counter is set to "0". Therefore, the upper limit number of variable displays executable in the probability-variable state as the high-probability state is set to 70 times based on the establishment of the probability-variable control condition due to the occurrence of a V-win in the big win gaming state.

[0185] When comparing the upper limit number of variable displays executable in the short-time state as the high-base state with the upper limit number of variable displays executable in the probability-variable state as the high-probability state, there are cases where they are set to the same number of times and cases where they are set to different numbers of times. For example, when the initial value of the short-time counter is set to "8", the upper limit number of variable displays executable in the short-time state is 8 times, which is less than 70 times, the upper limit number of variable displays executable in the probability-variable state. On the contrary, when the initial value of the short-time counter is set to either "570" or "10000", the upper limit number of variable displays executable in the short-time state is 570 times or 10000 times, which is more than 70 times, the upper limit number of variable displays executable in the probability-variable state. On the other hand, when the initial value of the short-time counter is set to "70", the upper limit number of variable displays executable in the short-time state is the same as 70 times, the upper limit number of variable displays executable in the probability-variable state.

[0186] "70", which is the initial value of the probability variation counter that can be set corresponding to the control of the probability variation state, is also included in the initial value of the time shortening counter that can be set corresponding to the control of the time shortening state, and becomes the first number of times that variable display can be executed in the first state. When such an initial value of the probability variation counter and an initial value of the time shortening counter are set to "70", the high probability high base state in which high base control is performed together with the probability variation control becomes the first state that can be controlled until the variable display of the first number of times is executed after the end of the advantageous big win gaming state. In the setting example AKB11 at the end of the big win, when there is a V-win in the big win gaming state corresponding to any of the big win types NA05 to NA07 or the big win types KA02, KA04 to KA15, the initial value of the probability variation counter and the initial value of the time shortening counter are set to "70", and after the end of the big win gaming state, it is controlled to the high probability high base state as the first state. However, in the big win gaming state corresponding to any of the big win types NA05 to NA07 included in the big win type "normal", the operation of the vibrating member that becomes the V-win opening and closing member is controlled so that the game ball hardly passes through the V-win area 51.

[0187] "10000", which is included in the initial value of the time shortening counter that can be set corresponding to the control of the time shortening state, becomes the second number of times that variable display can be executed in the second state. Therefore, when the initial value of the probability variation counter is "0" and the initial value of the time shortening counter is set to "10000", the low probability high base state in which high base control is performed without probability variation control becomes the second state that can be controlled until variable display more than the first number of times is executed after the end of the advantageous big win gaming state. In the setting example AKB11 at the end of the big win, when there is no V-win in the big win gaming state corresponding to any of the big win types NA09 to NA11, the initial value of the time shortening counter is set to "10000", and after the end of the big win gaming state, it is controlled to the low probability high base state as the second state. Here, since the big win types NA09 to NA11 include the big win type "normal", in the big win gaming state, the game ball hardly passes through the V-win area 51, and the initial value of the probability variation counter becomes "0" at a high rate.

[0188] In the example of setting at the end of a big win in AKB11, the performance time at the end of a big win can be set to any one of 3500 milliseconds, 9500 milliseconds, and 48000 milliseconds according to the type of big win. For example, the performance time at the end of a big win can be set to 3500 milliseconds corresponding to the big win types NA08 to NA11 and the big win types KA11 to KA15. In the example of determining the big win type AKD01 shown in FIG. 9-2, when high base control is "yes", it can be determined as any one of the big win types NA08 to NA11 and the big win types KA11 to KA15. On the other hand, when high base control is "no", the big win types NA08 to NA11 and the big win types KA11 to KA14 are not determined. Therefore, the performance time at the end of a big win is shorter when the special figure display result becomes "big win" during the period when high base control is performed in the short-time state as the high base state than when the special figure display result becomes "big win" during the period of the low base state where high base control is not performed.

[0189] At the end of a big win, in the AKB11 setting example, the production state selection specified value can be set to either 02[H] or 06[H] according to the big win type. For example, corresponding to the big win types NA08 to NA11 and the big win types KA11 to KA15, the production state selection specified value can be set to 06[H] in both cases. On the other hand, corresponding to the big win types NA01 to NA07 and the big win types KA01 to KA10, there are cases where the production state selection specified value is set to 02[H] and cases where it is set to 06[H]. In the big win type determination example AKD01 shown in Fig. 9-2, when the high base control is "yes", it can be determined as either one of the big win types NA08 to NA11 and the big win types KA11 to KA15. On the other hand, when the high base control is "no", the big win types NA08 to NA11 and the big win types KA11 to KA14 are not determined. Therefore, when the special figure display result becomes "big win" during the low base state where the high base control is not performed, the production state selection specified value corresponding to the end of the big win gaming state may be set to the same value or a different value as when the special figure display result becomes "big win" during the period when the high base control is performed in the time shortening state as the high base state.

[0190] FIG. 9-24 shows an example AKB12 of jackpot end settings. The example AKB12 of jackpot end settings enables setting of a jackpot end designation command, a special period production designation value, and a post-jackpot background designation corresponding to jackpot types NA01 to NA11 in which the jackpot type includes "normal" when the jackpot gaming state ends. The jackpot end designation command can be set by the jackpot end time command transmission setting in step AKS167 of the jackpot end process shown in FIG. 9-22. The special period production designation value can be set by the jackpot end time state setting in step AKS166 of the jackpot end process. The post-jackpot background designation can be set by the jackpot end time data setting in step AKS168 of the jackpot end process, and command data indicating the background designation command is stored in a background designation command buffer or the like. Further, by the jackpot end time command transmission setting in step AKS167 of the jackpot end process, it may be set to enable transmission of a background designation command corresponding to the post-jackpot background designation.

[0191] For example, when there is no V-win in the jackpot gaming state corresponding to the jackpot type NA01, command A300[H] is sent as the jackpot end designation command, the special period performance designation value is set to 01[H], and command data indicating command 9502[H] is stored as the background designation command for the post-jackpot background. On the other hand, when there is a V-win in the jackpot gaming state corresponding to the jackpot type NA01, command A300[H] is sent as the jackpot end designation command, the special period performance designation value is set to 02[H], and command data indicating 9508[H] is stored as the background designation command for the post-jackpot background. Also, when there is no V-win in the jackpot gaming state corresponding to the jackpot type NA02, command A301[H] is sent as the jackpot end designation command, the special period performance designation value is set to 03[H], and command data indicating command 9502[H] is stored as the background designation command for the post-jackpot background. On the other hand, when there is a V-win in the jackpot gaming state corresponding to the jackpot type NA02, command A307[H] is sent as the jackpot end designation command, the special period performance designation value is set to 04[H], and command data indicating 9503[H] is stored as the background designation command for the post-jackpot background. The settings corresponding to other jackpot types and the presence or absence of V-win are as shown in FIG. 9-24.

