Pachinko machine

The gaming machine uses control mechanisms for dynamic symbol display and effect management to enhance player interest by offering varied and engaging game experiences.

JP7713725B2Active Publication Date: 2025-07-28KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022105633
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-07-28
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Existing gaming machines lack sufficient mechanisms to enhance player interest and engagement through varied and dynamic game effects.

Method used

A gaming machine with a first control means for determining game progress and a second control means for managing effects, capable of variable symbol display, vibration, and multiple effect modes, including variable and prop effects with different execution times and notification durations, to create dynamic game experiences.

Benefits of technology

Enhances player interest and engagement by providing varied and engaging game effects, improving overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game machine can execute a variation performance in which a performance symbol is variably displayed and then stopped and displayed according to a variation display and stop display of a special symbol, execute a vibration performance that vibrates a performance body in the variation performance, execute an emphasis performance that emphasizes the performance body when the vibration performance is executed, execute a specific performance in the variation performance, execute a specific notification regarding performance effect, make the execution time of the emphasis performance different before the start of the specific performance and after the start of the specific performance, and make the notification mode of the specific notification common.SELECTED DRAWING: Figure 162
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] In gaming machines, for example, Patent Document 1 describes performing effects using a display screen or the like.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the gaming machines described in the above patent documents, there is room for further improvement in the effects in terms of enhancing the interest of the game.

[0005] An object of the present invention is to enhance the interest of the game.

Means for Solving the Problems

[0006] The present invention that achieves the above object is realized as the following gaming machine. This gaming machine (for example, pachinko gaming machine 100) is a gaming machine capable of executing a special game advantageous to the player, comprising a first control means (for example, game control unit 200) for controlling the progress of the game, and a second control means (for example, effect control unit 300) for controlling the effects, wherein the first control means is capable of making a determination according to game information, and is capable of variably displaying a special symbol and then stopping the display, and the second control means It can be set to either the first mode or the second mode, and it is possible to display information corresponding to the game information, display a predetermined character image, execute a variable effect in which the performance symbol is variably displayed and then stopped, and in the variable effect, execute an emphasis effect capable of vibrating the operating means, execute a specific effect in the variable effect, execute specific notification regarding the effect, execute a predetermined notification different from the specific notification, before the start of the specific effect and after the start of the specific effect, it is possible to make the execution time of the emphasis effect different, and it is possible to make the notification time of the specific notification common, in the variable effect, it is possible to display an operation image that prompts the operation of the operating means, and it is Execute possible change effects possible to periodically change the display of the operation image, The change effects include a first change effect and a second change effect, and it is possible to make the execution time of the first change effect and the execution time of the second change effect different before the start of the specific effect and after the start of the specific effect, execute a prop effect that operates the movable means, execute a prop emphasis effect that emphasizes the prop effect, and it is possible to periodically change the display in the prop emphasis effect, and it is possible to make the period of the display of the operation image different from the period of the display of the prop emphasis effect and, in the display of the operation image, a first display that can be executed in a first cycle, a second display that can be executed in the first cycle, and a third display that can be executed in a second cycle different from the first cycle can be executed is possible.

[0007] Note that the above symbols in this column are attached illustratively in the description of the present invention, and the present invention is not limited by these symbols.

Effects of the Invention

[0008] According to the present invention, the interest of the game can be improved.

Brief Explanation of Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] (First Embodiment) Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. 〔Basic Configuration of Pachinko Machine〕 FIG. 1 is a schematic front view of a pachinko gaming machine 100 according to the present embodiment. FIG. 2 is a rear view of the pachinko gaming machine 100 when viewed from the rear side. The pachinko gaming machine 100, as an example of the gaming machine shown in FIG. 1, is configured to pay out prize balls when a game ball launched by an instruction operation of a player wins. This pachinko gaming machine 100 includes a game board 110 on which game balls are launched and a frame member 150 surrounding the game board 110. The game board 110 is detachably attached to the frame member 150.

[0011] The game board 110 includes, on the front surface, a game area 111 for playing a game with game balls, a rail member 112 that forms a passage through which a game ball launched from below rises and heads toward an upper position of the game area 111, and a guide member 113 that guides the game balls to the right side of the game area 111. In the present embodiment, an image display unit 114 for displaying various images for effect is disposed at a position of the game area 111 that is easily visible to the player. This image display unit 114 includes a display screen such as a liquid crystal display, and displays, for example, a decorative symbol for notifying the player of the lottery result (symbol variation result) of a special symbol lottery or an effect image due to the appearance of a character or an item as the game progresses by the player. Further, the image display unit 114 is provided with a plurality of layers as layers on which images are displayed, and images are displayed on each of the plurality of layers. In addition, on the front surface of the game board 110, there are provided three movable accessories 115 and panel lamps 116 used for various effects. The three movable accessories 115 are arranged side by side in the left - right direction above the image display unit 114. When explaining each of the three movable accessories 115 individually, the movable accessory 115 arranged on the left side is referred to as the "left movable accessory 115A". Also, the movable accessory 115 arranged in the center is referred to as the "center movable accessory 115B". Further, the movable accessory 115 arranged on the right side is referred to as the "right movable accessory 115C". Also, when not particularly distinguishing each of the three movable accessories 115, they are simply referred to as the movable accessory 115. Also, when explaining the left movable accessory 115A, the center movable accessory 115B, and the right movable accessory 115C together, they are referred to as the "three movable accessories 115". The movable accessory 115 performs various effects by operating on the game board 110. Also, the panel lamp 116 performs various effects by emitting light.

[0012] In the game area 111, there are arranged game pegs (not shown), windmills, etc. for changing the direction in which the game balls fall. Also, in the game area 111, various accessories related to winning and lottery are arranged at predetermined positions. Also, in the game area 111, there is arranged a discharge port 117 for discharging the game balls that have been launched into the game area 111 but have not won through the winning opening outside the game area 111. The pachinko gaming machine 100 is provided with an out - ball detection switch (SW) 227 (see FIG. 4 described later) for detecting out - balls composed of the game balls flowing into the discharge port 117.

[0013] In the present embodiment, as various devices related to winning and lottery, a first start port 121 and a second start port 122 where a special symbol lottery (big win lottery) starts when a game ball wins, and a start gate (hereinafter simply referred to as a gate) 124 where a normal symbol lottery (opening and closing lottery) starts when a game ball passes through are provided on the game board 110. In FIG. 1, the gates 124 are provided on the left and right sides of the game area 111, the left gate 124 is denoted as 124L, and the right gate 124 is denoted as 124R. Further, the first start port 121 and the second start port 122 referred to here mean winning ports that serve as the activation trigger for a predetermined special symbol display device. Specifically, switches (first start port switches 211 and second start port switches 212 described later) for detecting the passage of a game ball during winning are provided at the first start port 121 and the second start port 122. And when a game ball wins at the first start port 121 or the second start port 122, the detection of the passage of the game ball by this switch becomes the trigger for operating the special symbol display device.

[0014] The second start port 122 includes an electric tulip (opening and closing member) 123 as a normal electric device in which a pair of blades in the shape of a tulip flower open and close and light up by an electric solenoid. When the blades of the electric tulip 123 are closed, it is difficult for the game ball to enter the second start port 122, while when the blades open, the entrance of the second start port 122 expands and it becomes easier for the game ball to enter the second start port 122. And when the electric tulip 123 wins the normal symbol lottery, the blades open for a specified time (for example, 0.15 seconds to 1.8 seconds) and a specified number of times (for example, 1 time to 3 times) while lighting or flashing.

[0015] The pachinko gaming machine 100 has, as game states, a non-electric-supporter state with few winning opportunities for the second start port 122 and an electric-supporter state with more winning opportunities for the second start port 122 than the non-electric-supporter state. And, for example, under predetermined conditions such as triggered by the number of lottery draws for a big win or a special symbol lottery, it is controlled to either the non-electric-supporter state or the electric-supporter state. The electric-supporter state is a game state controlled by any one or a combination of, for example, shortening the normal symbol variation time, extending the opening time of the electric tulip 123, and increasing the winning probability of the normal symbol lottery to a high probability. Also, the pachinko gaming machine 100 has, as game states, a non-time-shortening state with a long special symbol variation time and a time-shortening state with a shorter special symbol variation time than the non-time-shortening state. Here, the time-shortening state is a state more advantageous to the player than the non-time-shortening state. In this embodiment, it is assumed that the electric-supporter state and the time-shortening state are controlled simultaneously. Also, in the following description, the electric-supporter state and the time-shortening state are simply referred to as the time-shortening state, and the non-electric-supporter state and the non-time-shortening state are simply referred to as the non-time-shortening state.

[0016] Also, in this embodiment, as other devices related to winning and lottery, the first big winning port 125 and the second big winning port 126 as special electric devices that open according to the result of the special symbol lottery, and the normal winning port 127 where lottery is not conducted even when a game ball wins, are arranged on the game board 110. And, a first big winning port door 125D for opening and closing the first big winning port 125 is provided at the first big winning port 125. Also, a second big winning port door 126D for opening and closing the second big winning port 126 is provided at the second big winning port 126. In the following description, the opening and closing state and the opening and closing operation of the first big winning port door 125D may be conveniently described as the opening and closing state and the opening and closing operation of the first big winning port 125. Also, in the following description, the opening and closing state and the opening and closing operation of the second big winning port door 126D may be conveniently described as the opening and closing state and the opening and closing operation of the second big winning port 126. In this embodiment, a display 130 for displaying lottery results and the number of holds is arranged at the lower left position of the game board 110.

[0017] Incidentally, in the pachinko machine 100 shown in FIG. 1, the second starting port 122 equipped with the electric tulip 123, the gate 124R, the first big winning port 125, and the second big winning port 126 are arranged in the right region of the game area 111. Therefore, in the pachinko machine 100 of the present embodiment, when attempting to win at the second starting port 122, the gate 124R, the first big winning port 125, the second big winning port 126, etc., the game balls are caused to flow down in the right region of the game area 111. Here, the left region of the game area 111 can be regarded as the first game area. Also, the right region of the game area 111 can be regarded as the second game area. Note that in the illustrated example, the second starting port 122 equipped with the electric tulip 123, the gate 124R, the first big winning port 125, and the second big winning port 126 are arranged in the right region of the game area 111, but it is not limited thereto. The second starting port 122 equipped with the electric tulip 123, the gate 124R, the first big winning port 125, and the second big winning port 126 may be arranged in the left region of the game area 111, and the first starting port 121, the gate 124L, and the normal winning port 127 may be arranged in the left region of the game area 111. In this case, the right region of the game area 111 can be regarded as the first game area. Also, the left region of the game area 111 can be regarded as the second game area.

[0018] Also, on the back surface of the game board 110, a game control board 200B for determining the winning of special symbols and the like, and an effect control board 300B for comprehensively controlling the effects are attached. In addition, a back volume adjustment knob 300S is attached to the effect control board 300B. The back volume adjustment knob 300S is a switch used to adjust the volume of the sound output from a speaker 156, which will be described later, from the back side of the pachinko gaming machine 100. The back volume adjustment knob 300S of the present embodiment is provided so that the volume can be adjusted to any one of the 10 levels from "1" to "10". Further, the back volume adjustment knob 300S is rotatably provided, and the volume can be adjusted step by step by a rotation operation. For example, when the back volume adjustment knob 300S is set to volume "3", if the back volume adjustment knob 300S is rotated clockwise and set to volume "4", the volume is set to "4" in the effect control unit 300. Also, when the back volume adjustment knob 300S is set to volume "3", if the back volume adjustment knob 300S is rotated counterclockwise and set to volume "2", the volume is set to "2" in the effect control unit 300. In the present embodiment, an administrator of the pachinko gaming machine 100 can operate the back volume adjustment knob 300S by opening a board case 300C that houses the effect control board 300B.

[0019] Also, in the present embodiment, in the effect control unit 300, the volume is set to any one of "1" to "7" out of 7 levels. And the settings of volumes "1" to "7" on the back volume adjustment knob 300S respectively correspond to volumes "1" to "7" in the effect control unit 300. Also, all of volumes "8" to "10" on the back volume adjustment knob 300S correspond to volume "8" in the effect control unit 300.

[0020] On the back surface of the game board 110, various substrates (not shown) such as an image control board that controls effects by images and sounds, and a lamp control board that controls effects by various lamps and movable accessory devices 115 are attached. Also, on the back surface of the game board 110, a connector 200C that connects the game control board 200B and the effect control board 300B, and a switching power supply (not shown) that converts the supplied 24V AC power into DC power and outputs it to various substrates and the like are arranged. The connector 200C is provided with a plurality of wirings (not shown) for connecting the game control board 200B and the effect control board 300B.

[0021] The frame member 150 includes a firing device (not shown) that fires game balls at a hitting force corresponding to the operation angle at a predetermined time interval (for example, 100 balls per minute) when the player touches the handle 151 and rotates the lever 152 clockwise. The frame member 150 also includes a supply device (not shown) that sequentially supplies game balls to the firing device one by one at a timing linked to the operation of the player's lever 152, and a tray 153 that temporarily stores the game balls supplied by the supply device to the firing device. The payout balls from the payout unit are paid out onto this tray 153, for example. In this embodiment, the tray 153 is configured as an integrated upper and lower tray, but a configuration example in which the upper tray and the lower tray are separated is also conceivable. Also, a configuration example in which the handle 151 of the firing device emits light under predetermined conditions is also conceivable.

[0022] The frame member 150 also includes a stop button 154 for temporarily stopping the firing of game balls even when the player is touching the handle 151 of the firing device, and a take-out button 155 for dropping the game balls accumulated in the tray 153 into a box (not shown) and taking them out. Further, the frame member 150 includes a speaker 156 and a frame lamp 157 that inform the gaming state and situation of the pachinko gaming machine 100 and perform various effects. The speaker 156 performs various effects using music, voices, and sound effects. The frame lamp 157 is composed of a light emitter such as an LED, and performs various effects by light, such as patterns by lighting and blinking and differences in emission colors. Regarding the frame lamp 157, a configuration example that enables an effect of changing the light irradiation direction can be considered. Further, the frame member 150 includes a transparent plate (not shown) for separating the game board 110 from the player.

[0023] FIG. 3 is a diagram for explaining the pachinko gaming machine 100 according to the present embodiment. FIG. 3(a) is an enlarged view showing an example of the display 130 disposed at the lower left of the game board 110, FIG. 3(b) is a partial plan view of the pachinko gaming machine 100, and FIG. 3(c) is an enlarged view showing an example of the sub-information display 80 disposed at the lower left of the game board. As shown in FIG. 3(a), the display 130 of the pachinko gaming machine 100 includes a first special symbol display 221 that operates in response to winning at the first start port 121, a second special symbol display 222 that operates in response to winning at the second start port 122, and a normal symbol display 223 that operates in response to passing through the gate 124. The first special symbol display 221 variably displays a special symbol based on winning at the first start port 121 and then stops displaying to show the lottery result. The second special symbol display 222 variably displays a special symbol based on winning at the second start port 122 and then stops displaying to show the lottery result. The first special symbol display 221 and the second special symbol display 222 perform cycle variations (cycle displays) with a cycle of changing the display mode being 1 cycle (= 256 ms) a plurality of times, and stop displaying when the variation time of the special symbol has elapsed. The normal symbol display 223 variably displays the normal symbols based on the game ball passing through the gate 124, and then stops displaying to show the lottery result. In the present embodiment, the first special symbol display 221 and the second special symbol display 222 are each composed of a display device with an array of LEDs, and the lottery result of the special symbol lottery is displayed by their lighting patterns. Similarly, the normal symbol display 223 is also composed of a display device with an array of LEDs, and the lottery result of the normal symbol lottery is displayed by its lighting pattern.

[0024] Further, the display 130 includes a first special symbol hold display 218 that operates corresponding to the hold in the first special symbol display 221, a second special symbol hold display 219 that operates corresponding to the hold in the second special symbol display 222, and a normal symbol hold display 220 that operates corresponding to the hold in the normal symbol display 223. In the present embodiment, the first special symbol hold display 218, the second special symbol hold display 219, and the normal symbol hold display 220 are each composed of a display device with an array of LEDs, and the number of holds is displayed by their lighting patterns.

[0025] Here, the hold will be explained. When a game ball wins in the first start port 121 or the second start port 122 during the variable display operation of the special symbol (while the variable display for one winning is being performed), since the special symbol is in the middle of the variable display, the variable display operation of the special symbol based on the subsequent winning cannot be started. Therefore, the subsequent wins are stored up to a specified number (for example, 4), and the right to start the special symbol for the winning game ball is held until the variable display operation for the game ball that won first ends. Regarding the normal symbols, the same processing as for the special symbols is performed. The fact that such a hold is made and the number of such holds (the number of unchanged ones) are displayed on the first special symbol hold display 218, the second special symbol hold display 219, and the normal symbol hold display 220.

[0026] Furthermore, the display 130 includes a status indicator 224 that displays the state of the pachinko gaming machine 100. In the present embodiment, the status indicator 224 is composed of a display device in which two LEDs are arranged. One of the two LEDs notifies, by lighting, whether the state of the pachinko gaming machine 100 is in a short-time state where the special symbol variation time is short. The other one notifies, by lighting, whether the player is in an advantageous state by hitting the ball to the right (by changing the hitting force of the game ball).

[0027] In addition, the display 130 includes a round number indicator 225 that displays the number of rounds when the first big winning opening 125 is activated in the jackpot game performed according to the lottery result of the special symbol lottery. The jackpot game will be described later. The round number indicator 225 is composed of a display device in which LEDs are arranged, and the number of operating rounds of the first big winning opening 125 in the jackpot game is displayed by the lighting pattern thereof.

[0028] The display 130 also includes a status confirmation indicator 226. The status confirmation indicator 226 is composed of one LED and is for indicating that it is set to the setting change mode or the setting confirmation mode described later. When shifting to the setting change mode or the setting confirmation mode, the lighting of the LED is started, and when the setting change mode or the setting confirmation mode ends, the LED is turned off. Thus, since the status confirmation indicator 226 is provided on the front (surface) of the gaming machine, it is possible to easily confirm whether it is set to the setting change mode or the setting confirmation mode. The installation position of the status confirmation indicator 226 may be the front (surface) of the pachinko gaming machine 100, or it may be installed in other places.

[0029] Also, in the present embodiment, the same display mode (lighting display) is used for display regardless of whether the setting is in the setting change mode or the setting confirmation mode. However, it may be possible to display which mode is set in a recognizable manner. For example, in the setting change mode, the status confirmation display 226 may be lit, and in the setting confirmation mode, the status confirmation display 226 may blink, or vice versa.

[0030] In the present embodiment, the status confirmation display 226 is provided as a dedicated display for indicating that the setting is in the setting change mode or the setting confirmation mode. However, it may be used in combination with other displays. For example, in the setting change mode and the setting confirmation mode, since the first special symbol display 221, the second special symbol display 222, the first special symbol hold display 218, the second special symbol hold display 219, the round number display 225, the status display 224, etc. are turned off, one or more LEDs of these displays may be lit.

[0031] The frame member 150 of the pachinko gaming machine 100 is provided with an input device for the player to input for the effect. As shown in FIG. 3(b), in the present embodiment, as an example of the input device, an effect button 161 and an effect key 162 composed of a plurality of keys adjacent to the effect button 161 and arranged in a substantially cross shape are disposed on the frame member 150. In the illustrated example, consider a case where an effect is performed to receive an operation of selecting one image from a plurality of images. In this case, for example, the player operates the effect key 162 composed of four keys arranged in a cross to indicate any one of the plurality of images displayed on the image display unit 114, and by operating the effect button 161, an effect of selecting the indicated image can be performed. Also, as the form of the input device, in addition to the illustrated effect button 161 and effect key 162, various input forms such as a lever or a handle can be adopted according to the content of the effect and the like.

[0032] In addition, the pachinko gaming machine 100 of the present embodiment includes a sub information display 80 inside the game area 111, which consists of a sub first variable display 81, a sub second variable display 82, a sub first hold display 83, a sub second hold display 84, a sub normal pattern variable display 85, a sub normal pattern hold display 86, and a sub right hit display 87. Basically, the sub information display 80 is composed of LEDs and is designed to perform dynamic lighting. Note that the sub information display 80 is not provided with a display indicating that it is set in a setting change mode or a setting confirmation mode like the status confirmation display 226.

[0033] The sub first variable display 81 is for displaying (notifying) whether the first special symbol is in the variable display state, and the sub second variable display 82 is for displaying (notifying) whether the second special symbol is in the variable display state. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined cycle (1 second) (0.5 second on → 0.5 second off), and when the corresponding special symbol stops being displayed, it lights up. In other words, the sub first variable display 81 and the sub second variable display 82 repeatedly perform cycle display with one blink as one cycle (= 1 second), and light up when the corresponding special symbol stops being displayed.

[0034] Note that the sub first variable display 81 or the sub second variable display 82 may be used to notify the result of the big win determination of the special symbol. In this case, the LED may be lit in the case of a big win and turned off in the case of a loss.

[0035] The sub-first hold indicator 83 is for displaying the number of first hold information (the first hold count) to be described later, and the sub-second hold indicator 84 is for displaying the number of second hold information (the second hold count) to be described later. Each is composed of two LEDs. When the hold count is "0", the left and right LEDs are turned off. When the hold count is "1", the left LED is turned on and the right LED is turned off. When the hold count is "2", the left and right LEDs are turned on. When the hold count is "3", the left LED blinks and the right LED is turned on. When the hold count is "4", the left and right LEDs blink.

[0036] The sub-ordinary symbol variation indicator 85 is for displaying (notifying) the result of the winning lottery. It is composed of one LED. When the variation display of the ordinary symbol starts, the LED blinks (varies) at a predetermined interval. When the ordinary symbol stops being displayed, the mode indicating the result of the winning lottery (lit in the case of a win, turned off in the case of a loss) stops being displayed.

[0037] Note that in the sub-ordinary symbol variation indicator 85, it may be configured to blink during the variation display of the ordinary symbol and be lit or turned off when the display stops, so that only whether the variation display of the ordinary symbol is in progress can be grasped.

[0038] The sub-ordinary symbol hold indicator 86 is for displaying the number of ordinary symbol hold memories (the ordinary symbol hold count). It is composed of two LEDs. When the ordinary symbol hold count is "0", the left and right LEDs are turned off. When the ordinary symbol hold count is "1", the left LED is turned on and the right LED is turned off. When the ordinary symbol hold count is "2", the left and right LEDs are turned on. When the ordinary symbol hold count is "3", the left LED blinks and the right LED is turned on. When the ordinary symbol hold count is "4", the left and right LEDs blink.

[0039] The sub right-shot display 87 is for prompting the firing of game balls toward the right area of the game area 111 (so-called right shot), and is composed of one LED. During the jackpot state (special game) and the short-time game state, the LED lights up, and in other game states, the LED goes out.

[0040] 〔Configuration of the control unit〕 Next, a control unit that performs operation control and signal processing in the pachinko game machine 100 will be described. FIG. 4 is a block diagram showing the internal configuration of the control unit of the pachinko game machine according to the present embodiment. FIG. 5 is an explanatory diagram of the image / audio control unit and the lamp control unit according to the present embodiment.

[0041] As shown in FIG. 4, the control unit includes, as game control means, a game control unit 200 that determines the winning of special symbols and the like. Further, as effect control means, it includes an effect control unit 300 that comprehensively controls effects, and a payout control unit 330 that controls the payout of payout balls.

[0042] 〔Configuration and functions of the game control unit〕 The game control unit 200 includes a CPU 201 that performs arithmetic processing when determining the winning of special symbols and the like, a ROM 202 in which programs and various data executed by the CPU 201 are stored, and a RAM 203 used as a working memory of the CPU 201 and the like.

[0043] The game control unit 200 controls the game state of the pachinko machine 100 in either a non-time-limit state or a time-limit state. The game state of the pachinko machine 100 in the non-time-limit state may hereinafter be referred to as the normal game state. Also, the game state of the pachinko machine 100 in the time-limit state may hereinafter be referred to as the time-limit game state. Further, in the present embodiment, the time-limit game state includes a special time-limit game state and a specific time-limit game state. The special time-limit game state is a game state controlled via a jackpot game. Also, the specific time-limit game state is a game state controlled when the number of times of the variable display of a special symbol executed from the establishment of predetermined conditions (execution of RAM clear, reset of the number of fluctuations) reaches a specific number of times (300 times in the present embodiment). Thus, the game state of the pachinko machine 100 becomes either the normal game state, the special time-limit game state, or the specific time-limit game state. Then, the game control unit 200 switches between the normal game state and the special time-limit game state based on predetermined conditions. Also, the game control unit 200 switches between the normal game state and the specific time-limit game state based on predetermined conditions. Further, the game control unit 200 switches between the specific time-limit game state and the special time-limit game state based on predetermined conditions. Also, in the time-limit game state, the game control unit 200 performs controls such as increasing the winning probability of the normal symbol lottery to a higher probability than in the normal game state, shortening the normal symbol variation time, and extending the opening time of the electric tulip 123.

[0044] The game control unit 200 conducts a special symbol lottery when a game ball wins in the first start port 121 or the second start port 122. Then, according to the determination result of the special symbol lottery, it conducts special games such as a big win game and a small win game. In the big win game, the game control unit 200 controls to repeat a round in which the first big winning port 125, which is a special electric accessory, remains open until it satisfies a predetermined condition (for example, 29.5 seconds have elapsed or 10 game balls have won) for a predetermined number of times. And the game control unit 200 controls the opening and closing operation interval when the first big winning port 125 opens. Also, in the small win game, the game control unit 200 controls to repeat a round in which the second big winning port 126, which is a special electric accessory, remains open until it satisfies a predetermined condition (for example, 0.9 seconds have elapsed) for a predetermined number of times (for example, 2 times). And the game control unit 200 controls the opening and closing operation interval when the second big winning port 126 opens.

[0045] Also, the game control unit 200 conducts a normal symbol lottery when a game ball passes through the gate 124. Then, it controls the operation of the electric tulip according to the determination result of the normal symbol lottery. Also, the game control unit 200 sets holds generated when a game ball wins in the first start port 121 or the second start port 122 during the special symbol variation, or holds generated when a game ball passes through the gate 124 during the normal symbol variation. Furthermore, the game control unit 200 sends information related to game control, such as the determination results of the special symbol lottery and the normal symbol lottery, the change information between the non-time-limited state and the time-limited state, and the hold setting information, to the effect control unit 300 via the connector 200C (see Figure 2) by the commands described later.

[0046] Furthermore, when a game ball wins a prize at the first start port 121, the second start port 122, the first big winning port 125, the second big winning port 126, or the normal winning port 127, the game control unit 200 gives an instruction to the payout control unit 330 to pay out a predetermined number of prize balls per game ball according to the location where the game ball wins a prize. For example, when a game ball wins a prize at the first start port 121, three prize balls are paid out; when a game ball wins a prize at the second start port 122, four prize balls are paid out; when a game ball wins a prize at the second big winning port 126, nine prize balls are paid out; when a game ball wins a prize at the first big winning port 125, thirteen prize balls are paid out; and when a game ball wins a prize at the normal winning port 127, ten prize balls are paid out. An instruction command (command) is sent to the payout control unit 330. Even if it is detected that a game ball has passed through the gate 124, no instruction is given to the payout control unit 330 for the payout of the prize balls associated therewith. When the payout control unit 330 pays out prize balls according to the instruction of the game control unit 200, the game control unit 200 obtains information regarding the number of the paid-out prize balls from the payout control unit 330. Thereby, the number of the paid-out prize balls is managed. Note that the game control unit 200 can be regarded as a first control means for controlling the progress of the game.

[0047] As shown in FIG. 4, the following are connected to the game control unit 200 as detection means: a first start port detector (first start port switch (SW)) 211 for detecting the winning of a game ball at the first start port 121; a second start port detector (second start port switch (SW)) 212 for detecting the winning of a game ball at the second start port 122; an electric tulip opening / closing unit 213 for opening and closing the electric tulip 123; and a gate detector (gate switch (SW)) 214 for detecting the passage of a game ball through the gate 124. Further, the game control unit 200 is connected to a first major winning opening detector (first major winning opening switch (SW)) 215 that detects the winning of a game ball into the first major winning opening 125, a first major winning opening door opening / closing unit 216 that sets the first major winning opening door 125D of the first major winning opening 125 to a closed state and a protruding and inclined open state, a second major winning opening detector (second major winning opening switch (SW)) 209 that detects the winning of a game ball into the second major winning opening 126, a second major winning opening door opening / closing unit 210 that sets the second major winning opening door 126D of the second major winning opening 126 to a closed state and a protruding and inclined open state, and a normal winning opening detector (normal winning opening switch (SW)) 217 that detects the winning of a game ball into the normal winning opening 127.

[0048] In addition, the game control unit 200 is connected to a magnetic detection sensor 207 that detects abnormal magnetism over a predetermined period and a radio wave detection sensor 208 that detects abnormal radio waves over a predetermined period. The magnetic detection sensor 207 and the radio wave detection sensor 208 are connected to the game control board 200B via wiring (not shown). Also, the game control unit 200 is connected to a first special symbol hold display 218 that displays the number of held unvaried symbols that won in the first starting opening 121 during the variation of the special symbol, a second special symbol hold display 219 that displays the number of held unvaried symbols that won in the second starting opening 122 during the variation of the special symbol, and a normal symbol hold display 220 that displays the number of held unvaried symbols that passed through the gate 124 during the variation of the normal symbol. Furthermore, the game control unit 200 is connected to a first special symbol display 221 that displays the variation display of the special symbol and the result of the special symbol lottery performed by the winning of a game ball into the first starting opening 121, a second special symbol display 222 that displays the variation display of the special symbol and the result of the special symbol lottery performed by the winning of a game ball into the second starting opening 122, a normal symbol display 223 that displays the variation display of the normal symbol and the result of the normal symbol lottery, and a state display 224 that displays the state of the pachinko game machine 100.

[0049] Then, the detection signals detected by the first start port switch 211, the second start port switch 212, the gate switch 214, the first big winning port switch 215, the second big winning port switch 209, the normal winning port switch 217, the magnetic detection sensor 207, and the radio wave detection sensor 208 are sent to the game control unit 200. Also, the control signals from the game control unit 200 are sent to the electric tulip opening / closing unit 213, the first big winning port door opening / closing unit 216, the second big winning port door opening / closing unit 210, the first special symbol hold indicator 218, the second special symbol hold indicator 219, the normal symbol hold indicator 220, the first special symbol indicator 221, the second special symbol indicator 222, the normal symbol indicator 223, and the status indicator 224. Thereby, the game control unit 200 performs various controls related to the above-described paid-out prize balls number.

[0050] Also, on the surface side of the game control board, there are mounted a RAM clear switch 228 for inputting a signal for clearing the stored content of the RAM 203 of the game control unit 200 or updating a set value (the probability determined to be a big win) which is the degree of advantage of the game, a setting key switch 229 for inputting a signal for shifting to a setting change mode or a setting confirmation mode described later by an operation using a setting key, an information display 230 for displaying performance information and set values enabling the grasping of the actual performance of the gaming machine, and other electronic components and the like.

[0051] The information display 230 is composed of four 7-segment displays (230a to 230d, see FIG. 48 described later) arranged in the left-right direction. And, an identification segment for displaying identification information indicating the type (data type) of the performance information is constituted by the two 7-segment displays 230a and 230b from the left, and a numerical segment for displaying numerical information indicating the set value and the numerical value of the performance information is constituted by the two 7-segment displays 230c and 230d from the right. Note that when displaying the set value, static lighting is performed, and when displaying the performance information, dynamic lighting is performed.

[0052] Furthermore, an external information terminal board 350 for the panel, which transmits various types of information to a host computer (not shown) installed in the hall, is connected to the game control unit 200. Then, the game control unit 200 transmits information regarding the number of prize balls paid out and information indicating the state of the game control unit 200, which are acquired from the payout control unit 330, to the host computer via the external information terminal board 350 for the panel.

[0053] 〔Configuration and Function of Payout Control Unit〕 The payout control unit 330 includes a CPU 331 that performs arithmetic processing when controlling the payout of payout balls, a ROM 332 that stores programs and various data executed by the CPU 331, and a RAM 333 used as a working memory of the CPU 331. Then, the payout control unit 330 controls the payout of payout balls based on commands sent from the game control unit 200. Specifically, the payout control unit 330 acquires from the game control unit 200 a command to pay out a predetermined number of prize balls corresponding to the location (such as the first start port 121) where the game balls win. Then, it controls the payout drive unit 334 to pay out the number of prize balls specified in the command. Here, the payout drive unit 334 is composed of a drive motor that sends out game balls from the storage unit of the game balls.

[0054] In addition, connected to the payout control unit 330 are a payout ball detection unit 335 that detects the number of prize balls actually paid out from the storage unit of the game balls by the payout drive unit 334, a ball presence detection unit 336 that detects the presence or absence of storage of game balls in the storage unit (not shown), and a full detection unit 337 that detects whether or not the dish 153 that holds the game balls used by the player during the game and the paid-out prize balls is in a full state. Then, the payout control unit 330 receives the detection signals detected by the payout ball detection unit 335, the ball presence detection unit 336, and the full detection unit 337, and performs predetermined processing according to these detection signals. Furthermore, an external information terminal board 340 for frames for transmitting various types of information to the host computer installed in the hall is connected to the payout control unit 330. Then, the payout control unit 330 transmits information regarding the number of prize balls instructed to be paid out to, for example, the payout drive unit 334, and information regarding the actual number of prize balls paid out detected by the payout ball detection unit 335, etc. to the host computer via the external information terminal board 340 for frames. Also, the same information is transmitted to the game control unit 200 as well.

[0055] 〔Configuration and Functions of the Effect Control Unit〕 The effect control unit 300 includes a CPU 301 that performs arithmetic processing when controlling effects, a ROM 302 that stores programs and various data executed by the CPU 301, a RAM 303 used as a working memory of the CPU 301, and a real-time clock (RTC) 304 that measures the date and time. The effect control unit 300 sets the effect content based on, for example, the determination result of winning or not winning in the special symbol lottery sent from the game control unit 200 and the variation pattern. At that time, there may be a case where the effect content corresponding to the operation input from the user using the effect button 161 or the effect key 162 is set. In this case, for example, a signal (operation signal) corresponding to the operation is received from a controller (not shown) such as the effect button 161, and the operation content identified by this operation signal is reflected in the setting of the effect. Also, the effect control unit 300 receives a signal (operation signal) corresponding to the operation of the back volume adjustment volume 300S (see Figure 2), and reflects the volume identified by this operation signal in the setting of the volume output from the speaker 156. Also, when the game is interrupted for a predetermined period, the effect control unit 300 instructs the setting of a screen display for waiting for customers as one of the effects. Furthermore, the effect control unit 300 sets the effect content based on the change information of the short-time non-state and the short-time state received from the game control unit 200. Also, the effect control unit 300 sends a command instructing the execution of the set effect content to the image / audio control unit 310 and the lamp control unit 320. In this way, the production control unit 300 can execute a production according to the establishment of a specific condition. Examples of the specific condition include the reception of various commands (various signals), the elapse of a predetermined period measured by the real-time clock (RTC) 304, and the like. Further, the production control unit 300 can be regarded as a second control means for controlling the production. In addition, the production control unit 300 performs a production using various production elements. Examples of the production elements include the panel lamp 116, the frame lamp 157, the image display unit 114, the movable prop 115, the speaker 156, the production button 161, and the like.

[0056] Furthermore, an image / audio control unit 310 for controlling a production using an image and audio and a lamp control unit 320 for controlling a production using various lamps and the movable prop 115 are connected to the production control unit 300.

[0057] 〔Configuration and Function of Image / Audio Control Unit〕 As shown in FIG. 5, the image / audio control unit 310 includes a CPU 311 that performs arithmetic processing when controlling an image and audio expressing the production content, a ROM 312 that stores programs and various data executed by the CPU 311, a RAM 313 used as a working memory of the CPU 311, a VDP (Video Display Processor) 314, a CGROM 315, and an SNDROM 316.

[0058] Then, the image / audio control unit 310 controls the image displayed on the image display unit 114 and the audio output from the speaker 156 based on the command sent from the production control unit 300. Specifically, the CGROM 315 stores image data such as symbol images and background images displayed during the game on the image display unit 114, decorative symbols for notifying the player of the lottery result, characters and items for displaying a notice production to the player, and the like. In addition, the SNDROM 316 stores various audio data such as music, voices output from the speaker 156 in synchronization with the image data or independently of the image data, and further sound effects such as jingles. Based on the queued command or variable production start command sent from the production control unit 300, the CPU 311 performs analysis of the animation pattern, creation of a display list that groups commands related to drawing, and transmission of the display list to the VDP 314.

[0059] Based on the display list received from the CPU 311, the VDP 314 reads out the image data and acoustic data stored in the CGROM 315 and SNDROM 316, respectively. Furthermore, the VDP 314 performs drawing processing for background image display, symbol image display, symbol image variation, and character / item display using the read-out image data, and audio processing using the read-out acoustic data. Then, the VDP 314 controls the screen display on the image display unit 114 with the drawn image data. Also, the VDP 314 controls the sound output from the speaker 156 with the audio-processed acoustic data. Note that in this embodiment, the VDP 314 is configured to perform audio processing in conjunction with the drawing processing, but it is not limited thereto, and a dedicated processor for performing audio processing may be provided separately.

[0060] 〔Configuration and Function of Lamp Control Unit〕 The lamp control unit 320 includes a CPU 321 that performs arithmetic processing for controlling the lighting of the board lamp 116 and the frame lamp 157 and the operation of the movable accessory 115, a ROM 322 that stores programs and various data executed by the CPU 321, and a RAM 323 used as a working memory of the CPU 321. Then, based on the command sent from the production control unit 300, the lamp control unit 320 controls the lighting / flashing and emission color of the board lamp 116 and the frame lamp 157. Also, it controls the operation of the movable accessory 115.

[0061] Specifically, in the ROM 322 of the lamp control unit 320, lighting / flashing pattern data and emission color pattern data (emission pattern data) for the panel lamp 116 and the frame lamp 157 according to the effect content set by the effect control unit 300 are stored. The CPU 321 selects and reads out, from the emission pattern data stored in the ROM 322, the data corresponding to the command sent from the effect control unit 300. Then, the lamp control unit 320 controls the emission of the panel lamp 116 and the frame lamp 157 according to the read emission pattern data. In addition, in the ROM 322 of the lamp control unit 320, operation pattern data of the movable accessory 115 according to the effect content set by the effect control unit 300 is stored. For the movable accessory 115, the CPU 321 controls its operation according to the read operation pattern data.

[0062] Note that, in the present embodiment, each of the game control unit 200, the effect control unit 300, the image / audio control unit 310, the lamp control unit 320, and the payout control unit 330 is individually configured in a game control board 200B as a main board disposed behind the game board 110, an effect control board 300B as a sub-board, an image control board, a lamp control board, and a payout control board. Also, in the configuration example described with reference to FIG. 5, the effect button 161, the effect key 162, and the back volume adjustment volume 300S are connected to the effect control unit 300 and controlled by the effect control unit 300, but are not limited thereto. The effect button 161, the effect key 162, and the back volume adjustment volume 300S may be connected to the lamp control unit 320 and controlled by this lamp control unit 320.

[0063] 〔Functional Configuration of Game Control Unit〕 Subsequently, the functional configuration of the game control unit 200 will be described. FIG. 6 is a block diagram showing the functional configuration of the game control unit 200. As shown in FIG. 6, the game control unit 200 includes, as a functional unit that executes various lottery processes, a random number acquisition unit 231, a normal symbol determination unit 232, a special symbol variation control unit 233, a special symbol determination unit 234, and a normal symbol variation control unit 236. In addition, as a functional unit that executes processes associated with special symbol variations, the game control unit 200 includes a variation pattern selection unit 235. Furthermore, as functional units that execute data processing related to the operation control of various accessory devices and bonus balls, etc., the game control unit 200 includes a big winning opening operation control unit 237, an electric tulip operation control unit 238, a bonus ball processing unit 239, an output control unit 240, and a random number control unit 241.

[0064] The random number acquisition unit 231 acquires a random number value used for special symbol lottery and a random number value used for normal symbol lottery. In the case of the random number value used for special symbol lottery, specifically, on the condition that a game ball wins in the first start opening 121 or the second start opening 122, one numerical value (random number value) is selected (acquired) from numerical values within a predetermined range for each type of random number. The acquired random number value is used for the determination by the special symbol determination unit 234. Although details will be described later, examples of the random number used for special symbol lottery include a jackpot random number indicating whether it is a jackpot, a symbol random number indicating the type of jackpot, a variation pattern random number, a reach random number, and the like. In the case of the random number value used for normal symbol lottery, specifically, on the condition that a game ball passes through the gate 124, one numerical value (random number value) is selected (acquired) from numerical values within a predetermined range. The acquired random number value is used for the determination by the normal symbol determination unit 232. Note that as the random number used for normal symbol lottery, in addition to a hit random number indicating whether it is a hit, there may also be set a symbol random number indicating the type of hit, a variation pattern random number, and the like. When a special symbol lottery is conducted, the special symbol variation control unit 233 controls the variation of the special symbol on the first special symbol display 221 or the second special symbol display 222 according to the lottery result.

[0065] The special symbol determination unit 234 determines whether the lottery result of the special symbol lottery is "a big win or not", "the type of big win when winning a big win", and "a small win or a miss when not winning a big win" using a random number table as shown in FIG. 23 described later at the start of the variation of the special symbol. That is, the random number acquisition unit 231 acquires a random number value (game information) related to the special symbol when the passage of the game ball is detected by the first start port switch 211 or the second start port switch 212, which are detection means, and the special symbol determination unit 234 determines whether to perform a special game (such as a big win game) advantageous to the player based on the acquired random number value. Note that the above-mentioned lottery of the special symbol (big win lottery) refers to the processing in the random number acquisition unit 231 and the special symbol determination unit 234.

[0066] The variation pattern selection unit 235 selects the variation pattern (variation time) of the special symbol to be displayed on the first special symbol display 221 and the second special symbol display 222. Specifically, the variation pattern selection unit 235 determines the variation pattern based on the determination result of whether to perform a big win game and the determination result of whether to use a variation pattern (for example, 15.0 seconds or more) that enables a reach effect in the decoration symbol variation effect accompanying the special symbol variation. Then, based on the variation pattern selected by the variation pattern selection unit 235, the special symbol variation control unit 233 controls the variation of the special symbol. Details of the operations of the variation pattern selection unit 235 and the special symbol variation control unit 233 will be described later. Here, "reach" is an effect for making the player expect a big win in the decoration symbol described later.

[0067] When the normal symbol variation starts, the normal symbol determination unit 232 determines whether the lottery result of the normal symbol is a "win" or not using a random number table as shown in FIG. 23(e) described later. That is, the normal symbol determination unit 232 determines whether to perform an auxiliary game that opens and closes the electric tulip 123 based on the random number value for normal symbol lottery acquired by the random number acquisition unit 231. Further, when multiple types of wins are set in the normal symbol lottery, the normal symbol determination unit 232 determines the "type of win" when the determination result is a win. Note that the normal symbol lottery is a process performed by the random number acquisition unit 231 and the normal symbol determination unit 232. When the normal symbol lottery is performed, the normal symbol variation control unit 236 controls the variation of the normal symbol by the normal symbol display 223 according to the lottery result. When the normal symbol determination unit 232 determines a "win" in the normal symbol lottery, the electric tulip operation control unit 238 opens the electric tulip 123 for a specified time and a specified number of times, creating a state where it is easy for game balls to win the second start port 122. Also, when it is determined as a "loss", such an open state of the electric tulip 123 is not created. Regarding the operation pattern of the electric tulip 123, it will be described later. For example, there are an operation pattern of opening once with an opening time of 0.15 seconds, and an operation pattern of opening three times with an opening time of 1.80 seconds.