[0192] Fig. 9-25 shows the jackpot end setting example AKB13. The jackpot end setting example AKB13 enables setting of a jackpot end designation command, a special period production designation value, and a post-jackpot background designation in accordance with jackpot types KA01 to KA15 in which the jackpot type includes "probability variation" when the jackpot gaming state ends. For example, when there is no V-win in the jackpot gaming state corresponding to jackpot type KA01, command A300[H] is transmitted as the jackpot end designation command, the special period production designation value is set to 01[H], and command data indicating command 9502[H] is stored as the background designation command for the post-jackpot background designation. In contrast, when there is a V-win in the jackpot gaming state corresponding to jackpot type KA01, command A300[H] is transmitted as the jackpot end designation command, the special period production designation value is set to 02[H], and command data indicating 9508[H] is stored as the background designation command for the post-jackpot background designation. Also, when there is no V-win in the jackpot gaming state corresponding to jackpot type KA02, command A302[H] is transmitted as the jackpot end designation command, the special period production designation value is set to 06[H], and command data indicating command 9503[H] is stored as the background designation command for the post-jackpot background designation. In contrast, when there is a V-win in the jackpot gaming state corresponding to jackpot type KA02, command A302[H] is transmitted as the jackpot end designation command, the special period production designation value is set to 05[H], and command data indicating 9503[H] is stored as the background designation command for the post-jackpot background designation. The settings corresponding to other jackpot types and the presence or absence of V-win are as shown in Fig. 9-25.

[0193] FIG. 9-26 is a flowchart showing an example of the effect symbol variation start process. In the effect symbol variation start process, the effect control CPU 120 determines the final stop symbol that becomes the definite effect symbol as the display result of the effect symbol (step AKS501). The effect control CPU 120 may determine the final stop symbol based on the variable display content such as the variation pattern indicated by the variation pattern designation command transmitted from the main board 11 and the variable display result corresponding to the jackpot type that can be specified from the effect symbol designation command. As an example, the variable display content corresponding to the combination of the variation pattern and the variable display result may include "non-reach (loss)", "reach (loss)", "non-probable win (jackpot)", and "probable win (jackpot)".

[0194] According to the effect symbol designation command setting example AKB01 shown in FIG. 9-17 and the jackpot start time setting example AKB02 shown in FIG. 9-21, each effect symbol designation command can notify the following determination contents. In the case of command 8C01[H], the jackpot type includes "normal" and it is a 3-round jackpot. In the case of command 8C02[H], the jackpot type includes "normal" and it is a 3-round jackpot or a 4-round jackpot. In the case of command 8C03[H], the jackpot type includes "probable win" and it is a 2-round jackpot. In the case of command 8C04[H], the jackpot type includes "probable win" and it is a 3-round jackpot. In the case of command 8C05[H], the jackpot type includes "probable win" and it is a 3-round jackpot or a 4-round jackpot. In the case of command 8C06[H], the jackpot type includes "probable win" and it is a 7-round jackpot. Also, in the case of command 8C07[H], the jackpot type includes "probable win" and it is a 10-round jackpot. In the case of command 8C08[H], the jackpot type includes "probable win" and it is a 10-round jackpot. In the case of command 8C09[H], the jackpot type includes "probable win" and it is a 3-round jackpot. In the case of command 8C0A[H], the jackpot type includes "probable win" and it is a 3-round jackpot. In the case of command 8C0B[H], the jackpot type includes "normal" and it is a 2-round jackpot. In the case of command 8C0C[H], the jackpot type includes "normal" and it is a 7-round jackpot.

[0195] When the variable display content is "non-win (loss)", the variable display of the effect symbol does not become a winning mode, and the determined effect symbol of the non-win combination is stopped from being displayed, resulting in the display result of the variable display being "loss". When the variable display content is "win (loss)", after the variable display of the effect symbol becomes a winning mode, the determined effect symbol of the win / loss combination is stopped from being displayed, resulting in the display result of the variable display being "loss". When the variable display content is "non-probability variation (big win)", the display result of the variable display is "big win", and it becomes difficult for a V-win to occur in the big win gaming state. When the variable display content is "probability variation (big win)", the display result of the variable display is "big win", and it becomes easy for a V-win to occur in the big win gaming state.

[0196] When the variable display content is "non-win", different (mismatched) effect symbol display areas are determined for the "left" and "right" effect symbol display areas 5L and 5R, and the final stop symbol is determined. When the variable display content is "win", the same (matching) effect symbol is determined for the "left" and "right" effect symbol display areas 5L and 5R as the final stop symbol. In this case, the middle confirmed effect symbol that is stopped and displayed in the "middle" effect symbol display area 5C on the screen of the image display device 5 among the confirmed effect symbols is determined to be a different effect symbol from the left and right confirmed effect symbols. When the variable display content is "non-variable win" or "variable win", the same (matching) effect symbol is determined for the "left", "middle", and "right" effect symbol display areas 5L, 5C, and 5R as the final stop symbol. At this time, depending on whether the variable display content is "non-variable win" or "variable win", and whether a win-upgrade effect is executed during the win, etc., it is only necessary to determine whether a normal symbol (for example, an effect symbol indicating an even number) or a variable symbol (for example, an effect symbol indicating an odd number) is to be used as the confirmed effect symbol. The win-upgrade effect is an effect that notifies whether it will enter a variable state during or at the end of the win game state after a combination of effect symbols (non-variable win combination) that evokes a win but not a variable state is temporarily stopped and displayed on the image display device 5. When the variable display content is "non-variable win", a normal symbol is determined from among multiple types of normal symbols to be the confirmed effect symbol. Also, when it is determined that the variable display content is "variable win" and the win-upgrade effect is not executed, a variable symbol is determined from among multiple types of variable symbols to be the confirmed effect symbol. On the other hand, when it is determined that the variable display content is "variable win" and the win-upgrade effect is to be executed, a normal symbol is determined from among multiple types of normal symbols to be the confirmed effect symbol. This way, even if variable symbols are consistently derived and displayed as the confirmed effect symbols, it is only necessary to prevent the win-upgrade effect from being executed and not give the player a sense of distrust.

[0197] After determining the final stop symbol etc. in step AKS501, it is determined whether the variation pattern indicated in the variation pattern designation command is for result display (step AKS502). In the case of the probability variation state or the time-saving state, when the number of executions of the variable display reaches 70 times, the result display can be executed. The result display is a display of information regarding the result of the game value obtained by the player, such as the total number of prize balls obtained by the player in the big win game state and the number of consecutive big wins. The number of consecutive big wins is also referred to as the number of consecutive dealer turns. In the losing variation pattern shown in FIG. 9-4, during the execution of the variable display by any one of the variation patterns PB1-6 to PB1-9 from the first final to the fourth final during the time-saving period, a result display can be performed, and a value notification for notifying the result of the value obtained by the player can be executed. In the big win variation pattern shown in FIG. 9-5, when the variable display by either the variation pattern PB3-2 or the variation pattern PB3-9 is the 70th variable display in the probability variation state or the time-saving state, during the execution of the variable display, a result display may be performed, and a value notification for notifying the result of the value obtained by the player may be executable. In step AKS502, when it is the 70th variable display in the probability variation state or the time-saving state, it may be determined that it is a variation pattern for result display corresponding to the variation patterns PB1-6 to PB1-9 and the variation patterns PB3-2 and PB3-9. Note that the value notification may include the provision of information regarding any value obtained by the player.