[0068] When the special symbol determination unit 234 determines a "big win" in the special symbol lottery, the big winning port operation control unit 237 controls the opening operation of the first big winning port 125 as a big win game with an operation pattern specified based on the type of big win selected. Also, when the special symbol determination unit 234 determines a "small win" in the special symbol lottery, the big winning port operation control unit 237 opens the second big winning port 126 for a specified time and a specified number of times as a small win game. The prize ball processing unit 239 manages the number of winning balls for various devices related to winning and lottery, and sets control commands for paying out prize balls according to the winning. The output control unit 240 controls the output of control commands from the game control unit 200 to the effect control unit 300 and the payout control unit 330. The random number control unit 241 updates various random number values acquired by the random number acquisition unit 231 at a predetermined timing.

[0069] 〔Basic Operations of the Gaming Machine〕 Next, the basic operations of the pachinko gaming machine 100 will be described. When the power of the pachinko gaming machine 100 is turned on, the game control unit 200, as basic processing at startup, initializes various devices and performs initial settings. After performing the basic processing, the game control unit 200 repeatedly executes the main control processing, which is a series of processes related to the progress of the game. Also, when shutting down the power, the game control unit 200 executes a series of power-off processing.

[0070] FIG. 7 is a flowchart showing the operation of the basic processing by the game control unit 200. When the power of the pachinko gaming machine 100 is turned on, the game control unit 200 first permits access to the RAM 203 (see FIG. 4) (step (hereinafter, steps will be referred to as "S") 701). Then, the game control unit 200 determines whether the RAM clear switch for clearing the RAM 203 is ON (S702). If the RAM clear switch is OFF (No in S702), next, the game control unit 200 determines whether the backup flag regarding the operation at power-off is ON (S703). If the backup flag is ON (Yes in S703), next, the game control unit 200 determines whether the checksum created at power-off is normal (S704). When the checksum is normal (Yes in S704), next, the game control unit 200 executes a return process (S705). In this return process, the game control unit 200 sets the sub-control means such as the effect control unit 300 accompanying the return from the state where the power is cut off. Specifically, the game control unit 200 outputs a command for setting the sub-control means to the effect control unit 300 so as to reflect the game state of the pachinko game machine 100 (whether it is during a big win game, or any one of the normal game state, the special short-time game state, and the specific short-time game state) when the power is cut off. Also, in this return process, the game control unit 200 turns off the backup flag.

[0071] On the other hand, when any of the RAM clear switch is ON (Yes in S702), the backup flag is OFF (No in S703), and the checksum is abnormal (No in S704), next, the game control unit 200 clears the stored content of the RAM 203 (S706) and sets the working area of the RAM 203 (S707) as an initialization process. Then, the game control unit 200 outputs a command for setting (initializing) the sub-control means to the effect control unit 300 and sets the sub-board (sub-control means) (S708). The setting of the sub-board includes clearing the RAMs 303, 313, and 323 mounted on each sub-board.

[0072] After the return process (refer to S705) is completed, or after the setting of the sub-board (refer to S708) is completed, the game control unit 200 sets various counters and timers used for game control (S709). Then, the game control unit 200 repeatedly executes, as a loop process, interrupt permission (S710), interrupt prohibition (S711), symbol random number control process (S712), initial value random number update process (S713), and determination of whether the power-off flag is ON (S714). Here, interrupt enable (S710) and interrupt disable (S711) are provided to enable the execution of interrupt processing during the execution of this loop processing (S710 to S714). In this embodiment, the main control processing in game control is executed by this interrupt processing. Details of the main control processing will be described later. In the symbol random number control process (S712), the game control unit 200 updates the variable pattern random number used in the special symbol lottery. In the initial value random number update process (S713), the game control unit 200 updates the initial values of various random number values used in game control. In the determination of the power-off flag, when the power-off flag is OFF (No in S714), the power of the pachinko machine 100 is not turned off, and the game control unit 200 repeatedly executes the main control processing by interrupt together with the loop processing (S710 to S714). On the other hand, when the power-off flag is ON (Yes in S714), the game control unit 200 starts the processing (power-off time processing) for turning off the power of the pachinko machine 100.

[0073] FIG. 8 is a flowchart showing the operation of the power-off time processing by the game control unit 200. In the power-off time processing, the game control unit 200 first clears the setting of the output port for performing various outputs (S801). Next, the game control unit 200 creates a checksum and stores it in the RAM 203 (S802). Next, the game control unit 200 turns on the backup flag (S803), prohibits access to the RAM 203 (S804), and shifts to an infinite loop.

[0074] [Main Control Processing of the Gaming Machine] Next, the main control processing of the pachinko machine 100 will be described. In the main control processing, the game control unit 200 controls the game in the pachinko machine 100, instructs the effect control unit 300, which is a sub-control means, to control the effects, and instructs the payout control unit 330 to control the payout of prize balls.

[0075] FIG. 9 is a flowchart showing the main control process of the game control unit 200. The main control process consists of a series of processes in game control and is repeatedly executed every preset fixed time (for example, 4 milliseconds). In the present embodiment, the game control unit 200 generates an interrupt every preset fixed time, and when the interrupt is permitted (see S710) in the loop process shown in FIG. 7, the main control process is executed as an interrupt process. As shown in FIG. 9, in the main control process, a random number update process, a switch process, a symbol process, an electric accessory process, a prize ball process, and an output process are sequentially executed (S901 to S906).

[0076] In the random number update process (S901), the game control unit 200 calls the function (subroutine) of the random number control unit 241 to update the values of various random numbers used in the game control by the game control unit 200. Details of the setting of random numbers and the update of random number values will be described later.

[0077] As the switch process (S902), a start port switch process, a gate switch process, and a second large winning port switch process are performed. In the start port switch process, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231 to monitor the states of the first start port switch 211 and the second start port switch 212 in FIG. 4, and when the switch is turned ON, it executes the process for the special symbol lottery. Also, although details will be described later, when performing a pre-determination process at the first start port switch 211 and the second start port switch 212, the functions (subroutines) of the special symbol determination unit 234 and the variable pattern selection unit 235 are called to execute the process for pre-determination. In the gate switch process, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231 to monitor the state of the gate switch 214 in FIG. 4, and when the switch is turned ON, it executes the process for the normal symbol lottery. In the second large winning port process, the game control unit 200 monitors the state of the second large winning port switch 209 in FIG. 4, and when the switch is turned ON, it executes the process for performing a big hit game. The detailed content of these switch processes will be described later.

[0078] As for the symbol process (S903), a special symbol process and a normal symbol process are performed. In the special symbol process, the game control unit 200 calls each function (subroutine) of the special symbol variation control unit 233, the special symbol determination unit 234, and the variation pattern selection unit 235, and executes the special symbol variation and the processes associated with this symbol variation. In the normal symbol process, the game control unit 200 calls the functions (subroutines) of the normal symbol determination unit 232 and the normal symbol variation control unit 236, and executes the normal symbol variation and the processes associated with this symbol variation. The detailed content of these symbol processes will be described later.

[0079] As for the electric accessory process (S904), a first major winning opening process, a second major winning opening process, and an electric tulip process are performed. In the first major winning opening process, the game control unit 200 calls the function (subroutine) of the major winning opening operation control unit 237, and controls the opening operation of the first major winning opening 125, which is a special electric accessory, based on a predetermined condition. In the second major winning opening process, the game control unit 200 calls the function (subroutine) of the major winning opening operation control unit 237, and controls the opening operation of the second major winning opening 126, which is a special electric accessory, based on a predetermined condition. In the electric tulip process, the game control unit 200 calls the function (subroutine) of the electric tulip operation control unit 238, and controls the opening operation of the electric tulip 123, which is a normal electric accessory, based on a predetermined condition. The detailed content of these electric accessory processes will be described later.

[0080] In the bonus ball process (S905), the game control unit 200 calls the function (subroutine) of the bonus ball processing unit 239, and sets control commands for managing the number of winning times and paying out bonus balls according to the winning.

[0081] In the output process (S906), the game control unit 200 calls the function (subroutine) of the output control unit 240, outputs the command for effect control to the effect control unit 300, and outputs the command for payout control to the payout control unit 330. The command for effect control is generated in each process from S902 to S904 and stored (set) in the storage area for control commands provided in the RAM 203. The command for payout control is generated in the process of S905 and stored (set) in the storage area for control commands provided in the RAM 203. In the RAM 203, a storage area is set for each type of control command.

[0082] The output control unit 240 sequentially checks the storage areas for each control command in the RAM 203. If a control command is stored in an individual storage area (that is, if a control command is generated in the processes of S902 to S905), the control command is read out and output to the output destination (the effect control unit 300 or the payout control unit 330).

[0083] In the present embodiment, as shown in FIG. 9, the output process is performed at the end of a series of main control processes. That is, the commands generated in the processes of S902 to S905 by the above-described respective functions as the first processing means are stored in the corresponding storage areas of the RAM 203 in each of those processes. Then, after these processes, the output control unit 240 as the second processing means outputs the commands generated in each process, which are accumulated in the storage area of the RAM 203, all at once. In other words, in the present embodiment, when one cycle of the main control process is executed, the commands generated in that one-cycle execution are output after the last command generation in that one-cycle execution.

[0084] [Modification Example of Basic Operation of Gaming Machine] In the operation example described with reference to FIGS. 7 to 9, interrupts were permitted in the loop processing part of the basic processing, and the main control processing consisting of a series of processes was executed as the interrupt processing. However, the main control processing only needs to be configured to be repeatedly executed at regular intervals, and the specific implementation means (execution procedure) is not limited to the example shown in FIGS. 7 to 9. For example, the main control processing may be incorporated into a series of operations of the basic processing, the elapsed time may be measured at a predetermined timing, and the process may return to the main control processing every certain time (for example, 4 milliseconds). Also, while incorporating the main control processing into a series of operations of the basic processing, similar to the operation described with reference to FIGS. 7 to 9, interrupts may be generated at regular intervals, and if an interrupt occurs, the process may return to the main control processing incorporated in the basic processing.

[0085] Also, when outputting the commands generated in the basic processing, in principle, each time a command is generated, it is stored in the command storage area of the RAM 203, and the function of the output control unit 240, which is the second processing means, is called to output it. Different from the main control processing related to the progress of the game, the basic processing is a special processing such as an initial operation that is only performed when the power is turned on. Also, since the processing procedure of the basic processing may vary depending on branches based on conditions such as the state of the pachinko game machine 100 when the power is turned on, it is a process of quickly outputting the generated commands so that there is no omission in the output processing. In addition, when commands are continuously generated by a plurality of related processes, etc., according to the requirements of the specific processing, a processing procedure of storing a plurality of commands in the command storage area of the RAM 203 and outputting them together may be adopted.

[0086] 〔Random number update processing by the game control unit〕 As a random number value used as determination information for various lotteries in game control such as special symbol lottery, etc., it is counted by a counter, starting from a predetermined initial value, and is incremented by 1 each time the random number update process (S901) of the main control process shown in FIG. 9 is performed. Then, the value at the time when each lottery is performed is acquired in the start port switch process (FIG. 10) and the gate switch process (FIG. 11), and is used in the special symbol process (FIG. 13) and the normal symbol process (FIG. 18). This counter for the random number value is an infinite loop counter. After the counted random number value reaches the maximum value of the set random numbers (for example, 299 for the jackpot random number shown in FIG. 23(a) described later), it returns to the initial value again. Also, since the random number update process is performed at regular intervals, if the initial value of each random number is specified, there is a risk that the winning value may be estimated based on the update interval and the information of the initial value. Therefore, after returning from the main control process to the basic process shown in FIG. 7, in the initial value random number update process of S713, the initial value of each random number is randomly changed.

[0087] 〔Start port switch process by game control unit〕 FIG. 10 is a flowchart showing the content of the start port switch process among the switch processes shown in S902 of FIG. 9. In this start port switch process, the process for winning at the first start port 121 and the process for winning at the second start port 122 are sequentially performed. Referring to FIG. 10, the game control unit 200 first determines whether or not a game ball has won at the first start port 121 and the first start port switch 211 has become ON (S1001). If the first start port switch 211 has become ON, then the game control unit 200 next determines whether or not the number of held unchanged U1 in the winning at the first start port 121 is less than the upper limit value (S1002). In the example shown in FIG. 10, the upper limit value is set to 4. When the number of held unchanged U1 has reached the upper limit value (No in S1002), since it is not possible to hold any more winnings of unchanged parts, the process for winning at the first start port 121 is terminated.

[0088] On the other hand, when the reserved number U1 is less than the upper limit value (Yes in S1002), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the determination by this winning and stores it in the RAM 203 (S1003). Here, since it is a winning in the first start port 121, a random number value for the special symbol lottery is acquired. The random number value acquired at this time is the value updated in the random number update process of S901. Then, based on this random number value, the result of the special symbol lottery is determined in the subsequent special symbol process. The random number values referred to here include jackpot random number values for determining a big win, small win, or loss, symbol random number values (big win symbol random number values) for determining the type of big win, variation pattern random number values for specifying the variation pattern in symbol variation, reach random number values for determining whether to use a variation pattern (variation time) that enables the reach effect described later in the case of a loss, and the like.

[0089] Next, the game control unit 200 performs a preliminary determination process (S1004). The preliminary determination process is a process of performing a determination (preliminary determination) of the random number for the winning balls (reserved balls) for which the random number has already been acquired due to a winning in the start port but the random number has not yet been determined by the special symbol process described later, before the random number is determined by the special symbol process.

[0090] Then, based on the determination result of the random number (preliminary determination result) determined by the preliminary determination process, the effect control unit 300 of the present embodiment can perform a preview effect that suggests the determination result before the random number is determined by the special symbol process and the determination result is notified. This preview effect is performed, for example, in response to the occurrence of a winning ball (reserved ball) for which the random number has already been acquired due to a winning in the start port but the random number has not yet been determined by the special symbol process, using a reserved display effect (described later) displayed on the image display unit 114. By this preview effect based on the preliminary determination, the determination result when the random number is determined by the special symbol process later is suggested to the player regarding the reserved ball corresponding to the preliminary determination related to the preview effect. As a result, the player can play the game while having expectations for the reserved ball. Details of the preview effect based on the preliminary determination will be described later.

[0091] Then, the game control unit 200 increments the value of the hold count U1 by 1 (S1005). After that, in order to notify the effect control unit 300 of the pre-determination result, the game control unit 200 sets a pre-determination result command including the pre-determination information obtained by the pre-determination process in S1004 in the RAM 203 (S1006). Furthermore, the game control unit 200 sets a hold count increase command for notifying the effect control unit 300 of the increase in the hold count U1 by S1005 in the RAM 203 (S1007), and ends the process for the winning at the first start port 121.

[0092] Next, the process for the winning at the second start port 122 is performed. Referring to FIG. 10, next, the game control unit 200 determines whether or not a game ball has won at the second start port 122 and the second start port switch 212 has turned ON (S1008). If the second start port switch 212 has turned ON, then next, the game control unit 200 determines whether or not the unchanged hold count U2 in the winning at the second start port 122 is less than the upper limit value (S1009). In the example shown in FIG. 10, the upper limit value is set to 4. If the hold count U2 has reached the upper limit value (No in S1009), since no more winnings of the unchanged portion can be held, the process for the winning at the second start port 122 is ended.

[0093] On the other hand, when the hold count U2 is less than the upper limit value (Yes in S1009), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1010). Here, since it is a winning at the second start port 122, similar to S1003 above, random number values for the special symbol lottery (big win random number value, big win symbol random number value, small win symbol random number value, reach random number value, variation pattern random number value, etc.) are acquired. The random number value acquired at this time is the value updated by the random number update process in S901. Then, the result of the special symbol lottery is determined in the subsequent special symbol process based on this random number value.

[0094] Next, the game control unit 200 performs a pre-determination process (S1011). The content of this pre-determination process is the same as that of S1004 above. Then, the game control unit 200 increments the value of the reserved number U2 by 1 (S1012). After that, in order to notify the effect control unit 300 of the pre-judgment result, the game control unit 200 sets a pre-judgment result command including the pre-judgment information obtained by the pre-judgment process of S1011 in the RAM 203 (S1013). Furthermore, the game control unit 200 sets a reserved number increment command for notifying the effect control unit 300 of the increase in the reserved number U2 due to S1012 in the RAM 203 (S1014), and ends the process for the winning at the second start port 122.

[0095] 〔Gate Switch Processing by Game Control Unit〕 FIG. 11 is a flowchart showing the content of the gate switch processing when a game ball passes through the gate 124. In this gate switch processing, first, the game control unit 200 determines whether or not a game ball has passed through the gate 124 and the gate switch 214 has turned ON (S1101). If the gate switch 214 has turned ON, then the game control unit 200 next determines whether or not the reserved number G of the unchanged portion is less than the upper limit value (S1102). In the example shown in FIG. 11, the upper limit value is set to 4. When the reserved number G has reached the upper limit value (No in S1102), since no more winnings of the unchanged portion can be reserved, the gate switch processing is ended.

[0096] On the other hand, when the reserved number G is less than the upper limit value (Yes in S1102), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to the current winning and stores it in the RAM 203 (S1103). Here, since it is a winning at the gate 124, a random number value (such as a winning random number value) for the normal symbol lottery is acquired.

[0097] Next, the game control unit 200 increments the value of the reserved number G by 1 (S1104). After the value of the reserved number G is added in S1104, the game control unit 200 sets a reserved number G increase command for notifying the production control unit 300 of the increase in the reserved number G due to S1104 in the RAM 203 (S1105), and ends the process for the winning at the gate 124.

[0098] 〔Second largest winning opening switch process by game control unit〕 FIG. 12 is a flowchart showing the content of the second largest winning opening switch process among the switch processes shown in S902 of FIG. 9. In this second largest winning opening switch process, the game control unit 200 first determines whether or not a game ball has passed through the second largest winning opening 126 and the second largest winning opening switch 209 has become ON (S1201). If the second largest winning opening switch 209 has not become ON (NO in S1201), the current second largest winning opening switch process is ended.

[0099] On the other hand, when the second largest winning opening switch 209 becomes ON (YES in S1201), the game control unit 200 determines whether or not a small win game is in progress (S1202). When a small win game is in progress (YES in S1202), the game control unit 200 sets a second largest winning opening passing command in the RAM 203 (S1203). The second largest winning opening passing command is a command indicating that a game ball has passed through the second largest winning opening 126. The second largest winning opening passing command set in S1203 is transmitted to the production control unit 300 in the output process shown in S906 of FIG. 9. On the other hand, when a small win game is not in progress (NO in S1202), the game control unit 200 causes the production control board 300 to be notified of a second largest winning opening passing error. The second largest winning opening passing error is an error that occurs when a game ball passes through the second largest winning opening 126 at an abnormal timing.

[0100] In addition, among the right regions in the game area 111, a region different from the second largest winning opening 126 is defined as a specific region, and a specific region switch for detecting that a game ball has passed through this specific region may be provided in the pachinko gaming machine 100. Then, instead of determining whether the second largest winning opening switch 209 has turned ON, the game control unit 200 determines whether the specific region switch has turned ON. When it turns ON during a small hit game, a big hit game described later may be executed after the end of the small hit game. That is, the region for detecting whether a game ball has passed through during a small hit game is not limited to the second largest winning opening 126.

[0101] 〔Special symbol processing by game control unit〕 FIG. 13 is a flowchart showing the content of the special symbol processing among the symbol processing shown in S903 of FIG. 9. In this special symbol processing, the special symbol variation control unit 233 of the game control unit 200 first checks whether the big hit game flag is ON in the setting of the flag set in the RAM 203 (hereinafter, flag setting) (S1301). Here, the big hit game flag is a flag set to identify that the result of the special symbol lottery is a big hit.

[0102] If the big hit game flag is ON, since the pachinko gaming machine 100 is already in the big hit state, the special symbol processing is terminated without starting the special symbol variation (Yes in S1301). On the other hand, if the big hit game flag is OFF (No in S1301), next, the special symbol variation control unit 233 determines whether the current state of the pachinko gaming machine 100 is in the middle of special symbol variation (S1302). If it is not in the middle of special symbol variation (No in S1302), next, the special symbol variation control unit 233 performs processing regarding the remaining numbers U1, U2 (see FIG. 10) of the unvaried special symbols (S1303 to S1306). In the present embodiment, since the remaining number U1 related to the winning of the first start opening 121 and the remaining number U2 related to the winning of the second start opening 122 are distinguished, this processing is also performed individually for each corresponding start opening.

[0103] Specifically, the special symbol variation control unit 233 first determines whether the hold count U2 related to the winning of the second start port 122 is 1 or more (S1303). If the hold count U2 is 1 or more (Yes in S1303), the special symbol variation control unit 233 subtracts 1 from the value of the hold count U2 (S1304). On the other hand, if the hold count U2 = 0 (No in S1303), the special symbol variation control unit 233 then determines whether the hold count U1 related to the winning of the first start port 121 is 1 or more (S1305). If the hold count U1 is 1 or more (Yes in S1305), the special symbol variation control unit 233 subtracts 1 from the value of the hold count U1 (S1306). On the other hand, if the hold count U1 = 0 (No in S1305), since it means that there is no winning for starting the special symbol lottery, the special symbol variation is not started, and the waiting-for-customer setting process of another routine is executed to end the process (S1319). In this embodiment, the process related to the hold count U2 related to the winning of the second start port 122 is preferentially performed. That is, when the hold count U2 is 1 or more, the process related to the hold count U2 is performed, and when the hold count U2 = 0, the process related to the hold count U1 is performed (see S1303 to S1306). On the other hand, regardless of which of the first start port 121 and the second start port 122 wins, it is also possible to perform control such that the hold counts U1 and U2 are subtracted in the order of winning.

[0104] After subtracting the hold count U1 or the hold count U2 in S1304 or S1306, the special symbol variation control unit 233 generates a game state command indicating the current game state of the pachinko gaming machine 100 and sets it in the RAM 203 (S1307). The game state command set in S1307 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Further, the special symbol variation control unit 233 turns off the waiting-for-customer flag set in the flag setting of the RAM 203 (S1308). The waiting-for-customer flag is a flag for identifying that the pachinko gaming machine 100 is in the waiting-for-customer state, and is set in the waiting-for-customer setting process (see S1319 and FIG. 17 described later).

[0105] Next, the special symbol variation control unit 233 executes a jackpot determination process and a variation pattern selection process by a separate routine (S1309, S1310). Although details will be described later, setting information (jackpot symbols, game states, variation patterns, etc.) for the variation of the special symbols variably displayed on the first special symbol display 221 and the second special symbol display 222 is determined by this jackpot determination process and variation pattern selection process. Note that this information is included in the variation start command sent to the effect control unit 300.

[0106] After this, the special symbol variation control unit 233 starts the variation of the special symbols displayed by the first special symbol display 221 and the second special symbol display 222 shown in FIG. 3 based on the setting contents determined in the jackpot determination process and the variation pattern selection process (S1311). Then, a variation start command including setting information (jackpot symbols, game states, variation patterns, etc.) indicating this setting content is generated and set in the RAM 203 (S1312). The variation start command set in S1312 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Next, the special symbol variation control unit 233 adds one to the number of times of the variable display of the special symbols executed from the establishment of predetermined conditions (execution of RAM clearing, reset of the number of variations) (S1313). Then, a variation number command indicating the added number of variable displays is generated and set in the RAM 203 (S1314). The variation number command set in S1314 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0107] If it is determined in S1302 that the special symbol is in the process of variation (Yes in S1302), or after the variation number command is set in S1314, the special symbol variation control unit 233 determines whether the variation time has elapsed (S1315). That is, it is determined whether the elapsed time since the start of the variation of the special symbols in S1311 has reached the variation time set in the variation pattern selection process in S1310. If the variation time has not elapsed (No in S1315), the variation of the special symbols continues, and thus the special symbol process ends as it is.

[0108] On the other hand, when the variable time has elapsed (Yes in S1315), the special symbol variation control unit 233 first stops the variation of the special symbols in the first special symbol display 221 and the second special symbol display 222 with the symbols determined in the jackpot determination process of S1309 (S1316). Then, it executes a stop process in a separate routine (S1317). The content of the stop process will be described later. Also, the special symbol variation control unit 233 sets a variation stop command for stopping the decorative symbol, which will be described later, in the RAM 203 (S1318). The variation stop command set in S1318 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Note that, during the variation of the special symbols triggered by a winning in the first start port 121, if a winning occurs in the second start port 122, the variation of the special symbols triggered by the winning in the second start port 122 may be performed during the variation of the special symbols triggered by the winning in the first start port 121. Also, for example, during the variation of the special symbols triggered by a winning in the second start port 122, if a winning occurs in the first start port 121, the variation of the special symbols triggered by the winning in the first start port 121 may be performed during the variation of the special symbols triggered by the winning in the second start port 122.

[0109] Also, in the example shown in FIG. 13, after subtracting the value of the hold number U2 or the hold number U1 (see S1304, S1306), the jackpot determination process and the variation pattern selection process are executed (see S1309, S1310), but it is not limited to this. In the special symbol process, after the jackpot determination process and the variation pattern selection process are executed, a process of subtracting the value of the hold number U2 or the hold number U1 may be executed. In this case, in the variation pattern selection process, the variation pattern is selected based on the value of the hold number U2 or the hold number U1 before the subtraction.

[0110] 〔Jackpot Determination Process by Game Control Unit〕 FIG. 14 is a flowchart showing the content of the jackpot determination process (S1309 in FIG. 13). In this jackpot determination process, the special symbol determination unit 234 of the game control unit 200 first determines the jackpot random number value in the current special symbol lottery (S1401), and determines whether a jackpot or a minor jackpot has occurred (S1402, S1405). Whether a jackpot or a minor jackpot has occurred is determined by judging whether the value of the jackpot random number obtained in S1003 or S1010 of FIG. 10 matches the value set as the winning value of the jackpot or the value set as the winning value of the minor jackpot (see FIG. 23(a)).

[0111] If the result of the random number determination in S1401 is a jackpot (Yes in S1402), next, the special symbol determination unit 234 performs a determination of the jackpot symbol random number value (S1403). According to the result of this determination, the type of jackpot is determined. Which jackpot it is is determined by which of the values preset for each type of jackpot the value of the jackpot symbol random number obtained in S1003 or S1010 of FIG. 10 matches (see FIG. 23(b)). After the above determination, the special symbol determination unit 234 sets, as setting information, the symbol (jackpot symbol) representing the type of jackpot determined by the determination of the jackpot symbol random number in the RAM 203 (S1404).

[0112] If the result of the random number determination in S1401 is a minor jackpot (No in S1402, Yes in S1405), next, the special symbol determination unit 234 performs a determination of the minor jackpot symbol random number value (S1406). According to the result of this determination, the type of minor jackpot is determined. Which minor jackpot it is is determined by which of the values preset for each type of minor jackpot the value of the jackpot symbol random number obtained in S1003 or S1010 of FIG. 10 matches (see FIG. 23(c)). After the above determination, the special symbol determination unit 234 sets, as setting information, the symbol (minor jackpot symbol) representing the type of minor jackpot determined by the determination of the minor jackpot symbol random number in the RAM 203 (S1407).

[0113] When the result of the random number determination in S1401 is neither a big win nor a small win (No in S1402 and S1405), next, the special symbol determination unit 234 sets, as setting information, a symbol indicating a failure in the lottery (hereinafter referred to as a losing symbol) in the RAM 203 (S1408).

[0114] 〔Variable Pattern Selection Process by Game Control Unit〕 FIG. 15 is a flowchart showing the content of the variable pattern selection process (S1310 in FIG. 13). In this variable pattern selection process, the variable pattern selection unit 235 of the game control unit 200 first refers to the game state of the pachinko gaming machine 100 (which of the normal game state, special time-limited game state, and specific time-limited game state) (S1501). Then, using the determination result of S1402 in the big win determination process (FIG. 14), it determines whether a big win has occurred in the current special symbol lottery (S1502). And if it is a big win (Yes in S1502), the variable pattern selection unit 235 reads out the variable pattern table for big wins from the ROM 202 and sets it in the RAM 203 (S1503).

[0115] On the other hand, if there is no big win (No in S1502), next, the variable pattern selection unit 235 uses the determination result of S1405 in the big win determination process (FIG. 14) to determine whether a small win has occurred in the current special symbol lottery (S1504). And if it is a small win (YES in S1504), the variable pattern selection unit 235 reads out the variable pattern table for small wins from the ROM 202 and sets it in the RAM 203 (S1505).

[0116] On the other hand, if there is no small win (NO in S1504), a determination of a random number value is made to decide whether to perform a so-called reach effect for making the player expect a big win. Whether to perform the reach effect is determined by judging whether the value of the reach random number obtained in S1003 or S1010 in FIG. 10 matches a preset value (see FIG. 23(d)). As a result of the determination using the random value, when performing the reach effect (Yes in S1507), the variation pattern selection unit 235 reads the variation pattern table for reach from the ROM 202 and sets it in the RAM 203 (S1508). Also, when not performing the reach effect (No in S1507), the variation pattern selection unit 235 reads the variation pattern table for non-winning from the ROM 202 and sets it in the RAM 203 (S1509). Here, the variation pattern table is a table that associates a plurality of prepared variation patterns (variation times of 3 seconds, 7 seconds, 13 seconds, 15 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) with the values of the variation pattern random numbers.

[0117] Next, the variation pattern selection unit 235 determines the variation pattern random value using the variation pattern random value obtained in S1003 or S1010 of FIG. 10 and the variation pattern table set in S1503, S1505, S1508, and S1509 (S1510). That is, the variation pattern selection unit 235 refers to the variation pattern table set in the RAM 203 and selects a variation pattern according to the random value of the variation pattern random number. Therefore, even when the same random value is obtained, the variation pattern tables referred to differ according to differences such as the game state of the pachinko gaming machine 100 (time-limit state or non-time-limit state), the result of the special symbol lottery (whether a big win has occurred, whether a small win has occurred, and whether to perform a reach effect when neither a big win nor a small win has occurred), etc., so the determined variation patterns are different.

[0118] After this, the variation pattern selection unit 235 sets the variation pattern selected in S1510 in the RAM 203 as setting information (S1511). The setting information of the variation pattern set in S1511 is included in the variation start command set in S1312 of FIG. 13 and is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Details of the variation pattern selected and its setting in the present embodiment will be described later.

[0119] [Processing During Stop by the Game Control Unit] FIG. 16 is a flowchart showing the content of the stop process (S1317 in FIG. 13). In this stop process, the game control unit 200 first checks whether a flag indicating a time-shortened state (hereinafter referred to as a time-shortened flag) is ON in the flag setting of the RAM 203 (S1601). If the time-shortened flag is ON (Yes in S1601), the game control unit 200 subtracts 1 from the value of the lottery count (fluctuation count) J in the time-shortened state (S1602), and checks whether the lottery count J has become 0 (S1603). If the lottery count J = 0 (Yes in S1603), the time-shortened flag is turned OFF (S1604). The operation of turning on the time-shortened flag and the setting of the initial value of the lottery count J are performed in the game state setting process (FIG. 21) in the first big winning opening process (FIG. 19) described later. If the lottery count J is not 0 (NO in S1603), the game control unit 200 generates a time-shortened count command indicating the value of the lottery count J in the time-shortened state and sets it in the RAM 203 (S1605). The time-shortened count command set in S1605 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0120] If the time-shortened flag is OFF (No in S1601), or after turning off the time-shortened flag in S1604, or after setting the time-shortened count command in S1605, next, the game control unit 200 generates a game state command and sets it in the RAM 203 (S1606). The game state command set in S1606 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Next, the game control unit 200 determines whether a big win has occurred in the current special symbol lottery (S1607). Here, the determination of whether it is a big win can be made based on the determination result of the big win determination process (FIG. 14). For example, if any of the symbols shown in the chart of FIG. 23(b) described later is set, it is Yes in S1607. If a losing symbol or a small win symbol is set in the RAM 203 by the big win determination process, it is No in S1607.

[0121] If it is a big win (Yes in S1607), next, the game control unit 200 turns on the big win game flag (S1608). As a result, the game state setting in the RAM 203 becomes the big win game state. Next, the game control unit 200 initializes the value of the lottery count J (S1609). Also, when the time shortening flag is ON in S1601 and the lottery count J is not 0 in S1603, the game control unit 200 turns off the time shortening flag (S1610).

[0122] After initializing the value of the lottery count J in S1610, the game control unit 200 starts the opening operation of the big win game (S1611). After that, the game control unit 200 sets an opening command for performing the effect in the opening operation according to the big win game flag in the effect control unit 300 in the RAM 203 (S1612), and ends the process during stoppage. This opening command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0123] On the other hand, if the result of this special symbol lottery is not a big win (No in S1607), next, the game control unit 200 determines whether the result of this special symbol lottery is a small win (S1613). If it is a small win (YES in S1613), next, the game control unit 200 turns on the small win game flag (S1614). As a result, the game state setting in the RAM 203 becomes the small win game state. Further, the game control unit 200 starts the opening operation of the small win game (S1615). Next, the game control unit 200 sets an opening command for performing the effect in the opening operation according to the small win game flag in the effect control unit 300 in the RAM 203 (S1616). This opening command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0124] On the other hand, if it is not a near miss (No in S1613), the game control unit 200 determines whether or not the number of times of the variable display of the special symbol executed from the establishment of the predetermined conditions (execution of RAM clear, reset of the number of fluctuations) has reached a specific number of times (300 times in this embodiment) (S1617). If the specific number of times is reached (YES in S1617), the game control unit 200 executes a game state setting process of a separate routine (S1618). The content of the game state setting process will be described later. Also, if the number of times of the variable display has not reached the specific number of times (NO in S1617), the process during stoppage is terminated.

[0125] 〔Customer Waiting Setting Process by Game Control Unit〕 FIG. 17 is a flowchart showing the content of the customer waiting setting process (S1319 in FIG. 13). In this customer waiting setting process, the game control unit 200 first checks whether or not the customer waiting flag is ON in the flag setting of the RAM 203 (S1701). Here, the customer waiting flag is a flag set to identify that the pachinko gaming machine 100 is in the customer waiting state.

[0126] If the customer waiting flag is ON, since the pachinko gaming machine 100 is in the customer waiting state, the process is terminated as it is (Yes in S1701). On the other hand, if the customer waiting flag is OFF (No in S1701), the game control unit 200 generates a customer waiting command, sets it in the RAM 203 (S1702), and turns on the customer waiting flag (S1703). The customer waiting command set in S1702 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Note that the customer waiting flag is set when the variation of the special symbol stops and there is no hold.

[0127] 〔Normal Symbol Process by Game Control Unit〕 FIG. 18 is a flowchart showing the content of the normal symbol process among the symbol processes shown in S903 of FIG. 9. In this normal symbol process, the normal symbol variation control unit 236 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S1801). Here, the auxiliary game flag is a flag set when winning in the normal symbol lottery. The state in which the auxiliary game flag is set is a state in which the electric tulip 123 is released according to the electric tulip process (Fig. 22) described later, and it is easy to win the second start port 122 (auxiliary game state).

[0128] If the auxiliary game flag is ON, it is already in the auxiliary game state and the normal symbol has stopped, so the normal symbol process ends without starting the normal symbol variation (Yes in S1801). On the other hand, if the auxiliary game flag is OFF (No in S1801), next, the normal symbol variation control unit 236 determines whether the current state of the pachinko game machine 100 is in the middle of normal symbol variation (S1802). If it is not in the middle of normal symbol variation (No in S1802), next, the normal symbol variation control unit 236 determines whether the number of holds G (see Fig. 11) for the unvaried part of the normal symbol is 1 or more (S1803). If the number of holds G = 0 (No in S1803), it means that there is no winning for starting the normal symbol lottery, so the process ends without starting the normal symbol variation.

[0129] On the contrary, if the number of holds G is 1 or more (Yes in S1803), the normal symbol variation control unit 236 subtracts 1 from the value of the number of holds G (S1804). Then, the normal symbol determination unit 232 determines the winning random number in the current normal symbol lottery and determines whether it has won the normal symbol lottery (S1805). Whether it has won is determined by judging whether the value of the winning random number obtained in S1103 of Fig. 11 matches the value set as the winning value in the table shown in Fig. 23(e) described later.

[0130] Next, the normal symbol variation control unit 236 sets the normal symbol according to the result of the normal symbol lottery (S1806). That is, when winning the normal symbol lottery, a symbol indicating the win (hereinafter referred to as the winning symbol) is set in the RAM 203 as setting information. On the other hand, when not winning the normal symbol lottery, a symbol indicating the loss of the lottery (hereinafter referred to as the losing symbol) is set in the RAM 203 as setting information.

[0131] Next, the normal symbol variation control unit 236 sets the variation time of the normal symbol (S1807). This variation time is set based on the short-time flag set in processes such as S1604 and S1610 in FIG. 16 and S2101 in FIG. 21 described later. That is, when the short-time flag is ON at the time of setting by S1807, it is set to a short time (for example, 1.5 seconds), and when the short-time flag is OFF, it is set to a long time (for example, 4.0 seconds). After this setting, the normal symbol variation control unit 236 starts the variation of the normal symbol in the normal symbol display 223 shown in FIGS. 2(a) and 4 based on the setting content of S1807 (S1808). Note that the variation pattern of the normal symbol can also be determined by lottery. In this case, for example, when the game ball passes through the gate 124, the random number acquisition unit 231 acquires the variation pattern random number value of the normal symbol, and in S1807, the normal symbol variation control unit 236 determines the variation pattern random number value of the normal symbol, thereby setting the variation time.

[0132] After starting the variation of the normal symbol in S1808, or when it is determined that the normal symbol is in the process of variation in S1802 (Yes in S1802), the normal symbol variation control unit 236 determines whether the variation time has elapsed (S1809). That is, it is determined whether the elapsed time since starting the variation of the normal symbol in S1808 has reached the variation time set in S1807. If the variation time has not elapsed (No in S1809), the variation of the normal symbol continues, and thus the normal symbol process ends as it is.

[0133] On the other hand, when the variable time has ended (Yes in S1809), the normal symbol variation control unit 236 stops the variation of the normal symbol on the normal symbol display 223 (S1810). Then, the normal symbol variation control unit 236 determines whether the determination result in S1805 is a winning result (S1811). If it is a winning result (Yes in S1811), the auxiliary game flag is turned on (S1812). On the other hand, if the lottery fails (No in S1811), the normal symbol process ends without turning on the auxiliary game flag.

[0134] 〔Processing of the First Big Winning Opening by the Game Control Unit〕 FIG. 19 is a flowchart showing the content of the processing of the first big winning opening among the electric accessory processes shown in S904 of FIG. 9. In this first big winning opening process, the big winning opening operation control unit 237 of the game control unit 200 first checks whether the big win game flag is ON in the flag setting of the RAM 203 (S1901). If the big win game flag is OFF, there is no winning in the first big winning opening 125, so the first big winning opening process ends (No in S1901). On the other hand, if the big win game flag is ON (Yes in S1901), next, the big winning opening operation control unit 237 determines whether it is during the opening operation in the operation control at the time of a big win started in the stopped state process (FIG. 16) of the pachinko game machine 100 (S1902).

[0135] When the pachinko gaming machine 100 is in the opening state (Yes in S1902), next, the big winning opening operation control unit 237 determines whether or not the time (opening time) for performing the preset opening operation has elapsed (S1903). If the opening time has not elapsed, the opening operation at the first big winning opening 125 continues, so the first big winning opening process ends (No in S1903). On the other hand, if the opening time has elapsed (Yes in S1903), next, the big winning opening operation control unit 237 performs the operation setting of the first big winning opening 125 (S1904), initializes the winning count C (C = 0) (S1905), adds 1 to the value of the round number R of the operation of the first big winning opening 125 from the current value (S1906), and starts (opens) the operation of the first big winning opening 125 (S1907).

[0136] In the operation setting of S1904, the operation pattern of the first big winning opening 125 and the number of rounds (operation round number) to be operated in that operation pattern are set. The operation pattern and the number of rounds are set variously according to the type of jackpot in the special symbol lottery. In the jackpot game, it is stipulated that the operation of the first big winning opening 125 is continuously performed multiple times (multiple rounds). For example, it is operated for 15 rounds (15R), and in one round, the opening is performed once for 29.5 seconds. Another example is that it is operated for 2 rounds (2R), and in one round, the opening is performed once for 0.9 seconds. Further explanation is that after opening for 0.9 seconds and closing for 1.0 second, it opens for 0.9 seconds again.

[0137] Next, the big winning opening operation control unit 237 determines whether or not the opening time in the operation pattern set in S1904 has elapsed (S1908). If the opening state at the first big winning opening 125 has not elapsed the opening time (No in S1908), next, the big winning opening operation control unit 237 determines whether or not the number of winning times C at the first big winning opening 125 is equal to or more than a specified number (for example, 9) (S1909). If the opening time has not elapsed and the number of winning times C is less than the specified number, the operation state (opening state) of the first big winning opening 125 is continued, so the first big winning opening process ends (No in S1909). On the other hand, if the opening time has elapsed (Yes in S1908) or the number of winning times C has reached the specified number (Yes in S1909), the big winning opening operation control unit 237 ends the operation (closes) of the first big winning opening 125 (S1910).

[0138] Next, the big winning opening operation control unit 237 determines whether or not the number of rounds R of the operation of the first big winning opening 125 has reached the maximum value set in S1904 (S1911). If the maximum value has not been reached, since the remaining operations are performed, the first big winning opening process ends (No in S1911).

[0139] If the number of rounds R of the operation of the first big winning opening 125 has reached the maximum value (Yes in S1911), next, the big winning opening operation control unit 237 starts an ending operation (S1912). Here, the content of the ending operation corresponds to the state of the jackpot game flag. After that, the big winning opening operation control unit 237 sets an ending command for performing an effect in the ending operation according to the jackpot game flag in the effect control unit 300 in the RAM 203 (S1913). This ending command is transmitted to the effect control unit 300 by the output process shown in S906 of FIG. 9.

[0140] Next, after the big winning opening operation control unit 237 resets the round number R of the operation of the first big winning opening 125 to 0 (S1914), it determines whether or not the elapsed time from the start of the ending operation has passed the preset time (ending time) for which the ending operation is to be performed (S1917). If the ending time has not passed, since the ending operation continues, the first big winning opening process ends (No in S1917). On the other hand, if the ending time has passed (Yes in S1917), next, the big winning opening operation control unit 237, after the game state setting process by the game control unit 200 (S1918), turns off the big win game flag and ends the first big winning opening process (S1919). The content of the game state setting process will be described later.

[0141] In S1902, when it is determined that the pachinko gaming machine 100 is not in the opening state (No in S1902), next, the big winning opening operation control unit 237 determines whether or not it is in the ending state (S1915). If it is in the ending state (Yes in S1915), the operations after S1917 above are executed.

[0142] On the other hand, if the pachinko gaming machine 100 is not in the ending state (No in S1915), next, the big winning opening operation control unit 237 determines whether or not the first big winning opening 125 is in the operating (open) state (S1916). If it is not in the operating state (No in S1916), the operations after S1905 above are executed, and if it is in the operating state (Yes in S1916), the operations after S1908 above are executed.

[0143] 〔Second Big Winning Opening Process by Game Control Unit〕 FIG. 20 is a flowchart showing the content of the second big winning opening process among the electric accessory processes shown in S904 of FIG. 9. In this second big winning opening process, the big winning opening operation control unit 237 of the game control unit 200 first checks whether the small win game flag is ON in the flag setting of the RAM 203 (S2001). If the small win game flag is OFF (No in S2001), there is no winning in the second big winning opening 126, so the second big winning opening process ends. On the other hand, if the small win game flag is ON (Yes in S2001), next, the big winning opening operation control unit 237 determines whether it is during the opening operation in the operation control at the time of small win started in the stop process (Figure 16) of the pachinko game machine 100 (S2002).