[0198] When it is a variation pattern for result display corresponding to step AKS502 (step AKS502; Yes), result display control setting is performed (step AKS503). The result display control setting is a setting for controlling to enable the execution of a result display that serves as a value notification during the execution of the variable display. For example, the effect control CPU 120 may select an effect pattern provided for result display and set it to enable the execution of the result display during the execution of the variable display.

[0199] After step AKS503, it is determined whether the variation pattern is for the status notification effect (step AKS504). When the result display is performed during the execution of the variable display, there are cases where the status notification effect is executed and cases where it is not. The status notification effect is an effect that executes a notification to the effect that it is a low-probability high-base state as the second state, such as when the upper limit number of variable displays that can be executed in the time-saving state is 10,000 times, and the time-saving state continues even after the execution count of the variable display reaches 70 times. In the losing variation pattern shown in FIG. 9-4, during the execution of the variable display by the fourth and final variation pattern PB1-9 during time saving, a status notification effect can be performed and a notification to the effect that it is a time-saving state where the upper limit number of variable displays that can be executed is 10,000 times can be executed. In step AKS504, it may be determined that it is a variation pattern for the status notification effect corresponding to the variation pattern PB1-9.

[0200] When it is a variation pattern for the status notification effect corresponding to step AKS504 (step AKS504; Yes), status notification effect control settings are performed (step AKS505). The status notification effect control settings are settings for controlling to enable the execution of the notification by the status notification effect during the execution of the variable display. For example, the effect control CPU 120 may select an effect pattern provided for the status notification effect and set it to enable the execution of the status notification effect during the execution of the variable display. The status notification effect may include the display of a specific image, such as an effect image of a button display imitating the push button 31B.

[0201] If it is not a variable pattern for result display corresponding to step AKS502 (step AKS502; No), if it is not a variable pattern for state holding effect corresponding to step AKS504 (step AKS504; No), or following step AKS505, determine other variable display effects in progress (step AKS506). For example, it may be determined whether there is a preview effect and the preview effect pattern when executed. After that, determine the effect control pattern (step AKS507). For example, the effect control CPU 120 selects one of a plurality of prepared effect control patterns (special figure variable time effect control patterns) corresponding to the variable pattern indicated by the variable pattern designation command and sets it as the usage pattern. Also, the effect control CPU 120 may select a prepared effect control pattern (result display control pattern) corresponding to the execution of the result display and set it as the usage pattern. Corresponding to the execution of the state notification effect, a prepared effect control pattern (state notification effect control pattern) may be selected and set as the usage pattern. Corresponding to the execution of the preview effect, a prepared effect control pattern (preview effect control pattern) may be selected and set as the usage pattern. Note that it is not limited to setting separate effect control patterns as the special figure variable time effect control pattern, the result display control pattern, the state notification effect control pattern, the preview effect control pattern, or some or all of these, and it may be set to one effect control pattern corresponding to the combination of execution settings for each effect.

[0202] Next to step AKS507, for example, in correspondence with the variation pattern specified by the variation pattern specification command, the initial value of the production control process timer is set (step AKS508). The production control process timer is provided, for example, at a predetermined address in the RAM 102 and can store data indicating the timing value used for production control. Also, settings are made to start variations such as production symbols on the screen of the image display device 5 (step AKS509). At this time, for example, using the display control data included in the production control pattern (production control pattern during special figure variation) determined in step AKS507, variations of the production symbols may be started in each of the production symbol display areas 5L, 5C, and 5R of "left", "center", and "right" provided on the screen of the image display device 5. Along with this, in correspondence with the start of the variable display, settings are made to update the suspended display on the screen of the image display device 5 (step AKS510). Then, the production process code is updated to 02[H], which is a value corresponding to the process during the variation of the production symbol (step AKS511), and the production symbol variation start process ends.

[0203] FIG. 9-27 is a flowchart showing an example of the process during the variation of the production symbol. In the process during the variation of the production symbol, the production control CPU 120 determines, for example, based on the timing value of the production control process timer, whether or not the special figure variation time, which is the variable display time corresponding to the variation pattern, has elapsed (step AKS521). To measure the variable display time, updates such as subtracting 1 from the timing value of the production control process timer are performed. In step AKS521, it may be determined that the variable display time has elapsed when, for example, the end code is read from the production control pattern corresponding to the timing value of the production control process timer after the update.

[0204] If the variable display time has not elapsed corresponding to step AKS521 (step AKS521; No), it is determined whether it is a preview effect period (step AKS522). The preview effect period may be predefined in the effect control pattern (such as the preview effect control pattern) determined in step AKS507 of the effect symbol variation start process, for example. If it is the preview effect period (step AKS522; Yes), control to execute the preview effect is performed (step AKS523).

[0205] If it is not the preview effect period corresponding to step AKS522 (step AKS522; No), or after the control by step AKS523, it is determined whether it is the result display period (step AKS524). The result display period may be predefined in the effect control pattern (such as the result display control pattern) determined in step AKS507 of the effect symbol variation start process, for example. If it is the result display period (step AKS524; Yes), control to execute the result display is performed (step AKS525). If it is not the result display period (step AKS524; No), or after the control by step AKS525, it is determined whether it is the status notification effect period (step AKS526). The status notification effect period may be predefined in the effect control pattern (such as the status notification effect control pattern) determined in step AKS507 of the effect symbol variation start process, for example. If it is the status notification effect period (step AKS526; Yes), control to execute the status notification effect is performed (step ASK527). In this way, by performing the control of step AKS525, it is possible to execute the result display that provides value notification during the variable display. Also, by performing the control of step AKS527, it is possible to execute the status notification effect that includes notification to the effect that it is the low-probability high-base state as the second state during the variable display.

[0206] When it is not the state notification effect period corresponding to step AKS526 (step AKS526; No), or after the control by step AKS527, it is determined whether it is the reach effect period (step AKS528). The reach effect period may be predetermined in the effect control pattern (such as the special figure variation effect control pattern) determined in step AKS507 of the effect symbol variation start process, for example. When it is the reach effect period (step AKS528; Yes), control for executing the reach effect is performed (step AKS529). When it is not the reach effect period (step AKS528; No), or after the control by step AKS529, based on, for example, the settings in the effect control pattern determined corresponding to the variation pattern, etc., control for executing the effect during the variable display including the variable display operation of the effect symbol is performed (step AKS530), and the process during the effect symbol variation ends.

[0207] When the variable display time has elapsed corresponding to step AKS521 (step AKS521; Yes), it is determined whether there has been reception of the effect symbol confirmation command transmitted from the main board 11 (step AKS531). At this time, if there is no reception of the effect symbol confirmation command (step AKS531; No), the process during the effect symbol variation ends and waits. Note that after the variable display time has elapsed, corresponding to the elapse of a predetermined time without receiving the effect symbol confirmation command, it may be regarded that the effect symbol confirmation command could not be received normally, and predetermined error processing may be executed. When there has been reception of the effect symbol confirmation command (step AKS531; Yes), control for deriving and displaying the final stop symbol that is the display result in the variable display of the effect symbol as a stop display is performed (step AKS532). Also, a time predetermined as the big win start designation command reception waiting time is set (step AKS533). Then, the effect process code is updated to 03[H] which is a value corresponding to the effect symbol variation stop process (step AKS534), and the process during the effect symbol variation ends.