[0144] If the pachinko game machine 100 is in the opening (Yes in S2002), next, the big winning opening operation control unit 237 determines whether the time (opening time) for the preset opening operation has elapsed (S2003). If the opening time has not elapsed, the opening operation at the second big winning opening 126 continues, so the second big winning opening process ends (No in S2003). On the other hand, if the opening time has elapsed (Yes in S2003), next, the big winning opening operation control unit 237 performs the operation setting of the second big winning opening 126 (S2004), initializes the winning count C (C = 0) (S2005), adds 1 to the value of the round number R of the operation of the second big winning opening 126 from the current value (S2006), and starts the operation (opens) the second big winning opening 126 (S2007).

[0145] In the operation setting of S2004, the operation pattern of the second big winning opening 126 and the number of rounds (operation round number) to be operated in that operation pattern are set. The operation pattern and the number of rounds are set variously according to the type of small win in the special symbol lottery. It should be noted that it is stipulated that the cumulative opening time of the second big winning opening 126 must be set within 1.8 seconds at the time of small win.

[0146] Next, the big winning opening operation control unit 237 determines whether or not the opening time in the operation pattern set in S2004 has elapsed (S2008). If the opening state at the second big winning opening 126 has not elapsed the opening time (No in S2008), next, the big winning opening operation control unit 237 determines whether or not the number of winning balls C at the second big winning opening 126 is equal to or more than a specified number (S2009). If the opening time has not elapsed and the number of winning balls C is less than the specified number, the operation state (opening state) of the second big winning opening 126 is continued, so the second big winning opening process ends (No in S2009). On the other hand, if the opening time has elapsed (Yes in S2008) or if the number of winning balls C has reached the specified number (Yes in S2009), the big winning opening operation control unit 237 ends the operation of the second big winning opening 126 (closes it) (S2010).

[0147] Next, the big winning opening operation control unit 237 determines whether or not the number of rounds R of the operation of the second big winning opening 126 has reached the maximum value set in S2004 (S2011). If the maximum value has not been reached, since the remaining operations are performed, the second big winning opening process ends (No in S2011).

[0148] If the number of rounds R of the operation of the second big winning opening 126 has reached the maximum value (Yes in S2011), next, the big winning opening operation control unit 237 determines whether or not a game ball has passed through the second big winning opening 126 during a small winning game. This determination is made based on the determination of the second big winning opening switch process (S1202 in FIG. 12). If a game ball has passed through the second big winning opening 126 (YES in S2012), the game control unit 200 turns on the big winning game flag (S2013). As a result, the game state setting in the RAM 203 becomes the big winning game state. Next, the game control unit 200 starts the opening operation of the big winning game (S2014). Then, the opening command for performing the effect in the opening operation according to the big winning game flag is set in the RAM 203 in the effect control unit 300 (S2015). Further, the first big winning opening process of another routine (see FIG. 19) is executed and the second big winning opening process ends (S2016).

[0149] On the other hand, when the game ball has not passed through the second big winning opening 126 (NO in S2012), the big winning opening operation control unit 237 starts the ending operation (S2017). After that, the big winning opening operation control unit 237 sets an ending command for performing an effect in the ending operation according to the small hit game flag in the effect control unit 300 in the RAM 203 (S2018). This ending command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0150] Next, after the big winning opening operation control unit 237 resets the round number R of the operation of the second big winning opening 126 to 0 (S2019), it determines whether or not the elapsed time from the start of the ending operation has passed the preset time for performing the ending operation (ending time) (S2020). If the ending time has not passed (No in S2020), the ending operation continues, so the second big winning opening process ends. On the other hand, if the ending time has passed (Yes in S2020), next, the big winning opening operation control unit 237 generates a game state command and sets it in the RAM 203 (S2021). Further, the small hit game flag is turned off and the second big winning opening process ends (S2022).

[0151] In S2002, when it is determined that the pachinko gaming machine 100 is not in the opening state (No in S2002), next, the big winning opening operation control unit 237 determines whether or not it is in the ending state (S2023). If it is in the ending state (Yes in S2023), the operations after S2020 described above are executed.

[0152] On the other hand, if the pachinko gaming machine 100 is not in the ending state (No in S2023), next, the big winning opening operation control unit 237 determines whether or not the second big winning opening 126 is in the operating (open) state (S2024). If it is not in the operating state (No in S2024), the operations after S2005 described above are executed, and if it is in the operating state (Yes in S2024), the operations after S2008 described above are executed.

[0153] [Game state setting process] The content of the game state setting process (S1618, S1918) by the game control unit 200 is shown in FIG. 21. First, the game control unit 200 determines whether the lottery result of the special symbol lottery is either a big win or a small win (S2101, S2103). These determinations can be made based on, for example, the type of symbol set as setting information in the RAM 203 in the big win determination process (FIG. 14). Note that since these determinations are generally the same as S1402, S1403, S1405, and S1406 in the big win determination process (FIG. 14), the determination results of S1402, S1403, S1405, and S1406 may also be used.

[0154] If it is a big win (YES in S2101), the game control unit 200 sets the initial value of the lottery count J based on the type of big win symbol set as setting information in the RAM 203 (S2102). This initial value is, for example, 30 times. When the lottery of the set lottery count J is performed, the time-saving game state ends and the normal game state is entered. If it is a small win (NO in S2101, YES in S2103), the game control unit 200 sets the initial value of the lottery count J based on the type of small win symbol set as setting information in the RAM 203 (S2104). This initial value is, for example, 30 times.

[0155] Next, the game control unit 200 resets the number of times of the variable display of the special symbol executed from the establishment of the predetermined conditions (execution of RAM clear, reset of the number of fluctuations) (S2105). Further, the game control unit 200 generates a variable count command indicating the number of times of the variable display and sets it in the RAM 203 (S2106). This variable count command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Next, the game control unit 200 turns on the special time-saving flag (S2107). As a result, the game state setting in the RAM 203 becomes the special time-saving game state.

[0156] On the other hand, when it is neither a big win nor a small win (NO in S2101 and NO in S2103), the game control unit 200 sets the initial value of the number of lottery times J (S2108). In this embodiment, the initial value of the number of lottery times J is 295 times. Therefore, when 295 lotteries are performed in the time-saving game state, the time-saving game state ends and the normal game state is entered. Next, the game control unit 200 turns on the specific time-saving flag (S2109). As a result, the game state setting in the RAM 203 becomes the specific time-saving game state.

[0157] Next, the game control unit 200 generates a game state command and sets it in the RAM 203 (S2110). This game state command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0158] [Electric Tulip Process by Game Control Unit] FIG. 22 is a flowchart showing the content of the electric tulip process among the electric accessory processes shown in S904 of FIG. 9. In the electric tulip process, the electric tulip operation control unit 238 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S2201). If the auxiliary game flag is OFF, since the electric tulip 123 is not released, the electric tulip process ends (No in S2201). On the other hand, if the auxiliary game flag is ON (Yes in S2201), next, the electric tulip operation control unit 238 determines whether the electric tulip 123 is in operation (S2202).

[0159] When the electric tulip 123 is not in operation (No in S2202), the electric tulip operation control unit 238 sets the operation pattern of the electric tulip 123 (S2203) and operates the electric tulip 123 according to the set operation pattern (S2204). Here, the operation pattern is set based on the short-time flag set in processes such as S1604 and S1610 in FIG. 16, S2107 and S2109 in FIG. 21. For example, when the short-time flag is OFF during the setting in S2203, an operation pattern of opening once with an opening time of 0.15 seconds is set, and when the short-time flag is ON, an operation pattern of opening three times with an opening time of 1.80 seconds is set. In this way, usually, when the short-time flag is ON (in the short-time state), the electric tulip 123 is opened for a long time and multiple times, and a winning support (electric tulip support) that makes it easier to win at the second start port 122 is performed. Note that a plurality of operation patterns (types of auxiliary games) of the electric tulip 123 in the case where the short-time flag is ON or OFF may be prepared, and the operation pattern may be set according to the type of win determined by the normal symbol process (see FIG. 18).

[0160] When it is determined in S2202 that the electric tulip 123 is in operation (Yes in S2202), or after operating the electric tulip 123 in S2204, the electric tulip operation control unit 238 determines whether the opening time in the set operation pattern has elapsed (S2205). If the opening time has not elapsed, the operation state (open state) of the electric tulip 123 is continued, so the electric tulip process ends (No in S2205). On the other hand, if the opening time has elapsed (Yes in S2205), the electric tulip operation control unit 238 turns off the auxiliary game flag and ends the electric tulip process (S2206).

[0161] 〔Method of determination by random number〕 Here, the method of determination by random number performed in the big win determination process (FIG. 14), the variable pattern selection process (FIG. 15), the normal symbol process (FIG. 18), etc. will be described in detail. FIG. 23 is a diagram showing a configuration example of random numbers (judgment tables) used in the special symbol lottery and the normal symbol lottery in the present embodiment. FIG. 23(a) shows a configuration example of jackpot random numbers used in the special symbol lottery, FIG. 23(b) shows a configuration example of jackpot symbol random numbers used in the special symbol lottery, FIG. 23(c) shows a configuration example of small-win symbol random numbers used in the special symbol lottery, FIG. 23(d) shows a configuration example of reach random numbers used in the special symbol lottery triggered by the winning of a game ball in the first start port 121 in the normal game state, and FIG. 23(e) shows a configuration example of winning random numbers used in the normal symbol lottery.

[0162] Referring to FIG. 23(a), a jackpot and a small win are set as judgment values for the jackpot random numbers. The range of the values of the random numbers (jackpot random numbers) is 300 each from 0 to 299. Also, while winning values for the jackpot are set for each of the first start port 121 and the second start port 122 that trigger the special symbol lottery, a winning value for the small win is set only for the second start port 122. For the jackpot, three winning values are set for both the first start port 121 and the second start port 122, and the winning probability is 3 / 300 (=1 / 100). Also, ten winning values for the small win are set, and the winning probability is 10 / 300 (=1 / 30). Here, as an example of the special symbol lottery, it is determined whether the jackpot random number value (refer to S1003, S1010) obtained triggered by the winning in the first start port 121 or the second start port 122 matches any of "8", "58", and "208", which are the winning values in the jackpot lottery in FIG. 23(a). Although detailed description is omitted, the same applies to the special symbol lottery for the small win.

[0163] Referring to FIG. 23(b), there are five types of jackpot symbols prepared: jackpot symbol A, jackpot symbol B, jackpot symbol C, jackpot symbol D, and jackpot symbol E. Here, jackpot symbol A, jackpot symbol B, and jackpot symbol C are symbols indicating that the lottery result of the special symbol lottery triggered by winning the first start opening 121 is a jackpot. Among them, jackpot symbol A indicates an 8-round jackpot. Jackpot symbol B indicates a 4-round jackpot. Jackpot symbol C indicates a 15-round jackpot. Also, jackpot symbol D and jackpot symbol E are symbols indicating that the lottery result of the special symbol lottery based on winning the second start opening 122 is a jackpot. Among them, jackpot symbol D indicates a 15-round jackpot. Jackpot symbol E indicates an 8-round jackpot. The range of the random number value is 100 from 0 to 99.

[0164] For jackpot symbol A, 20 values are assigned as winning values for the first start opening 121. Therefore, when winning the jackpot in the special symbol lottery started by winning the first start opening 121, the probability of winning with jackpot symbol A is 20 / 100 (=2 / 10). For jackpot symbol B, 70 values are assigned as winning values for the first start opening 121. Therefore, when winning the jackpot in the special symbol lottery started by winning the first start opening 121, the probability of winning with jackpot symbol B is 70 / 100 (=7 / 10). For jackpot symbol C, 10 values are assigned as winning values for the first start opening 121. Therefore, when winning the jackpot in the special symbol lottery started by winning the first start opening 121, the probability of winning with jackpot symbol C is 10 / 100 (=1 / 10).

[0165] In the big win symbol D, 50 values are assigned as the winning values when winning the second start port 122. Therefore, when winning the big win in the special symbol lottery started by winning the second start port 122, the probability of winning with the big win symbol D is 50 / 100 (= 5 / 10). In the big win symbol E, 50 values are assigned as the winning values when winning the second start port 122. Therefore, when winning the big win in the special symbol lottery started by winning the second start port 122, the probability of winning with the big win symbol E is 50 / 100 (= 5 / 10).

[0166] Here, taking the big win symbol A as an example, it is determined whether the big win symbol random number value (see S1003) obtained by winning the first start port 121 matches the winning values of the big win symbol A in FIG. 23(b), which are "0 to 19". Although detailed explanations are omitted, the same applies to the special symbol lotteries of other big win symbols such as the big win symbol B.

[0167] Here, the pachinko gaming machine 100 of the present embodiment can set a set value that is a stage of the degree of advantage of the game. In the pachinko gaming machine 100, the set value can be set to any of, for example, six levels of "1", "2", "3", "4", "5", and "6". In the pachinko gaming machine 100, when the set value is set to "1", the winning probability is the lowest. For example, when the set value is "1", the winning probability is 1 / 100. Also, in the pachinko gaming machine 100, when the set value is set to "6", the winning probability is the highest. For example, when the set value is "6", the winning probability is 1 / 95. In this way, in the pachinko gaming machine 100, the winning probability is set to increase in the order of the set values "1" < "2" < "3" < "4" < "5" < "6".

[0168] Referring to FIG. 23(c), there are three types of minor winning symbols: minor winning symbol A, minor winning symbol B, and minor winning symbol C. Here, minor winning symbol A, minor winning symbol B, and minor winning symbol C all indicate minor wins in two rounds. The range of the random number values is 100 from 0 to 99.

[0169] For minor winning symbol A, 20 values are assigned as winning values for the second start port 122. Therefore, when winning a minor win in the special symbol lottery started by winning the second start port 122, the probability of winning with minor winning symbol A is 20 / 100 (= 2 / 10). For minor winning symbol B, 50 values are assigned as winning values for the second start port 122. Therefore, when winning a minor win in the special symbol lottery started by winning the second start port 122, the probability of winning with minor winning symbol B is 50 / 100 (= 5 / 10). For minor winning symbol C, 30 values are assigned as winning values for the second start port 122. Therefore, when winning a minor win in the special symbol lottery started by winning the second start port 122, the probability of winning with minor winning symbol C is 30 / 100 (= 3 / 10).

[0170] Next, the determination of the reach random number will be described. Note that the reach random number is set according to the number of holds as described later. Here, as an example, the reach random number when the number of holds of the first start port 121 is 1 will be described. Referring to FIG. 23(d), the range of the random number values is 250 from 0 to 249, and these are used as variable patterns (variable times) capable of executing the reach effect (for example, 15.0 seconds or more). Twenty-two random number values are assigned to the lottery results (with reach) that can execute the reach effect, and 228 random number values are assigned to the lottery results (without reach) that cannot execute the reach effect (for example, less than 15.0 seconds). That is, in the illustrated example, when there is no big win in the special symbol lottery, the reach effect is performed with a probability of 22 / 250 (=11 / 125). Here, the reach effect is an effect performed on the image display unit 114 when the special symbol varies. Hereinafter, the effect during special symbol variation that cannot be a variable pattern capable of executing the reach effect is called the no-reach effect, and correspondingly, the effect during special symbol variation that is a variable pattern capable of executing the reach effect is called the reach effect.

[0171] Here, taking the reach effect as an example for explanation, it is determined whether the reach random number value obtained triggered by winning the first start port 121 (see S1003) matches the winning values of "0 to 21" for the reach effect in FIG. 23(d). Although detailed explanation is omitted, the same applies to the special symbol lottery without reach. Also, regarding the reach random numbers used in the special symbol lottery based on winning the first start port 121 and the reach random numbers used in the special symbol lottery based on winning the second start port 122, the number of winning values may be the same or different. Also, regarding the reach random numbers used in the special symbol lottery in the normal game state, the reach random numbers used in the special short game state, and the reach random numbers used in the specific short game state, the number of winning values may be the same or different for each.

[0172] In many cases, when the special symbol changes, in conjunction with the display control of the first special symbol display 221 and the second special symbol display 222 (hereinafter referred to as special symbol displays 221 and 222 without distinction), an effect using a decorative symbol is performed on the image display unit 114. The decorative symbol is composed of, for example, three rows of symbols each consisting of a sequence of numbers from 1 to 9 continuously written in the vertical direction, for example. When the variable display of the special symbol on the special symbol displays 221 and 222 starts, the decorative symbol displayed on the image display unit 114 starts to scroll. Also, after a predetermined time has elapsed since the start of the variable display of the special symbol (start of scrolling of the decorative symbol), when the special symbol stops being displayed, the decorative symbol also stops definitely. Generally, when the determination result of the special symbol lottery is a big win or a small win, in the stopped display of the decorative symbol, three identical numbers line up horizontally, vertically, or diagonally. The effect performed along with this variable display of the special symbol is called a variable effect. In addition, the variable effect executed based on the determination result of the special symbol lottery being a big win or a small win may be hereinafter referred to as a big win variable effect. Also, the variable effect executed based on the determination result of the special symbol lottery being a miss may be hereinafter referred to as a miss variable effect. In particular, the miss variable effect in which a reach effect is executed may be hereinafter referred to as a reach miss variable effect. Also, the miss variable effect in which a reach effect is not executed may be hereinafter referred to as a scattered miss variable effect.

[0173] In the effect with a reach, as a variable effect, the following operation is performed on the decorative symbol. First, before the decorative symbol scrolling in the vertical (horizontal) direction stops definitely, first, any two symbols (number sequences) temporarily stop first. At this time, the same number is temporarily stopped on a straight line horizontally (vertically) or diagonally. To explain further, if the decorative symbol is scrolling in the vertical direction, the same number in a horizontal row is temporarily stopped. Next, the last row gradually slows down the scrolling speed to give the player a sense of expectation that three identical numbers might line up on a straight line. Then, after the last row temporarily stops, the three symbols stop definitely. Here, the pseudo-stop is a pseudo-stop state where, although the symbols seemingly appear to have stopped at first glance, in reality, the symbols are slightly swaying. In other words, the pseudo-stop of the symbols is a state that is treated as if the variation continues in terms of game control. Here, the stop includes not only the definite stop but also the pseudo-stop. Also, the definite stop of the symbols refers to the state where, in the variation display for one variation of the special symbols, the symbols are stopped as the determined symbols. Also, in the production with a reach, before the three symbols are definitely stopped, there may be a SP reach production or an SPSP reach production. Note that the SP reach production is generally called a super reach or a special reach, and it is a production that makes players expect a bigger win than a reach. It is a moving image production in which various characters appear and a story unfolds. Also, the SPSP reach production is generally called a super-super reach or a special-special reach, and it is a production that makes players expect a bigger win than the SP reach production. It is a moving image production in which various characters appear and a story unfolds. Note that the reach production in which neither the SP reach production nor the SPSP reach production is performed may be referred to as a normal reach production below. Also, as shown in FIG. 24 to be described later, in this embodiment, when the variation time is longer (for example, 90 seconds or 60 seconds), it is set to execute the SP reach production or the SPSP reach production. On the other hand, in the production without a reach, until the decorative symbols scrolling in the vertical (horizontal) direction are definitely stopped, there is no production that gives the player a sense of expectation like the production with a reach, and the symbols are definitely stopped in a state where the same numbers are not aligned in a straight line horizontally (vertically) or diagonally.

[0174] In this way, when the result of the judgment of the jackpot random number is a miss, the reach random number determines whether to perform a reach effect in which the reach effect is an executable variation pattern on the image display unit 114, or to perform a reach-free effect in which the reach effect is not an executable variation pattern. Also, the reach random number changes the execution rate of the reach effect according to the number of reserved balls, thereby enabling efficient game progress while giving the player an appropriate sense of expectation. In addition, when a big win is won, a reach effect is performed, and the decorative symbols can be fixed and stopped in a state where the same numbers are lined up in a horizontal (vertical) or diagonal straight line. On the other hand, when a small win or a loss occurs, a reach effect is performed, and the decorative symbols are fixed and stopped in a state where the same numbers are not lined up in the straight line.

[0175] Next, the determination of the winning random number used in the normal symbol lottery will be explained. Referring to Figure 23(e), the range of random number values is 10, from 0 to 9, with one value assigned as the winning value when the time-saving flag is OFF, and nine values assigned as the winning value when the time-saving flag is ON. Therefore, when a gaming ball passes through gate 124 in the non-time-saving state and a normal symbol lottery is held, there is a 1 / 10 probability of winning. In contrast, when a gaming ball passes through gate 124 in the time-saving state and a normal symbol lottery is held, there is a 9 / 10 probability of winning.

[0176] Here, taking the time-saving flag OFF as an example, it is determined whether the winning random number value (see S1103) obtained in response to the passage of the game ball through the gate 124, the first start port 121, or the second start port 122 matches the winning value "0" when the time-saving flag is OFF in Fig. 23(e). Although a detailed explanation is omitted, the same applies to the normal symbol lottery when the time-saving flag is ON.

[0177] In addition, although not particularly shown, a plurality of winning combinations can be set in which the content of the auxiliary game (the opening pattern of the electric tulip 123) performed when a winning is determined in the normal symbol lottery is different. In this case, for example, a winning symbol random number for specifying the type of big win in the special symbol lottery (see Fig. 23(b)) is set in the same way as a winning symbol random number for specifying the type of winning in the normal symbol lottery. Then, the game control unit 200 acquires, by the random number acquisition unit 231, the random number value of the winning symbol random number together with the random number value of the winning random number in the gate switch process (see Fig. 11), and the normal symbol determination unit 232 specifies the type of winning based on the acquired random number value. Note that the range of the random numbers, the ratio of winning values, and each value of the winning values shown in the configuration example of each random number in Fig. 23 are merely examples and are not limited to the values shown in the figure.

[0178] 〔Setting Example of Variation Pattern〕 Next, a setting example of the variation pattern and the table used in the variation pattern selection process shown in Fig. 15 will be described. Fig. 24 is a diagram showing a setting example of the variation pattern and the table used in the variation pattern selection process shown in Fig. 15. Note that Fig. 24 shows a setting example when the variation of the special symbol is performed based on the winning in the first start port 121 in the normal game state.