[0208] Next, various control examples related to the feature unit 23AK will be described. In the pachinko gaming machine 1, when high-base control is being performed and in a high-base state such as a short-time state, a special figure game using the first special symbol is executed, and the special figure display result may be a "big win". Such a big win is also referred to as the first special figure big win during high-base. In this case, based on the big win type determination example AKD01 shown in FIG. 9-2, since high-base control is "yes", the big win type is determined to be any one of the big win type NA08 in which the big win type is included in "normal", and the big win types KA11 and KA15 in which the big win type is included in "probability variation". In the big win end setting AKB11 shown in FIG. 9-23, when the big win type is NA08, the initial value of the short-time counter "570" and the production state selection designated value 06[H] are set, and when the big win types are KA11 and KA15, the initial value of the short-time counter "70" and the production state selection designated value 06[H] are set. Also, since the big win type NA08 in which the big win type is included in "normal" has a low probability of V winning, in the big win end setting example AKB12 shown in FIG. 9-24, if there is no V winning for the big win type NA08, the special period production designated value is set to 0C[H]. On the other hand, since the big win types KA11 and KA15 in which the big win type is included in "probability variation" have a high probability of V winning, in the big win end setting example AKB13 shown in FIG. 9-25, if there is a V winning for the big win types KA11 and KA15, the special period production designated value is set to 07[H].

[0209] Figure 9-28 shows an example of production state control AKC01 based on the high-base first special figure jackpot. When the high-base first special figure jackpot is of jackpot type NA08, the special production period designation value is set to 0C[H] corresponding to no V-win, the initial value of the time reduction counter is set to "570", and the production state selection designation value is set to 06[H]. Thereafter, corresponding to the end of the variable display, the count value of the time reduction counter is decremented and updated by step AKS130 of the special symbol variation process shown in Figure 9-18. Along with this, it is determined in step AKS133 that the special period production designation value is other than 00[H], and special period production update setting is performed by step AKS134. In the special period production setting table AKT01 shown in Figure 9-19, when the special production period designation value is 0C[H], when the count value of the time reduction counter becomes "566", the production state selection designation value is updated to 08[H], when the count value of the time reduction counter becomes "501", the production state selection designation value is updated to 09[H], when the count value of the time reduction counter becomes "500", the production state selection designation value is updated to 0A[H], when the count value of the time reduction counter becomes "1", the production state selection designation value is updated to 0B[H], and when the count value of the time reduction counter becomes "0", the production state selection designation value is updated to 00[H] and initialized.

[0210] When the high-base first special figure jackpot is either of jackpot types KA11 or KA15, the special period production designation value is set to 07[H] corresponding to a V-win, the initial value of the time reduction counter is set to "70", and the production state selection designation value is set to 06[H]. Thereafter, corresponding to the end of the variable display, the count value of the time reduction counter is decremented and updated, and special period production update setting is performed. In the special period production setting table AKT01 shown in Figure 9-19, when the special production period designation value is 07[H], when the count value of the time reduction counter becomes "66", the production state selection designation value is updated to 07[H], when the count value of the time reduction counter becomes "1", the production state selection designation value is updated to 0C[H], and when the count value of the time reduction counter becomes "0", the production state selection designation value is updated to 00[H] and initialized.

[0211] In the losing reference table AKA01 shown in FIG. 9-6(A), a reference table corresponding to the production state selection specified value is specified, and the variation pattern can be determined using different reference tables. For example, when the production state selection specified value is 06[H], the reference table TS02 is specified; when the production state selection specified value is 07[H], the reference table TS03 is specified; when the production state selection specified value is 09[H], the reference table TS05 is specified; when the production state selection specified value is 0A[H], the reference table TS06 is specified; when the production state selection specified value is 0B[H], the reference table TS07 is specified; when the production state selection specified value is 0C[H], the reference table TS08 is specified. In the reference table TS02 shown in FIG. 9-6(C), when the start port winning specified value is "2", either of the selection tables TB20 and TB21 associated with the second hold memory number can be specified as the variation pattern type selection table. In the reference table TS03 shown in FIG. 9-6(D), when the start port winning specified value is "2", either of the selection tables TB22 and TB23 associated with the second hold memory number can be specified as the variation pattern type selection table. Thus, the variation pattern can be determined using a variation pattern type selection table composed of different table data corresponding to the production state selection specified value and the like.

[0212] When the pachinko gaming machine 1 is in a high-base state such as a short-time state where high-base control is performed, a special figure game using the second special symbol is executed, and the special figure display result may be a "big win". Such a big win is also called the second special figure big win during high-base. In this case, based on the big win type determination example AKD01 shown in Fig. 9-2, the big win type is determined to be one of the big win types NA09 to NA11 in which the big win type is included in "normal", and the big win types KA12 to KA15 in which the big win type is included in "probability variation". In the big win end setting AKB11 shown in Fig. 9-23, when the big win types are NA09 to NA11, the initial value of the short-time counter "10000" and the production state selection designated value of 06[H] are set, and when the big win types are KA12 to KA15, the initial value of the short-time counter "70" and the production state selection designated value of 06[H] are set. Also, since the big win types NA09 to NA11 in which the big win type is included in "normal" are less likely to have a V win, in the big win end setting example AKB12 shown in Fig. 9-24, if there is no V win for the big win types NA09 to NA11, the special period production designated value is set to 0E[H]. On the other hand, since the big win types KA12 to KA15 in which the big win type is included in "probability variation" are more likely to have a V win, in the big win end setting example AKB13 shown in Fig. 9-25, if there is a V win for the big win types KA12 to KA15, the special period production designated value is set to 07[H].

[0213] Figure 9-29 shows an example of performance state control AKC02 based on the second special figure big win in the high base. When the second special figure big win in the high base is of the big win types NA09 to NA11, the special performance period designation value is set to 0E[H] in response to no V win, the initial value of the time shortening counter is set to "10000", and the performance state selection designation value is set to 06[H]. Thereafter, in response to the end of the variable display, the count value of the time shortening counter is updated by subtracting 1, and the special period performance update setting is performed. In the special period performance setting table AKT01 shown in Figure 9-19, when the special performance period designation value is 0E[H], when the count value of the time shortening counter becomes "9996", the performance state selection designation value is updated to 08[H], when the count value of the time shortening counter becomes "9931", the performance state selection designation value is updated to 0D[H], when the count value of the time shortening counter becomes "9930", the performance state selection designation value is updated to 0E[H], and when the count value of the time shortening counter becomes "0", the performance state selection designation value is updated to 00[H] and initialized.