[0179] As shown in FIG. 24, when the determination result of the special symbol lottery is a big win (Yes in S1502 of FIG. 15), the special symbol variation control unit 233 determines the variation pattern based on the big win symbol and the variation pattern random number. Specifically, the special symbol variation control unit 233 determines the variation pattern based on whether the variation pattern random number value (see S1003) acquired together with the big win random number value by the random number acquisition unit 231 matches any of the variation pattern random number values assigned to each big win symbol. For example, when the big win symbol is "Big Win Symbol C" and the variation pattern random number is "51", since it matches the variation pattern random number range "50 - 69" assigned to "Big Win Symbol C" in FIG. 24, "PB3" is selected as the variation pattern. The special symbol variation time in this "PB3" is "90.18 seconds".

[0180] Also, when the determination result of the special symbol lottery is a loss (No in both S1502 and S1504 of FIG. 15), the special symbol variation control unit 233 determines the variation pattern based on the carry - over number U1 of the first special symbol lottery, the reach random number, and the variation pattern random number. Specifically, when the carry - over number U1 of the first special symbol lottery is "1", the special symbol variation control unit 233 determines whether the reach random number value (see S1003) acquired together with the big win random number value by the random number acquisition unit 231 is assigned to the reach random number range "0 - 21" for the carry - over number "1" of "loss" in FIG. 23 or to the reach random number range "22 - 249". And when the acquired reach random number is included in the reach random number range "0 - 21", the special symbol variation control unit 233 determines the variation pattern based on whether the variation pattern random number value (see S1003) acquired together with the big win random number value by the random number acquisition unit 231 matches any of the variation pattern random number values assigned to the reach random number range "0 - 21". For example, when the variation pattern random number is "51", since it matches the variation pattern random number range "50 - 59", "PR10" is selected as the variation pattern. Note that the "..." shown in the "Variation Pattern" of FIG. 24 means that there are variation patterns with the illustration omitted.

[0181] FIG. 25 is a diagram showing a variation pattern and a table setting example used in the variation pattern selection process. Note that FIG. 25 shows a setting example when the special symbol variation is performed based on the winning in the second start port 122 in the special short game state. In the table shown in FIG. 25, a variation pattern corresponding to the determination result of the special symbol lottery, the hold number U2 of the second special symbol lottery, the reach random number, and the variation pattern random number is provided. Note that the "..." shown in the "Variation Pattern" in FIG. 25 means that a variation pattern with the illustration omitted is provided.

[0182] The game control unit 200 determines a table used for selecting the variation pattern of the special symbol based on whether the game ball wins in either the first start port 121 or the second start port 122 and the game state of the pachinko game machine 100. Then, as described above, based on the variation pattern random number value (see S1003 and S1010 in FIG. 10) obtained when the game ball wins in the first start port 121 and the second start port 122, and conditions such as the presence or absence of the reach effect and the hold number, the variation pattern of the special symbol is determined. And the information of the determined variation pattern of the special symbol is included in the variation start command and sent from the game control unit 200 to the effect control unit 300. In the effect control unit 300, as will be described later, as an effect when the special symbol varies, an effect corresponding to the variation time specified based on the information of the variation pattern included in the variation start command (an effect executable at that variation time) is selected and executed.

[0183] 〔Configuration of the RAM of the Game Control Unit and the RAM of the Effect Control Unit for Performing a Notice Effect Based on a Preliminary Judgment〕 Next, the configuration of the RAM 203 of the game control unit 200 and the RAM 303 of the effect control unit 300 in the present embodiment for executing a notice effect based on a preliminary judgment will be described. FIG. 26 is a block diagram for explaining a configuration example of the RAM 203 (see FIG. 4) of the game control unit 200 according to the present embodiment. FIG. 26(a) is a block diagram showing the configuration of the storage area 204, and FIG. 26(b) is a block diagram showing the configuration of each of the storage units shown in FIG. 26(a).

[0184] As shown in FIG. 26(a), the RAM 203 includes a storage area 204 as a special symbol hold storage area for storing a jackpot random number obtained by jackpot random number extraction. This storage area 204 has eight storage units corresponding to the maximum value of the hold numbers of the first start port 121 and the second start port 122 (when the upper limit value of each hold number is 4). Specifically, the storage area 204 has a first storage unit 204a, a second storage unit 204b, a third storage unit 204c, a fourth storage unit 204d, a fifth storage unit 204e, a sixth storage unit 204f, a seventh storage unit 204g, and an eighth storage unit 204h.

[0185] Also, as shown in FIG. 26(b), each of these storage units 204a to 204h has an area for storing information indicating the difference of the winning start port (the first start port 121 or the second start port 122), an area for storing the obtained jackpot random number, an area for storing a symbol random number, an area for storing a reach random number, and an area for storing a variation pattern random number. That is, each of the storage units 204a to 204h stores a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number.

[0186] Here, each random number is stored in order from the first storage unit 204a. More specifically, for example, when no random number is stored in any of the first storage unit 204a to the eighth storage unit 204h, the obtained random number is stored in the first storage unit 204a. Also, for example, when random numbers are already stored in the first storage unit 204a to the fourth storage unit 204d, the obtained random number is stored in the fifth storage unit 204e.

[0187] FIG. 27 is a block diagram for explaining a configuration example of the RAM 303 (see FIG. 4) of the effect control unit 300 according to the present embodiment. FIG. 27(a) is a block diagram showing the configurations of the hold storage areas 305 and 306, and FIG. 27(b) is a block diagram showing the configuration of each of the storage units shown in FIG. 27(a). As shown in FIG. 27(a), the RAM 303 includes a first hold memory area 305 and a second hold memory area 306 as hold status memory areas for memorizing the situation where the hold balls are held. The first hold memory area 305 and the second hold memory area 306 respectively correspond to the hold for winning in the first start port 121 and the hold for winning in the second start port 122, and each has four memory parts. Specifically, the first hold memory area 305 has a first memory part 305a, a second memory part 305b, a third memory part 305c, and a fourth memory part 305d. Further, the second hold memory area 306 has a first memory part 306a, a second memory part 306b, a third memory part 306c, and a fourth memory part 306d.

[0188] Also, as shown in FIG. 27(b), each of these memory parts 305a to 305d, 306a to 306d has a hold flag memory area for turning on / off a hold flag and a notification flag memory area for turning on / off a notification flag. The hold flag is a flag for identifying the presence or absence of hold balls for each of the memory parts 305a to 305d, 306a to 306d. That is, for example, when the number of holds due to winning in the first start port 121 is 3, the hold flags are turned on in the three hold flag memory areas of the first to third memory parts 305a, 305b, and 305c. The notification flag is a flag for setting whether to perform a preview effect based on a preliminary determination result regarding an individual hold ball. In the pachinko gaming machine 100 of the present embodiment, in the effect control unit 300, it is possible to set whether to perform a preview effect based on a preliminary determination result according to the gaming state and the situation of the effect. Therefore, when performing a preview effect, the notification flag is turned on, and when not performing a preview effect, the notification flag is turned off. For example, when performing a preview effect for the third hold ball among the above three hold balls, the notification flag is turned on in the notification flag memory area of the third memory part 305c.

[0189] Also, although not particularly shown, separately from the configuration shown in FIG. 26(a), the RAM 203 has an area for storing pre-determination information (hereinafter referred to as the pre-determination information storage area). The pre-determination information is information obtained by pre-determination processing (see S1004 and S1011 in FIG. 10) based on each of the above random numbers. The content of the pre-determination information is the same as the information obtained as various determination results in the special symbol processing (see FIG. 13). Specifically, it is information for indicating whether a big win has occurred (and whether a small win has occurred), the type of big win if a big win has occurred, whether the variation pattern (variation time) is a length enabling a reach effect to be executed, the content of the variation pattern, and the like. The pre-determination information stored in the pre-determination information storage area is included in a pre-determination result command and sent from the game control unit 200 to the effect control unit 300 together with information regarding a hold (hereinafter referred to as hold information) corresponding to the winning ball (held ball) for which the pre-determination processing has been performed, or at a unique timing separately from this hold information.

[0190] 〔Pre-determination Processing〕 Next, the pre-determination processing (see S1004 and S1011 in FIG. 10) will be described in detail. In the pre-determination processing in the present embodiment, the game control unit 200 performs pre-determination as follows using a random number table similar to the configuration example of the random numbers described with reference to FIGS. 24 and 25.

[0191] FIG. 28 is a flowchart showing the content of the pre-determination processing (S1004 and S1011 in FIG. 10) according to the present embodiment. As shown in FIG. 28, the game control unit 200 first refers to the game state (S3201), selects a table corresponding to the current game state of the pachinko game machine 100, and performs pre-determination of the big win random number and the big win symbol random number (S3202). Next, the game control unit 200 selects a table corresponding to the current game state of the pachinko game machine 100 and performs pre-determination of the reach random number (S3203). Further, a table corresponding to the current game state is selected and pre-determination of the variation pattern random number is performed (S3204). Although not shown in the drawings, in S3202, S3203, and S3204, a dedicated table is selected according to whether it is a pre-determination process based on winning at either the first start port 121 or the second start port 122.

[0192] Next, the game control unit 200 selects a pre-determination pattern according to the results of the pre-determinations in S3202, S3203, and S3204 (S3205). After that, the game control unit 200 stores the results of the pre-determination of the jackpot random number, the results of the pre-determination of the jackpot symbol random number, the results of the pre-determination of the reach random number, the results of the pre-determination of the variation pattern, and the pre-determination pattern obtained as described above in the pre-determination information storage area as pre-determination information (S3206). Further, in order to transmit the pre-determination information to the effect control unit 300, a pre-determination result command including the pre-determination information is set in the RAM 203 (S3207).

[0193] Here, the above-mentioned pre-determination is performed using a random number value (refer to S1003 and S1010 in FIG. 10) obtained according to the winning of the game balls at the first start port 121 and the second start port 122, and a determination table having the same configuration as the determination table (refer to FIG. 23) used in the jackpot determination process. That is, the determination itself after selecting the determination table to be used is the same as the determination in the jackpot determination process (refer to S1401 in FIG. 14). Therefore, in the present embodiment, a subroutine of the jackpot determination process (refer to S1309 in FIG. 13 and FIG. 14) used in the special symbol process (refer to FIG. 13) is called to perform the determination of the random number in the above-mentioned pre-determination.

[0194] With such a configuration, in this embodiment, in order to determine the random number in the pre-determination process, there is no need to prepare a processing function (subroutine) for determining the random number separately from the jackpot determination process. Therefore, the number of control instructions can be reduced, and an increase in the size of the programs related to the jackpot determination process and the pre-determination process can be suppressed. Further, as described above, when the determination table used for pre-determination has the same configuration as the determination table used for jackpot determination, the determination table used for jackpot determination may also be used for pre-determination.

[0195] Also, although only the pre-determination (whether it is a jackpot or not) regarding the special symbol lottery has been described here, in this embodiment, a preview (pre-determination) is also performed on the variation pattern when performing the variation display and the stop display of the special symbol. The selection of the variation pattern in the special symbol lottery is performed using the random number value for variation pattern selection (see S1003 and S1010 in FIG. 10) acquired according to the winning of the game balls into the first start port 121 and the second start port 122 and the variation pattern table (see FIGS. 24 to 27) (see S1310 in FIG. 13 and FIG. 15). Therefore, also in the preview of the variation pattern, the selected variation pattern can be previewed using the random number value for variation pattern selection acquired at the time of winning and a preview table having the same configuration as the variation pattern table used in the variation pattern selection process of the special symbol process. That is, different preview tables can be used according to the game state of the pachinko gaming machine 100. Further, different preview tables can be used depending on whether the winning is in the first start port 121 or the second start port 122.

[0196] In this case, in order to pre-read the variation pattern selected in the variation pattern selection process, the subroutine of the variation pattern selection process (refer to S1310 in FIG. 13 and FIG. 15) used in the special symbol process (refer to FIG. 13) can be called and used. Also, regarding the pre-reading table used for pre-reading the variation pattern selection, the variation pattern table used in the variation pattern selection process of the special symbol process may be used. With such a configuration, the number of control instructions regarding the pre-reading of the variation pattern selection can be reduced, and an increase in the program size can be suppressed.

[0197] Note that when the pre-judgment process and the big win judgment process at the time of special symbol variation are performed in the same subroutine using the same judgment table group, since the execution times of the respective processes are different, the pre-judgment result and the judgment result by the big win judgment process at the time of special symbol variation may be different. That is, it is a case where the game state (any one of the normal game state, the special short game state, and the specific short game state) of the pachinko game machine 100 has changed after the execution of the pre-judgment process and before the start of the special symbol variation. In this case, since different types of judgment tables are used according to the game state, the specific judgment tables used for judgment are different between the execution time of the pre-judgment process and the execution time of the big win judgment process. Therefore, even if the same random number value obtained at the time of winning in the first start port 121 and the second start port 122 is used, the pre-judgment result and the judgment result of the big win judgment process may be different. In such a case, in the effect control unit 300, when the game state changes after the execution of the pre-judgment process and before the start of the special symbol variation, control such as not executing the effect based on the pre-judgment result (prohibited rule) may be performed.

[0198] Note that, in accordance with the commands output from the game control unit 200 to the effect control unit 300 as described above, the effect control unit 300 controls, for example, the image display unit 114, the panel lamp 116, the speaker 156, the frame lamp 157, and the like. For example, when the effect control unit 300 receives a command indicating the start of a door opening error, the effect control unit 300 causes the image display unit 114 to display a message such as "Please call the staff." or an image indicating an abnormal state. Further, the effect control unit 300 causes the speaker 156 to output an alarm indicating an abnormal state and restricts the output of music, voices, sound effects, and the like. Further, as a mode indicating an abnormal state, the effect control unit 300 lights up the panel lamp 116 and the frame lamp 157 in red, for example.

[0199] Incidentally, here, it has been described that the effect control unit 300 uses all of the image display unit 114, the panel lamp 116, the speaker 156, and the frame lamp 157 to notify that an error has occurred, but a mode using a part of these may also be used. Further, depending on the content of the error, the notification mode may be switched. For example, when a door opening error occurs, all of the image display unit 114, the panel lamp 116, the speaker 156, and the frame lamp 157 may be used as described above. Further, when a payout error occurs, the image display unit 114 and the speaker 156 notify that an error has occurred. As a result, it becomes possible for a store clerk (pachinko parlor) or the like to easily determine the urgency of an error occurring in the gaming machine.

[0200] 〔Examples of setting the pre-determination pattern〕 Next, an example of setting the pre-determination pattern and the table used in the pre-determination process shown in FIG. 28 will be described. FIG. 29 is a diagram showing an example of setting the pre-determination pattern and the table used in the pre-determination process shown in FIG. 28. Note that FIG. 29 shows an example of setting when a special symbol variation based on winning in the first start port 121 in the normal gaming state is performed.

[0201] In the table shown in FIG. 29, "judgment result", "symbol", "reach random number", "variation pattern random number", "scheduled variation pattern", and "pre-judgment pattern" are respectively provided in association with each other. The game control unit 200 determines a scheduled variation pattern and a pre-judgment pattern based on the pre-judgment results of the jackpot random number and the jackpot symbol random number, the pre-judgment result of the reach random number, and the pre-judgment result of the variation pattern random number. Note that "..." shown in the "pre-judgment pattern" in FIG. 29 means that a pre-judgment pattern with the illustration omitted is provided.

[0202] FIG. 30 is a diagram showing a setting example of the pre-judgment pattern and the table used in the pre-judgment process. Note that FIG. 30 shows a setting example in the case where the variation of the special symbol is performed based on the winning in the second start port 122 in the special time-short game state. In the table shown in FIG. 30, "judgment result", "symbol", "reach random number", "variation pattern random number", "scheduled variation pattern", and "pre-judgment pattern" are respectively provided in association with each other.

[0203] 〔Operation of the effect control unit〕 Next, the operation of the effect control unit 300 will be described. FIG. 31 is a flowchart showing the operation of the effect control unit 300. The operation of the effect control unit 300 consists of the main process shown in FIG. 31(a) and the interrupt process shown in FIG. 31(b). Referring to FIG. 31(a), the effect control unit 300 first performs initial settings at startup (S3601), performs cycle setting of the CTC (Counter / Timer Circuit) (S3602), and then accepts interrupt processing while updating the random number used in the effect control according to the set cycle (S3603).

[0204] The interrupt process is periodically performed according to the period set in S3602. Referring to FIG. 31(b), in this interrupt process, the effect control unit 300 receives a command from the game control unit 200 and performs a command reception process (S3611). In this command reception process, an effect content (effect pattern) is selected. Further, the effect control unit 300 performs a specific short-time related effect process for executing an effect related to the specific short-time game state (S3612). Further, the effect control unit 300 performs an effect button process for receiving an operation of an effect button 161 or the like by the player (S3613). After that, the effect control unit 300 performs a command transmission process of transmitting a command including information on the selected effect pattern to the image / sound control unit 310 and the lamp control unit 320 (S3614). Thereby, effects such as image display on the image display unit 114, sound output, operation of the movable accessory 115, and light emission of the panel lamp 116 and the frame lamp 157 are performed.

[0205] 〔Command reception process by the effect control unit〕 FIG. 32 is a flowchart showing the content of the command reception process (S3611 in FIG. 31(b)). In this command reception process, the effect control unit 300 first determines whether or not it has received a pre-determination result command and a hold count increment command (S3701). Note that the pre-determination result command and the hold count increment command are commands set in the game control unit 200 in the start port switch process shown in FIG. 10 (S1006, S1007, S1013, S1014) and transmitted to the effect control unit 300 in the output process shown in FIG. 9 (S906). And when the effect control unit 300 determines that it has received the pre-determination result command and the hold count increment command (Yes in S3701), it increments the value of the hold count held in the RAM 303 by 1 (S3702). Furthermore, the effect control unit 300 performs a pre-determination effect selection process based on the pre-determination result command and the hold count increment command (S3703). Note that the content of the pre-determination effect selection process will be described later.

[0206] If the received command is not a pre-judgment result command or a hold count increase command (No in S3701), the effect control unit 300 determines whether the received command is a variation start command (S3704). This variation start command is set in the special symbol process shown in FIG. 13 in the game control unit 200 (S1312) and is the command transmitted to the effect control unit 300 in the output process shown in FIG. 9 (S906). If the received command is a variation start command (Yes in S3704), the effect control unit 300 executes an effect selection process (S3705). Also, when a variation start command is received, a random number value for effect control used in the effect selection process is acquired. This random number value is the random number value that is periodically updated in S3603 of the main process shown in FIG. 31(a). Details of the effect selection process will be described later.

[0207] If the received command is not a pre-judgment result command, a hold count increase command, or a variation start command (No in S3701 and S3704), the effect control unit 300 determines whether the received command is a variation stop command (S3706). This variation stop command is set in the special symbol process shown in FIG. 13 in the game control unit 200 (S1318) and is the command transmitted to the effect control unit 300 in the output process shown in FIG. 9 (S906). If the received command is a variation stop command (Yes in S3707), the effect control unit 300 executes a process during variation effect end (S3707). In the process during variation effect end, the effect control unit 300 analyzes the received variation stop command and sets a variation effect end command for instructing the end of the symbol variation effect in the RAM 303.

[0208] If the received command is not a pre-judgment result command, a hold count increase command, a variation start command, or a variation stop command (No in S3701, S3704, and S3706), the effect control unit 300 determines whether the received command is an opening command for starting the opening operation of the jackpot game (S3708). This opening command is set in the stopped state process (S1618) shown in FIG. 16 or the second big winning opening process (S2015) shown in FIG. 20 (S1618), and is the command transmitted to the effect control unit 300 in the output process (S906) shown in FIG. 9. If the received command is an opening command (Yes in S3708), the effect control unit 300 executes a jackpot effect selection process (S3709). Details of the jackpot effect selection process will be described later.

[0209] If the received command is not a pre-judgment result command, a hold count increase command, a variation start command, a variation stop command, or an opening command (No in S3701, S3704, S3706, and S3708), the effect control unit 300 determines whether the received command is an ending command for starting the ending operation of the jackpot game (S3710). This ending command is set in the first big winning opening process shown in FIG. 19 (S1913), and is the command transmitted to the effect control unit 300 in the output process (S906) shown in FIG. 9. If the received command is an ending command (Yes in S3710), the effect control unit 300 executes an ending effect selection process (S3711). Details of the ending effect selection process will be described later.

[0210] If the received command is not a pre-judgment result command, a hold count increase command, a variation start command, a variation stop command, an opening command, or an ending command (No in S3701, S3704, S3706, S3708, and S3710), next, the effect control unit 300 executes a customer waiting command reception process for shifting to the customer waiting state for the received command (S3712). Details of the customer waiting command reception process will be described later.

[0211] Figure 33 is a flowchart showing the contents of the pre-judgment effect selection process (S3703) and the effect selection process (S3705) of FIG. 32. In the pre-judgment effect selection process, the effect control unit 300 first analyzes the pre-judgment result command received from the game control unit 200 (S3801). Further, the effect control unit 300 analyzes the hold count increase command received from the game control unit 200 (S3802). Then, the effect control unit 300 selects an effect pattern (pre-judgment effect pattern) used in the pre-judgment effect based on the pre-judgment result command and the hold count increase command (S3803).

[0212] Here, as the pre-judgment effect pattern, various effect patterns can be provided that announce the random number determination result by the special symbol process before the start of the variation based on the random number determination result by the special symbol process. For example, an effect such as a hold display effect or a continuous announcement effect can be provided as the pre-judgment effect pattern. In the present embodiment, when a hold ball occurs, a display representing the number of hold balls is displayed on the first special symbol hold display 218 and the second special symbol hold display 219 of the display 130 (see FIG. 3), and a hold display suggesting the occurrence of a hold and the number of holds is performed on the image display unit 114 (hold display effect). Therefore, in this hold display effect, by reflecting the pre-judgment result in the display mode etc. of the hold display, it can be made into a pre-judgment effect that suggests to the player the determination result when the random number determination by the special symbol process is performed later regarding that hold ball.

[0213] Here, the case where the hold display effect is used as the pre-judgment effect has been described, but by reflecting it in various effect contents performed before the start of the variation based on the random number determination result by the special symbol process, it becomes possible to perform various announcement effects. For example, an effect using the effect image displayed on the image display unit 114, an effect by the lighting of the panel lamp 116 or the frame lamp 157, an effect by the operation of the movable accessory, an effect by the acoustic output such as music or sound effects, etc. can be set as the pre-judgment effect pattern.

[0214] Further, the preliminary determination effect may be executed in accordance with a symbol variation for another winning ball that is performed prior to the symbol variation for the winning ball (held ball) for which the preliminary determination has been made. In the present embodiment, the maximum number of held balls for one starting port (the first starting port 121 or the second starting port 122) is four (see FIG. 10). Also, priority is given to consuming the held balls of the second starting port 122. In this case, for example, if a preliminary determination is made for a held ball in the second starting port 122, before the symbol variation for that held ball is performed, symbol variations for up to four winning balls, including the current variation in progress (referred to as "the said variation"), will be performed. In the preview effect related to the held ball for which the preliminary determination has been made, if a plurality of symbol variations are performed before the symbol variation for that held ball, a preview effect (continuous preview effect) spanning the plurality of symbol variations may be performed.

[0215] Then, the effect control unit 300 sets a held ball count command including the value of the held count after addition and the information on the preliminary determination effect pattern selected in the preliminary determination effect selection process in the RAM 303 (S3804). Note that the held ball count command includes information indicating the pattern in order to notify the CPU 311 of the image / sound control unit 310 of the selected preliminary determination effect pattern. By receiving the held ball count command, the CPU 311 creates a display list or the like for causing the VDP 314 to draw and output an image or sound corresponding to the selected preliminary determination effect pattern. Based on the display list or the like, the VDP 314 reads out image data and sound data for representing the selected preliminary determination effect pattern from the CGROM 315 and the SNDROM 316, and expresses the preliminary determination effect using the image display unit 114 and the speaker 156.

[0216] In the performance selection process, the performance control unit 300 first analyzes the received variation start command (S3811). Also, it subtracts 1 from the value of the number of pending operations held in the RAM 303 (S3812). Then, based on various setting information (information such as the type of jackpot, the game state after the jackpot game, the variation pattern, etc.) obtained from the analysis result of the variation start command, the performance control unit 300 selects a variation performance pattern of the symbol variation by the image to be displayed on the image display unit 114 (S3813). Note that after the variation performance pattern is selected, the value of the number of pending operations held in the RAM 303 may be subtracted by 1. That is, the variation performance pattern may be selected in the state before the value of the number of pending operations held in the RAM 303 is subtracted by 1.

[0217] Finally, the performance control unit 300 sets a variation performance start command for instructing the start of execution of the selected performance in the RAM 303 (S3814). Note that the variation performance start command includes information indicating the pattern in order to notify the CPU 311 of the selected variation performance pattern. By receiving the variation performance start command, the CPU 311 creates a display list or the like for causing the VDP 314 to perform drawing and output processing of an image and sound corresponding to the selected variation performance pattern. Based on the display list or the like, the VDP 314 reads out image data and sound data for representing the selected variation performance pattern from the CGROM 315 and the SNDROM 316, and expresses the variation performance using the image display unit 114 and the speaker 156.

[0218] Although not described in detail, in the selection process of the variation effect pattern of the symbol variation in S3813, the variation effect pattern is determined based on the variation pattern. Based on the variation effect pattern determined here, the variation display of the decorative symbol, the background effect, the preview effect, etc. are determined. Note that the variation display of the decorative symbol is an effect display performed by the image display unit 114 accompanying the variation display of the special symbol performed by the first special symbol display 221 or the second special symbol display 222. In this variation display of the decorative symbol, a reach effect or the like is executed. Note that, unlike this embodiment, when a plurality of variation effect patterns are set for the variation pattern, a lottery may be used to select the variation effect pattern using an effect random number (one of the random numbers updated in S3603 of FIG. 31(a), and the effect random number value is acquired when the variation start command is received).

[0219] FIG. 34 is a flowchart showing the content of the jackpot effect selection process (S3709) of FIG. 32. In this jackpot effect selection process, the effect control unit 300 first analyzes the received opening command (including information about the type of jackpot symbol) (S3901), and selects an effect pattern (jackpot effect pattern) (S3902). Then, the effect control unit 300 reads out the image data and sound data used for the effect according to the selected jackpot effect pattern from the ROM 302, sets a jackpot effect start command instructing the selected effect together with these data in the RAM 303, and ends the jackpot effect selection process (S3903). Thereby, the effect during the jackpot is determined. Note that, in the selection of the jackpot effect pattern (S3902), a determination based on the random number value acquired at the time of command reception may be made.

[0220] FIG. 35 is a flowchart showing the content of the ending effect selection process (S3711) of FIG. 32. In this ending production selection process, the production control unit 300 first analyzes the received ending command (including information about the type of jackpot symbol) (S4001), and selects a production pattern (ending production pattern) (S4002). Then, the production control unit 300 reads out the image data and audio data used for the production according to the selected ending production pattern from the ROM 302, and sets an ending production start command for instructing the selected production together with these data in the RAM 303, and ends the ending production selection process (S4003). Note that in the selection of the ending production pattern (S4002), a determination may be made based on the random number value obtained at the time of command reception.

[0221] FIG. 36 is a flowchart showing the content of the customer waiting command reception process (S3712) in FIG. 32. The production control unit 300 determines whether or not it has received a customer waiting command for shifting to the customer waiting state (S4101). If a customer waiting command is received (Yes in S4101), the production control unit 300 starts measuring the elapsed time (S4102) and turns on the measurement flag in the RAM 303 (S4103). On the other hand, if the received command is not a customer waiting command (No in S4101), the production control unit 300 determines whether or not the measurement flag held in the RAM 303 is on (S4104). If the measurement flag is off (No in S4104), the customer waiting command reception process ends.

[0222] When the measurement flag is on (Yes in S4104 or after being turned on in S4103), next, the production control unit 300 determines whether or not the measured time has reached a predetermined timeout time (for example, 10 seconds) (S4105). If the timeout has not occurred (No in S4105), the customer waiting command reception process ends. On the other hand, if the timeout has occurred (Yes in S4105), the production control unit 300 turns off the measurement flag held in the RAM 303 (S4106).

[0223] Next, the effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is a specific short game state (S4107). If it is a specific short game state (YES in S4107), the effect control unit 300 determines whether it is before the start of the first variable effect in the special short game state (S4108). If it is not before the start of the first variable effect (NO in S4108), the effect control unit 300 sets a customer waiting effect command for performing the first customer waiting effect in the RAM 303 and ends the customer waiting command reception process (S4109). Also, if it is not a specific short game state (NO in S4107) or if it is before the start of the first variable effect in the specific short game state (YES in S4108), the effect control unit 300 sets a customer waiting effect command for performing the second customer waiting effect (demo effect) in the RAM 303 and ends the customer waiting command reception process (S4110). The second customer waiting effect is an effect in a different form from the first customer waiting effect.

[0224] When the command reception process is completed as described above, one of a variable effect start command, a variable effect end command, a big win effect start command, an ending effect start command, and a customer waiting effect command is set in the RAM 303.

[0225] FIG. 37 is a flowchart showing the content of the specific short-related effect process (S3612) in FIG. 31(b). The effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is a normal game state (S4201). If it is a normal game state (YES in S4201), the effect control unit 300 determines whether it has been controlled from the specific short game state to the normal game state (S4202). If it has been controlled from the specific short game state to the normal game state (YES in S4202), the specific short-related effect process ends. Also, if it has not been controlled from the specific short game state to the normal game state (NO in S4202), the effect control unit 300 determines whether a variable effect is being executed (S4203). If it is not during the variable effect (NO in S4203), the specific short-related effect process ends.

[0226] On the other hand, when in the variable presentation (YES in S4203), the presentation control unit 300 determines whether or not RAM clear has been executed at the time of the most recent return from the state where the power of the pachinko gaming machine 100 has been turned off (S4204). If RAM clear has not been executed (NO in S4204), the presentation control unit 300 determines whether or not the number of times the decorative symbol has changed after the most recent return is equal to or greater than the first number of times (S4205). In the present embodiment, the first number of times is 50 times. However, the first number of times may be any value. If the number of times of change is less than the first number of times (NO in S4205), the specific short-time related presentation process ends. Note that the presentation control unit 300 may determine the condition that the number of times of change is equal to or greater than the first number of times as either the end of the first change or the start of the first change. If the number of times of change is equal to or greater than the first number of times (YES in S4205), the presentation control unit 300 determines whether or not the number of times the decorative symbol has changed after the return is equal to or greater than the second number of times (S4206). The second number of times is a number of changes greater than the first number of times. In the present embodiment, the second number of times is, for example, 101 times. However, the second number of times may be any value as long as it is a number of changes greater than the first number of times. Note that the presentation control unit 300 may determine the condition that the number of times of change is equal to or greater than the second number of times as either the end of the second change or the start of the second change. If the number of times of change is less than the second number of times (NO in S4206), the presentation control unit 300 determines whether or not the number of times the decorative symbol has changed after the return is equal to the third number of times (S4207). In the present embodiment, the third number of times is 100 times. Note that the presentation control unit 300 may determine the condition for determining that the number of times of change is equal to the third number of times as either the end of the third change or the start of the third change.

[0227] If the number of fluctuations is not the third time (NO in S4207), the effect control unit 300 determines whether to execute the clear negative effect by lottery (for example, at a ratio of 1 / 2) (S4208). The clear negative effect is an effect indicating that the RAM clear has not been executed. If it is determined not to execute the clear negative effect (NO in S4208), the specific short-time related effect process ends. If it is determined to execute the clear negative effect (YES in S4208), the effect control unit 300 executes the clear negative effect and the remaining number notification effect (S4209). The remaining number notification effect is an effect that notifies the number of fluctuation effects required until the specific short-time game state is reached.

[0228] Also, if the number of fluctuations is the third time (YES in S4207), the effect control unit 300 determines whether the clear negative effect has been executed (S4210). If the clear negative effect has not been executed (NO in S4210), the effect control unit 300 executes the clear negative effect and the remaining number notification effect (S4211).

[0229] On the other hand, when the RAM clear has been executed at the time of the most recent return from the state where the power of the pachinko game machine 100 has been turned off (YES in S4204), the effect control unit 300 determines whether the most recent reset of the number of fluctuations is a reset based on a big win (S2105 in FIG. 21) (S4212). If it is not a reset based on a big win (NO in S4212), the effect control unit 300 determines whether the number of fluctuations after the most recent return from the state where the power of the pachinko game machine 100 has been turned off is 4 or more times (S4213). The fourth number is a number of fluctuations greater than the first number. In this embodiment, the fourth number is 100 times. However, the fourth number may be any value as long as it is a number of fluctuations greater than the first number. If the number of fluctuations is less than the fourth number (NO in S4213), the specific short-time related effect process ends. Note that the effect control unit 300 may set the condition for determining that the number of fluctuations is 4 or more times as the end of the fourth fluctuation or the start of the fourth fluctuation.

[0230] Also, when the number of fluctuations is equal to or greater than the fourth time (YES in S4213) or when the most recent reset is a jackpot-based reset (YES in S4212), the effect control unit 300 determines whether or not the remaining-times notification effect has been executed (S4214). If the remaining-times notification effect has not been executed (NO in S4214), the effect control unit 300 executes the remaining-times notification effect (S4215). Also, in the case of YES in S4206, YES in S4210, after the execution of S4209, after the execution of S4211, YES in S4214, or after the execution of S4215, the effect control unit 300 executes the remaining-times update effect (S4216). The remaining-times update effect is an effect that notifies the number of times after the update of the variable effect required until the specific short-game state is reached.

[0231] On the other hand, when it is not the normal game state (NO in S4201), the effect control unit 300 determines whether or not the current game state of the pachinko gaming machine 100 is the specific short-game state (S4217). If it is not the specific short-game state (NO in S4217), the specific short-game related effect process is terminated. When it is the specific short-game state (YES in S4217), the effect control unit 300 determines whether or not it is before the start of the first variable effect in the specific short-game state (S4218). If it is before the start of the first variable effect (YES in S4218), the effect control unit 300 determines whether or not there is no hold (S4219). If there is a hold (NO in S4219), the specific short-game related effect process is terminated. Also, when there is no hold (YES in S4219), the effect control unit 300 starts the right-shot notification (S4220). More specifically, the effect control unit 300 starts a notification for prompting the player to launch the game ball toward the right side in the game area 111.

[0232] On the other hand, when it is after the start of the first variable effect in the specific short-game state (NO in S4218), the effect control unit 300 determines whether or not it is before the start of the right-shot notification (S4221). If it is after the start of the right-shot notification (NO in S4221), the specific short-game related effect process is terminated. When it is before the start of the right strike notification (YES in S4221), the effect control unit 300 starts the right strike notification (S4222). Further, the effect control unit 300 executes a specific short-time notification effect (S4223). The specific short-time notification effect is an effect that notifies that the pachinko gaming machine 100 is in a specific short-time gaming state.

[0233] FIG. 38 is a flowchart showing the content of the effect button process (S3613 in FIG. 31(b)). In this effect button process, the effect control unit 300 first determines whether an operation means such as the effect button 161 by the player has been operated during a predetermined reception period (operation valid period described later) (S4301). Here, the operation of the operation means includes that the effect button 161 is pressed so as to be displaced from the non-operation position (reference position) when not operated to a predetermined position and becomes ON, and that the center key or peripheral keys of the effect key 162 are pressed and become ON. Further, when an operation device other than the effect button 161 and the effect key 162, such as a touch panel, is provided in the pachinko gaming machine 100, it includes detecting the operation of that device. The effect control unit 300 receives an operation signal from the controllers of these devices and detects that an operation has been performed. When the operation means such as the effect button 161 has not been operated (No in S4301), the effect button process ends.

[0234] If the operation means such as the effect button 161 has been operated (Yes in S4301), the effect control unit 300 sets an effect button command including information indicating the operation content of the operation means in the RAM 303 and ends the effect button process (S4302).

[0235] After that, the production control unit 300 performs the command transmission process (S3614) shown in FIG. 31(b) to transmit the commands set in the RAM 303 in the above command reception process and production button process to the image / sound control unit 310 and the lamp control unit 320. Then, based on the received commands, the image / sound control unit 310 and the lamp control unit 320 control the image display on the image display unit 114, the sound output, the operation of the movable accessory 115, the lighting of the panel lamp 116 and the frame lamp 157, etc., to execute the set production.

[0236] 〔Pre-judgment production pattern table〕 FIGS. 39 and 40 are diagrams showing examples of the settings of the pre-judgment production pattern and the table used in the pre-judgment production pattern selection (S3803) in the pre-judgment production selection process shown in FIG. 33(a). Note that FIG. 39 shows a pre-judgment production pattern table used when a game ball wins a prize in the first start port 121 in the normal game state. FIG. 40 shows a pre-judgment production pattern table used when a game ball wins a prize in the second start port 122 in the special time-limited game state.

[0237] In the pre-judgment production pattern table shown in FIG. 39, which is used when a game ball wins a prize in the first start port 121 in the normal game state, a plurality of pre-judgment production patterns are set. For the pre-judgment patterns "JA1" to "JA8", "JB1" to "JB6", and "JR1" to "JR21" set using FIG. 29 above, the pre-judgment production patterns "AA1" to "AA8", "AB1" to "AB6", and "AR1" to "AR21" are associated one-to-one.

[0238] Also, in the pre-judgment production pattern table shown in FIG. 40, which is used when a game ball wins a prize in the second start port 122 in the special time-limited game state, a plurality of pre-judgment production patterns are set. For the pre-judgment patterns "JF1" to "JF5", "JG1" to "JG3", and "JH1" to "JH11" set using FIG. 30 above, the pre-judgment production patterns "AF1" to "AF3", "AG1" to "AG3", and "AH1" to "AH11" are associated one-to-one.

[0239] Here, the preliminary determination effect is an effect performed based on the preliminary determination process. In addition, in the illustrated preliminary determination effect pattern, "reserved image", "display color", "chance symbol", "zone", "tool", and "vibration" are set. Note that "-" in each column of the illustrated table indicates that the corresponding effect is not executed.

[0240] Here, the "reserved image" is an image indicating that the right to a big win determination is reserved. The reserved image will be described in detail later. The "display color" indicates the display color of the reserved image. In the present embodiment, by changing the display color of the reserved image and the like, the expectation degree of winning a big win is notified or suggested to the player. In the present embodiment, any one of "white", "blue", "green", "red", and "rainbow color" is selected as the display color. For example, as the display color of the reserved image, it may be set so that the expectation degree becomes higher in the order of white, blue, green, red, and rainbow color, with the slower order having a higher expectation degree. Also, the variation effect in which a rainbow-colored reserved image is displayed may be a variation effect in which the lottery result of the special symbol lottery is a big win. That is, the rainbow-colored reserved image may have an expectation degree of 100%.

[0241] The "chance symbol" indicates the type of the chance symbol effect. The chance symbol effect is an effect of displaying a chance symbol based on the preliminary determination result by the preliminary determination process. The chance symbol is three decorative symbols combined by a predetermined same-color symbol including different numbers. The chance symbol effect notifies or suggests, for example, that there is a high possibility of a big win in the special symbol variation after the next special symbol variation in which the chance symbol effect is started. Also, in a plurality of variation effects, the chance symbol effect may be performed a plurality of times. In the illustrated example, any one of "RO1" to "RO3" is executed as the type of the chance symbol effect. Also, it is set so that the expectation degree becomes higher as the number is larger in the order of "RO1", "RO2", and "RO3". The winning combination symbols are three specific decorative symbols 41 that notify or suggest that there is a high probability of a big win in the special symbol variations after the start of the winning combination symbol effect. The three decorative symbols 41 do not have to be the same color.

[0242] "Zone" indicates a zone effect. The zone effect is an effect that, for example, makes people expect a big win in the variation of the special symbol. The zone effect performed based on the pre-judgment result may be an effect that makes people expect a big win in the special symbol variation where the zone effect is started, or may be an effect that makes people expect a big win in the special symbol variations after the special symbol variation where the zone effect is started.

[0243] "Device" indicates a device effect. The device effect is an effect in which the movable device 115 operates. The device effect performed based on the pre-judgment result may be an effect that makes people expect a big win in the special symbol variation where the device effect is started, or may be an effect that makes people expect a big win in the special symbol variations after the special symbol variation where the device effect is started.

[0244] "Vibration" indicates a vibration effect. The vibration effect is an effect that vibrates the operation button 161. The vibration effect performed based on the pre-judgment result is an effect that makes people expect a big win in the special symbol variations after the special symbol variation where the vibration effect is started.

[0245] Now, the effect control unit 300 determines the pre-judgment effect pattern based on the tables shown in FIGS. 39 and 40. Specifically, the effect control unit 300 selects a pre-judgment effect pattern corresponding to the pre-judgment pattern set in the pre-judgment process (see FIG. 28) based on the tables shown in FIGS. 39 and 40. For example, in FIG. 39, when the "judgment result" is "failure" and the preliminary judgment pattern is "JR6", "AR6" is selected as the preliminary judgment effect pattern. And in this preliminary judgment effect pattern "AR6", a "pending image", "display color", "chance symbol", "zone", and "prop" are set. That is, in the preliminary judgment effect pattern "AR6", the "pending image" is displayed, the "display color" becomes "blue", "RO1" is executed as the "chance symbol", a zone effect is executed, and "CH1" is executed as the "prop".

[0246] Also, in the present embodiment, a preliminary judgment effect pattern table used when a game ball wins the first start port 121 in the special short-time game state is not provided. That is, in the present embodiment, when a game ball wins the first start port 121 in the special short-time game state, no preliminary judgment effect is performed. However, a preliminary judgment effect pattern table used when a game ball wins the first start port 121 in the special short-time game state may be provided. And the effect control unit 300 may perform a preliminary judgment effect when a game ball wins the first start port 121 in the special short-time game state using this preliminary judgment effect pattern table.

[0247] 〔Variable effect pattern table〕 FIGS. 41 and 42 are diagrams showing examples of settings of variable effect patterns and tables used in the variable effect pattern selection (S3813) in the effect selection process of FIG. 33(b). Note that FIG. 41 shows a variable effect pattern table used when a variable effect based on winning the first start port 121 in the normal game state is performed. Also, FIG. 42 shows a variable effect pattern table used when a variable effect based on winning the second start port 122 in the special short-time game state is performed.

[0248] In the variation effect pattern table used when a variation effect based on winning at the first start port 121 in the normal game state shown in FIG. 41 is performed, a plurality of variation effect patterns are set. For the variation patterns "PA1" to "PA8", "PB1" to "PB6", and "PR1" to "PR21" set using FIG. 24 above, the variation effect patterns "EA1" to "EA8", "EB1" to "EB6", and "ER1" to "ER21" are associated one-to-one.

[0249] Also, in the variation effect pattern table used when a variation effect based on winning at the second start port 122 in the special time-saving game state shown in FIG. 42 is performed, a plurality of variation effect patterns are set. For the variation patterns "PF1" to "PF5", "PG1" to "PG3", and "PH1" to "PH11" set using FIG. 25 above, the variation effect patterns "EF1" to "EF5", "EG1" to "EG3", and "EH1" to "EH11" are associated one-to-one.

[0250] Here, the variation effect is an effect for notifying the determination result of the special symbol lottery (that is, whether or not a big win has occurred) in an effect manner by variably displaying the effect symbol and then stopping the display. Also, in the illustrated variation effect pattern, "final display color", "pseudo flickering", "pseudo continuous count", "reach flickering", "normal", "SP reach", "SPSP reach", "zone flickering", "zone", "development flickering", "development", "device", "button", "vibration", "promotion flickering", "promotion", "revival" are set. Note that "-" in each column of the illustrated table indicates that the corresponding effect is not executed.