[0214] When the second special figure big win in the high base is of the big win types KA12 to KA15, the special period performance designation value is set to 07[H] in response to a V win, the initial value of the time shortening counter is set to "70", and the performance state selection designation value is set to 06[H]. Thereafter, in response to the end of the variable display, the count value of the time shortening counter is updated by subtracting 1, and the special period performance update setting is performed. In the special period performance setting table AKT01 shown in Figure 9-19, when the special performance period designation value is 07[H], when the count value of the time shortening counter becomes "66", the performance state selection designation value is updated to 07[H], when the count value of the time shortening counter becomes "1", the performance state selection designation value is updated to 0C[H], and when the count value of the time shortening counter becomes "0", the performance state selection designation value is updated to 00[H] and initialized.

[0215] Based on the fact that the second special figure big win during high base was of big win types NA09 to NA11, it is controlled to a low-probability high-base state. When the 69th variable display ends, the count value of the time-saving counter is updated to "9931". As a result, the production state selection specified value is updated to 0D[H]. Subsequently, when the 70th variable display starts, corresponding to the special figure display result being "loss", in the loss-time reference table AKA01 shown in FIG. 9-6(A), reference table TS09 is specified. The reference table TS09 shown in FIG. 9-7(E) enables the specification of table TB15 as the variable pattern type selection table regardless of the start port winning specified value, the first hold memory number, and the second hold memory number. The table TB15 shown in FIG. 9-10(F) can only select variable pattern types CB1-9. In the case of variable pattern type CB1-9 shown in FIG. 9-14(I), only variable pattern PB1-9 can be determined. Thus, corresponding to the 70th variable display in the low-probability high-base state where the initial value of the time-saving counter is "10000", variable pattern PB1-9 can be determined.

[0216] Based on the fact that the second special figure big win during high base was of big win types KA12 to KA15, it is controlled to a high-probability high-base state. When the 69th variable display ends, the count value of the time-saving counter is updated to "1". As a result, the production state selection specified value is updated to 0C[H]. Subsequently, when the 70th variable display starts, corresponding to the special figure display result being "loss", in the loss-time reference table AKA01 shown in FIG. 9-6(A), reference table TS08 is specified. The reference table TS08 shown in FIG. 9-7(D) enables the specification of table TB14 as the variable pattern type selection table regardless of the start port winning specified value, the first hold memory number, and the second hold memory number. The table TB14 shown in FIG. 9-10(E) can only select variable pattern types CB1-8. In the case of variable pattern type CB1-8 shown in FIG. 9-14(H), only variable pattern PB1-8 can be determined. Thus, corresponding to the 70th variable display in the high-probability high-base where the initial value of the time-saving counter is "70", variable pattern PB1-8 can be determined.

[0217] Figure 9-30(A) shows a variable display control example AKC11 corresponding to the production state selection specified values 0C[H] and 0D[H]. When the production state selection specified value is 0C[H], the game state is the high-probability high-base state. If the variable display result including the special figure display result is "loss", it can be determined only for the variation pattern type CB1-8 and only for the variation pattern PB1-8. In the configuration example of the loss variation pattern shown in FIG. 9-4, the variation pattern PB1-8 has a special figure variation time set to 12,500 milliseconds corresponding to the third last during time shortening. On the other hand, when the production state selection specified value is 0D[H], the game state is the low-probability high-base state. If the variable display result including the special figure display result is "loss", it can be determined only for the variation pattern type CB1-9 and only for the variation pattern PB1-9. In the configuration example of the loss variation pattern shown in FIG. 9-4, the variation pattern PB1-9 has a special figure variation time set to 29,900 milliseconds corresponding to the fourth last during time shortening.

[0218] In step AKS502 of the production symbol variation start process shown in FIG. 9-26, it is determined that it is a variation pattern for result display in both cases of the variation patterns PB1-8 and PB1-9, and the result display control setting according to step AKS503 is performed. Based on this setting, in step AKS525 of the production symbol variation process shown in FIG. 9-27, control for executing the result display is performed, and the result display as a value notification for notifying the result of the value obtained by the player becomes executable. Also, in step AKS504 of the production symbol variation start process shown in FIG. 9-26, in the case of the variation pattern PB1-9, it is determined that it is a variation pattern for state notification performance, and the state notification performance control setting according to step AKS505 is performed. Based on this setting, in step AKS527 of the production symbol variation process shown in FIG. 9-27, control for executing the state notification performance is performed, and a notification to the effect that it is the low-probability high-base state based on the setting of the time shortening counter initial value being "10,000" is executed.

[0219] As described above, in the high-base control, the special figure game using the second special symbol can be executed more easily in the low-probability high-base state or the high-probability high-base state compared to the normal state. For example, corresponding to the jackpot types KA12 to KA15, after the end of the jackpot game state, a high-probability high-base state that can be controlled until a variable display of 70 times corresponding to "70" as the first number of times is executed for the initial value of the time shortening counter, and corresponding to the jackpot types NA09 to NA11, after the end of the jackpot game state, a low-probability high-base state that can be controlled until a variable display of 10,000 times corresponding to "10,000" as the second number of times, which is more than the first number of times, is executed for the initial value of the time shortening counter. The high-probability high-base state at this time corresponds to the first state, and the low-probability high-base state corresponds to the second state. Corresponding to the fact that the number of executions of the variable display during the high-probability high-base state is "70" as the first number of times, the variation pattern PB1-8 can be determined, and corresponding to the fact that the number of executions of the variable display during the low-probability high-base state is "70" as the first number of times, the variation pattern PB1-9 can be determined. The variation pattern PB1-8 at this time corresponds to the first variable display pattern, and the variation pattern PB1-9 corresponds to the second variable display pattern. And, a result display that serves as value notification is executed during the variable display according to the variation pattern PB1-8. Also, a state notification effect including a result display that serves as value notification and a notification regarding the low-probability low-base state is executed during the variable display according to the variation pattern PB1-9. Here, when comparing the special figure variation times, the 29,900 milliseconds in the variation pattern PB1-9 is longer than the 12,500 milliseconds in the variation pattern PB1-8. Thus, by using the variation pattern PB1-8 corresponding to the first variable display pattern and the variation pattern PB1-9 corresponding to the second variable display pattern, the special figure variation time and the notification content can be made different, and the gaming interest regarding the variable display can be improved.

[0220] In addition, when the number of variable displays is "70" as the first number during the high-probability high-base state corresponding to the first state and during the low-probability high-base state corresponding to the second state, the variable pattern can be determined using the table data of the variable pattern determination table, which becomes different determination data corresponding to the variable pattern type CB1-8 and the variable pattern type CB1-9, respectively. In this way, since the variable pattern is determined using different determination data, the 70th variable display corresponding to the first number can be appropriately executed to improve the gaming interest regarding the variable display.

[0221] In the variable display control example AKC11, when the number of executions of the variable display in the high-probability high-base state corresponding to the first state is "70" as the first number, the variable pattern PB1-8 that can be determined corresponding to the special figure display result being "loss" corresponds to the first non-specific pattern. Also, when the number of executions of the variable display in the low-probability high-base state corresponding to the second state is "70" as the first number, the variable pattern PB1-9 that can be determined corresponding to the special figure display result being "loss" corresponds to the second non-specific pattern. And the variable pattern PB1-8 corresponding to the first non-specific pattern has a special figure variation time of 12,500 milliseconds, and the variable pattern PB1-9 corresponding to the second non-specific pattern has a special figure variation time of 29,900 milliseconds, which is a period more than twice as long. Since both cases of the variable patterns PB1-8 and PB1-9 are variable patterns for result display, a result display serving as value notification is executed during each variable display. Furthermore, since the variable pattern PB1-9 is a variable pattern for state notification effect in this case, a notification indicating that it is the low-probability high-base state as the second state is executed during its variable display. Thereby, the 70th variable display corresponding to the first number can be appropriately executed to improve the gaming interest regarding the variable display.

[0222] Figure 9-30(B) shows a jackpot control example AKC12 corresponding to jackpot types NA09 to NA11 and jackpot types KA12 to KA15. In the jackpot start setting example AKB02 shown in Figure 9-21, the maximum number of times the big winning opening is opened is set to "02" corresponding to jackpot type NA09, "04" corresponding to jackpot type NA10, "07" corresponding to jackpot type NA11, "02" corresponding to jackpot type KA12, "04" corresponding to jackpot type KA13, "07" corresponding to jackpot type KA14, and "10" corresponding to jackpot type KA15, respectively. Also, in the jackpot end setting example AKB11 shown in Figure 9-23, the initial value of the time shortening counter is set to "10000" corresponding to jackpot types NA09 to NA11 and "70" corresponding to jackpot types KA12 to KA15, respectively. And the initial value of the time shortening counter is set to "10000" only when it is any one of jackpot types NA09 to NA11, and is not set for other jackpot types. In the jackpot type determination example AKD01 shown in Figure 9-2, it is possible to determine jackpot types NA09 to NA11 corresponding to "Yes" where high base control is performed and the start opening winning designated value "2" for the special figure game using the second special symbol. On the contrary, it is not determined for jackpot types NA09 to NA11 corresponding to "No" where high base control is not performed and the start opening winning designated value "2". Also, for the start opening winning designated value "1" for the special figure game using the first special symbol, it is not determined for jackpot types NA09 to NA11 whether high base control is "No" or "Yes".

[0223] As described above, based on the fact that the special figure display result of the special figure game using the second special symbol becomes a "big win" during a high base such as a short time state where high base control is being performed, there may be a case where it is controlled to a low probability high base state as the second state corresponding to the setting of the short time counter initial value to "10000". On the other hand, based on the fact that the special figure display result of the special figure game using the second special symbol becomes a "big win" during a low base where high base control is not being performed, there is no case where it is controlled to a low probability high base state as the second state. Also, based on the fact that the special figure display result of the special figure game using the first special symbol becomes a "big win" during a high base and during a low base, there is no case where it is controlled to a low probability high base state as the second state. In this way, by controlling according to the presence or absence of high base control and the special symbol for which the display result becomes a "big win", the gaming interest regarding variable display can be improved.

[0224] In the big win control example AKC12, the maximum number of times the big winning opening is opened is set to "10" in the case of the big win type KA15. In the cases of other big win types NA09~NA11 and big win types KA12~KA14, the maximum number of times the big winning opening is opened is less than "10". The big win types NA09~NA11 and the big win types KA12~KA15 can both be determined corresponding to "Yes" for high base control and the start opening winning specified value "2" for the special figure game using the second special symbol. In this way, during high base such as a short time state where high base control is being performed, the big win game state that can be controlled based on the special figure display result of the special figure game using the second special symbol being "big win" includes the first big win game state corresponding to the big win type KA15 which is a 10-round big win, and the second big win game state corresponding to the big win types NA09~NA11 and big win types KA12~KA14 where the number of rounds is less than that of the 10-round big win. After the end of the first big win game state corresponding to the big win type KA15, it may be controlled to the high probability high base state as the first state based on the setting of the short time counter initial value being "70", and there is no case of being controlled to the low probability high base state as the second state based on the setting of the short time counter initial value being "10000". On the contrary, after the end of the second big win game state corresponding to the big win types NA09~NA11 and big win types KA12~KA14, there are cases of being controlled to the high probability high base state as the first state based on the setting of the short time counter initial value being "70", and cases of being controlled to the low probability high base state as the second state based on the setting of the short time counter initial value being "10000". Thereby, in the case of the second big win game state with a small number of rounds, by being sometimes controlled to the low probability high base state with a large short time counter initial value as the second state, it is possible to prevent the disadvantage of the player and improve the game interest regarding variable display.

[0225] In the big win control example AKC12, the maximum number of times the big winning opening is opened is set to "10" in the case of the big win type KA15, the maximum number of times the big winning opening is opened is set to "07" in the case of the big win types NA11 and KA14, and the maximum number of times the big winning opening is opened is set to "04" in the case of the big win types NA10 and KA13. Among these, the big win game state in the case of the big win type KA15 corresponds to the first big win game state, the big win game state in the case of the big win types NA11 and KA14 corresponds to the second big win game state with fewer rounds than the first big win game state, and the big win game state in the case of the big win types NA10 and KA13 corresponds to the third big win game state with fewer rounds than the second big win game state. The big win types NA10 and NA11, and the big win types KA13 to KA15 can all be determined corresponding to "yes" for high base control and the start opening winning designated value "2" for the special figure game using the second special symbol. In this way, during the high base such as the time-saving state where high base control is performed, the big win game states that can be controlled based on the fact that the special figure display result of the special figure game using the second special symbol becomes "big win" include the first big win game state corresponding to the big win type KA15 with a 10-round big win, the second big win game state corresponding to the big win types NA11 and KA14 with a 7-round big win having fewer rounds than the 10-round big win, and the third big win game state corresponding to the big win types NA10 and KA13 with a 4-round big win having fewer rounds than the 7-round big win. After the end of the first big win game state corresponding to the big win type KA15, it may be controlled to the high-probability high base state as the first state based on the setting of the time-saving counter initial value being "70", and there is no case where it is controlled to the low-probability high base state as the second state based on the setting of the time-saving counter initial value being "10000". On the contrary, after the end of the second big win game state corresponding to the big win types NA10 and NA11 and the big win types KA13 and KA14, there are cases where it is controlled to the high-probability high base state as the first state based on the setting of the time-saving counter initial value being "70", and cases where it is controlled to the low-probability high base state as the second state based on the setting of the time-saving counter initial value being "10000".The high-base medium determination rate of the big win type KA13 is 25%, which is lower than the 31% of the high-base medium determination rate of the big win type KA14. On the other hand, the high-base medium determination rates of the big win types NA10 and NA11 are both 2%. Therefore, after the end of the third big win game state corresponding to a 4-round big win, the low-probability high-base state as the second state with the initial value of the time shortening counter set to "10000" can be controlled at a higher rate than after the end of the second big win game state corresponding to a 7-round big win. As a result, in the case of the third big win game state with a small number of rounds, by increasing the proportion of being controlled to the low-probability high-base state with a large initial value of the time shortening counter as the second state, it is possible to prevent the disadvantages of the player and improve the gaming interest regarding the variable display.

[0226] In the big win reference table TS21 shown in FIG. 9-8, when the production state selection specified value is 07[H], if the big win type is either NA10 or KA13, table TB32 is specified as the variation pattern type selection table, and if the big win type is either NA11 or KA14, table TB33 is specified as the variation pattern type selection table. The table TB32 shown in FIG. 9-11(F) can only select the variation pattern type CB3-3. The table TB33 shown in FIG. 9-11(G) can only select the variation pattern type CB3-4. In this way, corresponding to the big win type NA10 and the big win type KA13, when it is a 4-round big win, the variation pattern is determined using the variation pattern determination table in the variation pattern type CB3-3 shown in FIG. 9-15(C). Also, corresponding to the big win type NA11 and the big win type KA14, when it is a 7-round big win, the variation pattern is determined using the variation pattern determination table in the variation pattern type CB3-4 shown in FIG. 9-15(D). Therefore, when controlled to the high probability high base state as the first state and when controlled to the low probability high base state as the second state after the end of the second big win game state corresponding to the 7-round big win, the table data constituting the variation pattern determination table in the common variation pattern type CB3-4 can be used to determine the variation pattern. Also, when controlled to the high probability high base state as the first state and when controlled to the low probability high base state as the second state after the end of the third big win game state corresponding to the 4-round big win, the table data constituting the variation pattern determination table in the common variation pattern type CB3-3 can be used to determine the variation pattern. Here, the table data constituting the variation pattern determination table in the variation pattern type CB3-4 corresponds to the first data, and the table data constituting the variation pattern determination table in the variation pattern type CB3-3 corresponds to the second data. In this way, by determining the variation pattern using the data corresponding to the common variation pattern type, the commonality of the variable display is enhanced, making it difficult to recognize whether it becomes the high probability high base state or the low probability high base state, and thus the gaming interest regarding the variable display can be improved.

[0227] Figure 9-30(C) shows a jackpot time performance control example AKC13 corresponding to jackpot types NA09 to NA11 and jackpot types KA12 to KA15. Also in the jackpot time performance control example AKC13, similar to the jackpot control example AKC12, the number of times the big winning opening is opened is set to "10" in the case of jackpot type KA15, the number of times the big winning opening is opened is set to "07" in the case of jackpot types NA11 and KA14, and the number of times the big winning opening is opened is set to "04" in the case of jackpot types NA10 and KA13. Among these, the jackpot game state in the case of jackpot type KA15 corresponds to the first jackpot game state, the jackpot game state in the case of jackpot types NA11 and KA14 corresponds to the second jackpot game state with fewer rounds than the first jackpot game state, and the jackpot game state in the case of jackpot types NA10 and KA13 corresponds to the third jackpot game state with fewer rounds than the second jackpot game state. In the jackpot start setting example AKB02 shown in Figure 9-21, the jackpot start performance pattern is set to a common pattern APA33 corresponding to jackpot types NA10 and KA13, and to a common pattern APA34 corresponding to jackpot types NA11 and KA14, respectively. Therefore, when the second jackpot game state corresponding to a 7-round jackpot is started, whether it is controlled to the high-probability high-base state as the first state after the end of the jackpot game state or to the low-probability high-base state as the second state after the end of the jackpot game state, the jackpot start performance by the common jackpot start performance pattern APA34 can be executed. Also, when the third jackpot game state corresponding to a 4-round jackpot is started, whether it is controlled to the high-probability high-base state as the first state after the end of the jackpot game state or to the low-probability high-base state as the second state after the end of the jackpot game state, the jackpot start performance by the common jackpot start performance pattern APA33 can be executed. In this way, by executing the jackpot start performance by the common jackpot start performance pattern, it becomes difficult to recognize whether it becomes the high-probability high-base state or the low-probability high-base state when the jackpot start performance is executed, and the gaming interest regarding the variable display can be improved.

[0228] In the big win performance control example AKC13, during the big win, the performance pattern is set to a common pattern APB33 corresponding to the big win type NA10 and KA13, and to a common pattern APB34 corresponding to the big win type NA11 and KA14, respectively. Therefore, in the second big win gaming state corresponding to a 7-round big win, when it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state, and when it is controlled to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the performance during the big win with the common performance pattern APB34 during the big win. Also, in the third big win gaming state corresponding to a 4-round big win, when it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state, and when it is controlled to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the performance during the big win with the common performance pattern APB33 during the big win. The performance during the big win with the performance pattern APB33 during the big win and the performance during the big win with the performance pattern APB34 during the big win only need to include performances corresponding to the rounds that can be executed for each big win gaming state. Therefore, when the rounds in the second big win gaming state corresponding to a 7-round big win are executed, when it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state, and when it is controlled to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the performance during the big win with the common performance pattern APB34 during the big win. Also, when the rounds in the third big win gaming state corresponding to a 4-round big win are executed, when it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state, and when it is controlled to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the performance during the big win with the common performance pattern APB33 during the big win. In this way, by executing the performance during the big win with the common performance pattern during the big win, it becomes difficult to recognize whether it becomes the high-probability high-base state or the low-probability high-base state when the performance during the big win is executed, and the gaming interest regarding the variable display can be improved.

[0229] In the big win performance control example AKC13, the big win end performance pattern is set to a common pattern APC33 corresponding to the big win types NA10 and KA13, and to a common pattern APC34 corresponding to the big win types NA11 and KA14, respectively. Therefore, when the second big win gaming state corresponding to a 7-round big win ends, whether it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state or to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the big win end performance by the common big win end performance pattern APC34. Also, when the third big win gaming state corresponding to a 4-round big win ends, whether it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state or to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the big win end performance by the common big win end performance pattern APC33. Therefore, when the second big win gaming state corresponding to a 7-round big win ends, whether it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state or to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the big win end performance by the common big win end performance pattern APC34. Also, when the third big win gaming state corresponding to a 4-round big win ends, whether it is controlled to the high-probability high-base state as the first state after the end of the big win gaming state or to the low-probability high-base state as the second state after the end of the big win gaming state, it is possible to execute the big win end performance by the common big win end performance pattern APB33. In this way, by executing the big win end performance with a common big win end performance pattern, it becomes difficult to recognize whether the high-probability high-base state or the low-probability high-base state is reached when the big win end performance is executed, thereby improving the gaming interest related to the variable display.

[0230] Fig. 9-31 shows a variable display control example AKC21 based on "big win" for the case where the production state selection specified value is 07[H] or 08[H]. In the big win reference table TS21 shown in Fig. 9-8, when the production state selection specified value is 07[H], for the variable pattern type selection table, table TB31 corresponds to big win types NA09 and KA12, table TB32 corresponds to big win types NA10 and KA13, table TB33 corresponds to big win types NA11 and KA14, and table TB34 corresponds to big win type KA15, and they are respectively specified. Also, in the big win reference table TS21 shown in Fig. 9-8, when the production state selection specified value is 08[H], for the variable pattern type selection table, table TB35 corresponds to big win types NA09 and KA12, table TB36 corresponds to big win types NA10 and KA13, table TB37 corresponds to big win types NA11 and KA14, and table TB38 corresponds to big win type KA15, and they are respectively specified.

[0231] Table TB31 shown in Fig. 9-11(E) and table TB35 shown in Fig. 9-11(I) can only select variable pattern type CB3-2. Table TB32 shown in Fig. 9-11(F) and table TB36 shown in Fig. 9-11(J) can only select variable pattern type CB3-3. Table TB33 shown in Fig. 9-11(G) and table TB37 shown in Fig. 9-11(K) can only select variable pattern type CB3-4. Table TB34 shown in Fig. 9-11(H) and table TB38 shown in Fig. 9-11(L) can only select variable pattern type CB3-5. In the case of variable pattern type CB3-2 shown in Fig. 9-15(B), it can be determined to be either variable pattern PB3-1 or PB3-2. In the case of variable pattern type CB3-3 shown in Fig. 9-15(C) and the case of variable pattern type CB3-4 shown in Fig. 9-15(D), it can be determined to be any one of variable patterns PB3-2 to PB3-8. In the case of variable pattern type CB3-5 shown in Fig. 9-15(E), it can be determined to be any one of variable patterns PB3-9 to PB3-11.

[0232] In the variable display control example AKC21, the maximum number of times the big winning opening is opened is set to "10" in the case of the big win type KA15, the maximum number of times the big winning opening is opened is set to "07" in the case of the big win types NA11 and KA14, the maximum number of times the big winning opening is opened is set to "04" in the case of the big win types NA10 and KA13, and the maximum number of times the big winning opening is opened is set to "02" in the case of the big win types NA09 and KA12. Among these, the big win game state in the case of the big win type KA15 corresponds to the first big win game state, the big win game states in the cases of the big win types NA10, NA11, KA13, and KA14 correspond to the second big win game state with fewer rounds than the first big win game state, and the big win game states in the cases of the big win types NA09 and KA12 may correspond to the third big win game state with fewer rounds than the second big win game state. The big win types NA09 to NA11 and the big win types KA12 to KA15 can both be determined corresponding to "yes" for high base control and the start port winning designated value "2" for the special figure game using the second special symbol. Thus, during high base such as the short time state with high base control, the big win game states controllable based on the fact that the special figure display result of the special figure game using the second special symbol becomes "big win" include the first big win game state corresponding to the big win type KA15 with a 10-round big win, the second big win game state corresponding to the big win types NA11, KA14 with a 7-round big win or the big win types NA10, KA13 with a 4-round big win, which have fewer rounds than the 10-round big win, and the third big win game state corresponding to the big win types NA09, KA12 with a 2-round big win, which has fewer rounds than the 7-round big win or the 4-round big win.

[0233] The variable patterns determinable corresponding to the variable display that serves as an opportunity to control the 7-round jackpot or 4-round jackpot as the second jackpot gaming state are the variable patterns PB3-2 to PB3-8 determinable corresponding to the jackpot types NA10, NA11, KA13, and KA14. And if it is either of the jackpot types NA10 or NA11, after the end of the second jackpot gaming state, it can be controlled to the low-probability high-base state as the second state based on the setting of the time-shortening counter initial value being "10,000". On the other hand, the variable patterns determinable corresponding to the variable display that serves as an opportunity to control the 2-round jackpot as the third jackpot gaming state are the variable patterns PB3-1 and PB3-2 determinable corresponding to the jackpot types NA09 and KA12. And if it is the jackpot type NA09, after the end of the third jackpot gaming state, it can be controlled to the low-probability high-base state as the second state based on the setting of the time-shortening counter initial value being "10,000". The variable pattern PB3-1 included in the variable patterns determinable corresponding to the jackpot type NA09 has a special figure variation time of 2,500 milliseconds, and the variable display period is shorter than that of the variable patterns PB3-3 to PB3-8 included in the variable patterns determinable corresponding to the jackpot types NA10 and NA11. In other words, the variable patterns PB3-3 to PB3-8 included in the variable patterns determinable corresponding to the jackpot types NA10 and NA11 have a longer variable display time than the variable pattern PB3-1 included in the variable patterns determinable corresponding to the jackpot type NA09. Thereby, when it is a variable pattern with a long variable display period, the expectation of being controlled to the second jackpot gaming state with a larger number of rounds than the third jackpot gaming state can be enhanced, and the gaming interest regarding the variable display can be improved.

[0234] In addition, the variation pattern PB3-2 included in the variation patterns determinable corresponding to the big win type NA09 is also included in the variation patterns determinable corresponding to the big win types NA10 and NA11. In the case of the big win type NA09, after the two-round big win as the third big win game state ends, it can be controlled to the low-probability high-base state as the second state. In the case of the big win types NA10 and NA11, after the four-round big win or the seven-round big win as the second big win game state ends, it can be controlled to the low-probability high-base state as the second state. Thus, it is possible to determine a common variation pattern such as the variation pattern PB3-2, between the case of being controlled to the low-probability high-base state as the second state after the end of the four-round big win or the seven-round big win which is the second big win game state, and the case of being controlled to the low-probability high-base state as the second state after the end of the two-round big win which is the third big win game state. Thereby, when it is a variation pattern with a specific variable display period, by making it difficult to recognize whether it is the second big win game state or the third big win game state, the gaming interest regarding the variable display can be improved.

[0235] In response to the end of the jackpot gaming state based on the second special figure in the high base, for the special period performance designated value, when the jackpot type is NA09 - NA11, i...

Claims

【Claim 1】 A gaming machine capable of variably displaying performance identification information and controlling it to a favorable state advantageous to the player, starting performance execution means capable of executing a starting performance corresponding to the start of the favorable state, specific performance execution means capable of executing a specific performance in which the variable display is resumed after temporarily suspending the predetermined performance identification information at a predetermined timing during the variable display, suggestion performance execution means capable of executing a suggestion performance suggesting that the predetermined performance identification information is temporarily suspended, notification performance execution means capable of executing a notification performance notifying that the predetermined performance identification information has been temporarily suspended, comprising: The suggestion performance execution means, as the suggestion performance, once reduces the visibility of performance identification information different from the predetermined performance identification information to a first low visibility state by displaying an effect display that displays a concentration line directed to a predetermined position where the predetermined performance identification information can be temporarily suspended, and then increases the density of the concentration line in the effect display to reduce it to a second low visibility state with lower visibility than the first low visibility state, and is capable of executing the performance, The notification performance execution means is capable of executing, as the notification performance, a performance that makes the performance identification information different from the predetermined performance identification information unviewable, The suggestion performance execution means is capable of executing the suggestion performance even when the predetermined performance identification information is not temporarily suspended. When the predetermined performance identification information is not temporarily suspended, the effect display can be continuously displayed in a predetermined period after the predetermined timing, and the effect display is erased before any performance identification information different from the predetermined performance identification information is stopped and displayed at the predetermined position where the predetermined performance identification information can be temporarily suspended, the layer on which the predetermined performance identification information is displayed is different from the layer on which the effect display is displayed, The starting performance execution means is capable of executing the common starting performance when being controlled to a first state after the end of the favorable state and when being controlled to a second state after the end of the favorable state, A gaming machine characterized by the above.

Citation Information

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