[0251] Here, the "final display color" indicates the final display color of the variable image (described later). In the present embodiment, by changing the display color of the variable image or the like, the expectation level of winning a big hit is notified or suggested to the player. In the illustrated example, any one of "white", "blue", "green", "red", and "rainbow color" is selected as the final display color. For example, as the display color of the variable image, it may be set such that the expectation level becomes higher in the order of white, blue, green, red, and rainbow color, with the slower order having a higher expectation level. Also, the variable effect in which the rainbow-colored variable image is displayed may be a variable effect in which the lottery result of the special symbol lottery is a big hit. That is, the rainbow-colored variable image may have an expectation level of 100%.

[0252] "Pseudo excitation" indicates a pseudo continuous excitation effect. The pseudo continuous excitation effect is an effect that encourages the execution of a pseudo continuous effect (pseudo continuous effect). The pseudo continuous effect is an effect that makes it appear as if the variable display of the decorative symbol is performed multiple times in one variation display (one variable effect) of the special symbol. In the pseudo continuous effect, the effect control unit 300 varies the decorative symbol before reaching the reach state, then temporarily stops the decorative symbol once, and then starts the variable display of the decorative symbol again. In other words, in the pseudo continuous effect, after the start of the variable display of the decorative symbol, the temporary stop and re-variation of the decorative symbol are repeated the set number of pseudo continuous times, and then the variable display for one variation of the special symbol is ended by making a definite stop. Here, the temporary stop is a pseudo stop state in which although the symbol appears to be stopped at first glance, in reality, the symbol is slightly swaying. In other words, the temporary stop of the symbol is a state that is treated as if the variation continues in terms of game control. Here, the stop includes not only the definite stop but also the temporary stop. Also, the definite stop of the symbol refers to a state in which the symbol is stopped as a definite symbol in one variation display of the special symbol. Note that in the pseudo continuous effect, the effect control unit 300 may start the variable display of the decorative symbol again after reaching the reach state. Furthermore, in the pseudo continuous effect, the effect control unit 300 may start the variable display of the decorative symbol again without temporarily stopping the decorative symbol after starting the variation (variable effect) of the decorative symbol.

[0253] Here, the "number of pseudo - continuous times" is the number of pseudo - continuous performances. In the illustrated example, the "number of pseudo - continuous times" is set between "-", "1", "2", "3", that is, between 0 times and 3 times. Also, the number of pseudo - continuous times is set in association with the degree of expectation (reliability) of making people expect a big win. That is, it is set such that the higher the number of pseudo - continuous times, the higher the degree of expectation.

[0254] "Reach incitement" indicates the type of reach incitement performance. The reach incitement performance is a performance that encourages the execution of the reach performance. In the illustrated example, as the type of reach incitement performance, either "RE1" or "RE2" is executed. Also, in the order of "RE1" and "RE2", the higher the number, the higher the degree of expectation when the reach performance is executed (when the reach incitement performance is successful). "Normal" indicates the type of normal reach performance. In the illustrated example, as the type of reach performance, any one of "N1", "N2", "N3" is executed. Also, in the order of "N1", "N2", "N3", the higher the number, the higher the degree of expectation. "SP reach" indicates the type of SP reach performance. In the illustrated example, as the type of SP reach performance, any one of "SP1", "SP2", "SP3" is executed. Also, in the order of "SP1", "SP2", "SP3", the higher the number, the higher the degree of expectation. "SPSP reach" indicates the SPSP reach performance.

[0255] "Zone incitement" indicates the zone incitement performance. The zone incitement performance is a performance that encourages the execution of the zone performance. "Zone" indicates the zone performance. "Development incitement" indicates the development incitement performance. The development incitement performance is a performance that encourages the execution of the development performance. Also, the development performance is a performance that suggests or notifies the development up to the SPSP reach. "Development" indicates the development performance.

[0256] "Props" indicates a props performance. More specifically, "before temporary stop" of "props" indicates a props performance that is carried out before the decorative pattern temporarily stops in the variable performance, and "after temporary stop" of "props" indicates a props performance that is carried out after the decorative pattern temporarily stops in the variable performance.

[0257] "Button" indicates a button performance. More specifically, "before temporary stop" of "button" indicates a button performance that is carried out before the decorative pattern temporarily stops in the variable performance, and "after temporary stop" of "button" indicates a button performance that is carried out after the decorative pattern temporarily stops in the variable performance. Also, the button performance is a performance that prompts the player to operate the performance button 161. The button performance may be executed based on a preliminary determination result by the preliminary determination process. The button performance carried out based on the preliminary determination result may be a performance that makes the player expect a big win in the special symbol variation where the button performance is started, or may be a performance that makes the player expect a big win in the next special symbol variation after the special symbol variation where the button performance is started.

[0258] "Vibration" indicates a vibration performance. More specifically, "before temporary stop" of "vibration" indicates a vibration performance that is carried out before the decorative pattern temporarily stops in the variable performance, and "after temporary stop" of "vibration" indicates a vibration performance that is carried out after the decorative pattern temporarily stops in the variable performance. Also, the vibration performance is a performance that vibrates the performance button 161. The vibration performance may be executed based on a preliminary determination result by the preliminary determination process. The vibration performance carried out based on the preliminary determination result is a performance that makes the player expect a big win in the next special symbol variation after the special symbol variation where the vibration performance is started. That is, the vibration performance may be a performance that suggests or notifies the degree of expectation in one or more variable performances.

[0259] "Ascent encouragement" means an ascent encouragement performance. The ascent encouragement performance is a performance that prompts whether to change to a decorative pattern that notifies the player of a more advantageous gaming state after temporarily stopping the decorative pattern that notifies that the lottery result of the special symbol lottery is a big win. "Ascent" means the ascent effect. The ascent effect is an effect in which, after temporarily stopping the decorative symbol that notifies that the lottery result of the special symbol lottery is a big win, the decorative symbol is changed to one that notifies the player of a more advantageous gaming state. In this ascent effect, for example, after "444" stops temporarily as the decorative symbol, the decorative symbol "777" is displayed as the stop symbol. "Revival" means the revival effect. The revival effect is an effect in which, after temporarily stopping the losing decorative symbol 41, the double-barred decorative symbol 41 is stopped.

[0260] Now, the effect control unit 300 determines a variable effect pattern based on the tables shown in FIGS. 41 and 42. Specifically, the effect control unit 300 selects a variable effect pattern corresponding to the variable pattern set in the variable pattern selection process (see FIG. 15) based on the tables shown in FIGS. 41 and 42. For example, in FIG. 41, when the "big win symbol" is "big win symbol A" and the variable pattern is "PA1", "EA1" is selected as the variable effect pattern. In this variable effect pattern "EA1", "-" is set for "pseudo excitement", "reach excitement", "zone excitement", "ascent", and "revival". That is, when "EA1" is selected as the variable effect pattern, the pseudo continuous excitement effect, reach excitement effect, zone excitement effect, ascent effect, and revival effect are not executed. Also, in the variable effect pattern "EA1", "red" is displayed as the "final display color", "2" is executed as the "pseudo continuous count", "N2" is executed as the "normal", "SP2" is executed as the "SP reach", "SPSP reach" is executed, "zone" is executed, "development excitement" and "development" are executed, the "gadget" before and after the temporary stop is executed, the "button" before and after the temporary stop is executed, the "vibration" before and after the temporary stop is executed, and the "ascent excitement" is executed.

[0261] In addition, in the present embodiment, as will be described later, the effect control unit 300 controls the stage to any one of a plurality of stages (effect modes). However, the tables of variable effect patterns shown in FIGS. 41 and 42 are the same regardless of the stage. However, different tables of variable effect patterns may be used for each stage.

[0262] 〔Effect image〕 Next, the effect image that the effect control unit 300 causes to be displayed on the image display unit 114 will be described. As shown in FIG. 43, by the control of the effect control unit 300, an effect image is displayed on the image display unit 114. In the present embodiment, as the effect image displayed on the image display unit 114, a decorative pattern 41, a volume image 42, a light quantity image 43, a variable image 51, a hold image 52, a hold count display 55, a small pattern 56, a stage image 61, a stage notification image 501, and a variable count image 502 are included. Further, on the image display unit 114, a first right hit image 503, a time limit remaining count image 504, a customer waiting volume image 44, a customer waiting light quantity image 45, a menu promotion image 46, a menu image 505, a demo image 506, a first left hit image 47, a second left hit image 48, a second right hit image 507, a first precursor emphasis image 508, a button image 509, a first post-operation emphasis image 510, a second post-operation emphasis image 511, a third post-operation emphasis image 512, a second precursor emphasis image 513, a first operation-in progress emphasis image 514, a fourth post-operation emphasis image 515, a fifth post-operation emphasis image 516, a sixth post-operation emphasis image 517, a third precursor emphasis image 518, a seventh post-operation emphasis image 519, an eighth post-operation emphasis image 520, a ninth post-operation emphasis image 521, a tenth post-operation emphasis image 522, an eleventh post-operation emphasis image 523, a twelfth post-operation emphasis image 524, a thirteenth post-operation emphasis image 525, a fourteenth post-operation emphasis image 526, a fourth precursor emphasis image 527, a fifteenth post-operation emphasis image 528, a sixteenth post-operation emphasis image 529, a fifth precursor emphasis image 530, a second operation-in progress emphasis image 531, a seventeenth post-operation emphasis image 532, an eighteenth post-operation emphasis image 533, a sixth precursor emphasis image 534, a nineteenth post-operation emphasis image 535, a first zone start image 536, a first zone execution-in progress image 537, a second zone start image 538, a second zone execution-in progress image 613, a reach line image 539, a reach suggestion image 540, a reach emphasis image 541, a first reach target emphasis image 542, a second reach target emphasis image 543, a third reach target emphasis image 544, a fourth reach target emphasis image 545, a fifth reach target emphasis image 546, a sixth reach target emphasis image 547, a seventh reach target emphasis image 548, an eighth reach target emphasis image 549, a ninth reach target emphasis image 550, a prop first emphasis image 551, an SP reach image 552, a development image 584, a development emphasis image 554, a prop second emphasis image 555, an SPSP start image 556, a first start-time emphasis image 557, a second start-time emphasis image 558, a third start-time emphasis image 559, a fourth start-time emphasis image 560, an SPSP in-progress suggestion image 561,First Execution Emphasized Image 562, Second Execution Emphasized Image 563, Third Execution Emphasized Image 564, Fourth Execution Emphasized Image 565, First Jackpot Emphasized Image 566, Second Jackpot Emphasized Image 567, Third Jackpot Emphasized Image 568, Fourth Jackpot Emphasized Image 569, Fifth Jackpot Emphasized Image 570, First Button After Image 571, First Stop Emphasized Image 572, Second Stop Emphasized Image 573, Third Stop Emphasized Image 574, Fourth Stop Emphasized Image 575, Second Button After Image 576, Third Button After Image 577, Fifth Stop Emphasized Image 578, Sixth Stop Emphasized Image 579, Fourth Button After Image 580, Pseudo-Continuous Image 581, Pseudo-Continuous Emphasized Image 582, Re-Variation Notification Image 583, First Development Incitement Emphasized Image 585, Switching Image 586, Chance Mark Emphasized Image 587, First Start Emphasized Image 588, Fifth Button After Image 589, Sixth Button After Image 590, First Zoro Emphasized Image 591, Promotion Incitement Emphasized Image 592, Jackpot Start Image 593, Round Number Image 594, During Round Image 595, Time Limit Start Image 596, First Reach Incitement Emphasized Image 597, Second Zoro Emphasized Image 598, Revival Image 599, Special Effect Image 600, Seventh Button After Image 601, Seventh Stop Emphasized Image 602, Eighth Stop Emphasized Image 603, Ninth Stop Emphasized Image 604, Tenth Stop Emphasized Image 605, Eighth Button After Image 606, Ninth Button After Image 607, Eleventh Stop Emphasized Image 608, Twelfth Stop Emphasized Image 609, Second Development Incitement Emphasized Image 610, Second Start Emphasized Image 611, Tenth Button After Image 612, Third Zoro Emphasized Image 614, Fourth Zoro Emphasized Image 615, Thirteenth Stop Emphasized Image 616, Second Reach Incitement Emphasized Image 617, First Transition Image 618, Eleventh Button After Image 619, Fifth Zoro Emphasized Image 620, Twelfth Button After Image 621, Second Transition Image 622, Result Image 623, Fourteenth Stop Emphasized Image 624, Third Reach Incitement Emphasized Image 625, Sixth Zoro Emphasized Image 626, Preparation Image 627, Jackpot During Notification Image 628 may be displayed.,

[0263] (Decoration Symbol 41) As shown in FIG. 43(1), three decorative symbols 41 are displayed on the image display unit 114. When individually explaining the three decorative symbols 41, the symbol arranged on the left may be referred to as the "left decorative symbol 41", the symbol arranged in the center may be referred to as the "center decorative symbol 41", and the symbol arranged on the right may be referred to as the "right decorative symbol 41". Also, when collectively explaining the left decorative symbol 41 and the right decorative symbol 41, they may be referred to as the "left and right decorative symbols 41". Further, when collectively explaining the left decorative symbol 41, the center decorative symbol 41, and the right decorative symbol 41, they may be referred to as the "three decorative symbols 41". Also, the left and right decorative symbols 41 with aligned numbers, that is, the left and right decorative symbols 41 for which a reach is established, may be referred to as the "decorative symbols 41 of the reach target". Further, the three decorative symbols 41 including different numbers may be referred to as the "losing decorative symbols 41". Furthermore, the three decorative symbols 41 with aligned numbers may be referred to as the "identical decorative symbols 41".

[0264] In the present embodiment, as the display mode of the decorative symbol 41, there are a highly decorative display mode (see FIGS. 43(1) and (3)) in which, in addition to characters such as numbers, an image of a character or the like is displayed, and a less decorative display mode (see FIGS. 43(5) and (7), FIG. 153(18), etc.) mainly displaying characters such as numbers. The images of characters or the like provided on the highly decorative decorative symbol 41 are different for each character of the decorative symbol 41, and it is possible to identify which symbol it is based on the image of the character or the like. Also, the less decorative decorative symbol 41 has a higher ratio of the area occupied by the character part in the decorative symbol 41 compared to the highly decorative decorative symbol 41. Here, the display mode of the decorative symbol 41 is switched according to changes in the gaming state or the progress of the effect. Although the details will be described later, for example, the less decorative decorative symbol 41 is displayed in the SP reach effect, the SPSP reach effect, and the time shortening gaming state, etc., and the highly decorative decorative symbol 41 is displayed in other cases, etc. In addition, in the decorative pattern 41 with low decorativeness, in addition to characters such as numbers, simple pictures, images of characters, etc. may also be displayed. That is, the "decorative pattern 41 with low decorativeness" shown in FIGS. 43(5), (7), 153(18), etc. only needs to have lower decorativeness than the "decorative pattern 41 with high decorativeness" shown in FIGS. 43(1), (3), etc.

[0265] In the variable performance, the performance control unit 300 variably displays the three decorative patterns 41, for example, by vertical scrolling (scrolling downward), and then first temporarily stops the left decorative pattern 41 (for example, the number "4"), then temporarily stops the right decorative pattern 41 (for example, the number "2"), and then temporarily stops the middle decorative pattern (for example, the number "1"). After all the decorative patterns 41 have been temporarily stopped in this way, finally, in response to the stop display of the special pattern, all the decorative patterns 41 are definitely stopped. Note that the combination "412" of the stopped decorative patterns 41 shown in FIG. 43(1) is an example of a combination when the lottery result of the special pattern lottery fails. Also, the decorative pattern 41 is an example of a performance pattern.

[0266] (Volume image 42) As shown in FIG. 43(1), a volume image 42 is displayed on the image display unit 114. The volume image 42 is an image indicating the size set in the performance control unit 300 as the volume of the sound output from the speaker 156. Note that the volume image 42 will be described in detail later.

[0267] (Light quantity image 43) As shown in FIG. 43(1), a light quantity image 43 is displayed on the image display unit 114. The light quantity image 43 is an image indicating the size set in the performance control unit 300 as the light quantity of the light emitted by the panel lamp 116, the frame lamp 157, the movable accessory 115, and the performance button 161. Note that the light quantity image 43 will be described in detail later.

[0268] (Variable image 51) As shown in FIG. 43(1), a variation image 51 indicating that a special symbol is being variably displayed (an effect symbol is being variably displayed) by a special symbol variation control unit 233 (see FIG. 6 etc.) is displayed on the image display unit 114. That is, the variation image 51 is displayed as an image related to the variable display of the special symbol during the variable display of the special symbol. Then, when the variable display of the special symbol starts, the variation image 51 is displayed in an area (the lower side in the display area of the image display unit 114 in the illustrated example), and the display disappears when the special symbol stops being displayed. In the illustrated example, the variation image 51 has a spherical shape. Also, a variation pedestal is displayed in the area where the variation image 51 is displayed. Note that the variation image 51 may be erased (not displayed) when the variation effect ends, or may be erased (not displayed) before the end of the variation effect (during the variation effect).

[0269] Also, the display mode of the variation image 51, such as the display color, changes, and notifies or suggests the expectation level of winning a big hit. Furthermore, it is set such that when the determination result of the special symbol lottery is a big hit, a color or the like of a type with a higher expectation level than in the case of a miss is displayed.

[0270] (Hold image 52) As shown in FIG. 43(1), a hold image 52 is displayed on the image display unit 114 based on the information in the storage area corresponding to the current hold ball in the RAM 303 (see FIG. 4 etc.). That is, the hold image 52 is an image indicating that the right to determine a big hit is being held. Also, in the present embodiment, the display mode of the hold image 52 on the screen is determined based on the pre-determination result by the pre-determination process. The hold image 52 is smaller in display size than the variation image 51. Also, in the illustrated example, the hold image 52 has a spherical shape. Also, a hold pedestal is displayed in the area where the hold image 52 is displayed. The variation pedestal of the variation image 51 and the hold pedestal of the hold image 52 are displayed in different modes.

[0271] As the colors of the variable image 51 and the hold image 52, when white, blue, green, red, or rainbow is set, they may be set so that the lower the order, the higher the expectancy. Also, the expectancy of the rainbow-colored variable image 51 and the rainbow-colored hold image 52 may be 100%. Hereinafter, the display mode of the variable image 51 that is white and the display mode of the hold image 52 that is white may sometimes be referred to as the normal display mode.

[0272] Here, as described above, winning at the first start port 121 causes up to four holds. Therefore, when winning at the first start port 121, up to four hold images 52 are displayed on the image display unit 114. Also, in the present embodiment, a plurality of hold images 52 generated by winning at the first start port 121 are arranged and displayed in order from a position closer to the variable image 51 to a position farther away in a region to the left of the variable image 51, that is, from the right side to the left side.

[0273] Although detailed description is omitted, winning of a game ball at the second start port 122 also causes up to four holds. Therefore, when winning at the second start port 122, up to four hold images 52 are displayed on the image display unit 114. In the present embodiment, a plurality of hold images 52 generated by winning at the second start port 122 are arranged and displayed in order from a position closer to the variable image 51 to a position farther away in a region to the right of the variable image 51, that is, from the left side to the right side. Also, in the present embodiment, the variable image 51 and the hold image 52 are basically configured in the same or similar forms. However, the variable image 51 and the hold image 52 may be configured in different forms. Also, the variable image 51 and the hold image 52 displayed by winning at the first start port 121 and the variable image 51 and the hold image 52 displayed by winning at the second start port 122 may have different display modes.

[0274] In the following description, for the up to four held images 52 displayed, they may be referred to as the "first held image 52", "second held image 52", "third held image 52", and "fourth held image 52" in the order closest to the variable image 51.

[0275] (Held number display 55) As shown in FIG. 43(1), on the image display unit 114, a held number display 55 is displayed based on the information in the storage area corresponding to the held balls in the RAM 303 (see FIG. 4 etc.). This held number display 55 is an image indicating the number of holds. Here, the above-mentioned held image 52 is displayed on the image display unit 114 such that the number of displayed images changes according to the number of holds for winning in each of the first start port 121 and the second start port 122. In the held number display 55, the number of holds for winning in the first start port 121 is displayed on the left side, and the number of holds for winning in the second start port 122 is displayed on the right side.

[0276] (Small symbol 56) As shown in FIG. 43(1), on the image display unit 114, a small symbol 56 is displayed indicating that a special symbol is in the process of variable display (the decorative symbol 41 is in the process of variable display) based on winning in the first start port 121 or the second start port 122 by the special symbol variable control unit 233 (see FIG. 6 etc.). This small symbol 56 is controlled by the effect control unit 300 to variably display along with the variable display of the special symbol and stop displaying along with the stop display of the special symbol.

[0277] In the illustrated example, the small symbol 56 is three images respectively corresponding to the above-mentioned decorative symbol 41, and is displayed on the right side in the image display area of the image display unit 114. This small symbol 56 is displayed as an image smaller in size than the decorative symbol 41. Also, as described above, the decorative symbol 41 may be displayed in a highly decorative display mode or a less decorative display mode, but the small symbol 56 is only displayed in a less decorative display mode mainly consisting of characters. However, the small symbol 56 may be displayed in a display mode in which images such as pictures and characters are displayed in addition to the characters. In other words, the small symbol 56 only needs to be less decorative than the highly decorative decorative symbol 41.

[0278] The small symbol 56 is variably displayed (vertically scrolled) in a manner indicating that a special symbol is being variably displayed upon winning a prize at the first start port 121 or the second start port 122. In the small symbol 56, during the scroll, numerical images are displayed while increasing one by one from "1" to "9", and then the display that increases one by one from "1" again is repeatedly performed. Then, when the special symbol stops being displayed, the small symbol 56 stops being displayed. In the illustrated example, the number indicated by the stopped small symbol 56 matches the number indicated by the decorative symbol 41. To explain further, in the example of FIG. 43(1), as the small symbol 56, the number corresponding to "412" of the decorative symbol 41 is displayed. Note that the small symbol 56 can also be regarded as a presentation symbol.

[0279] (Stage image 61) As shown in FIG. 43(1), on the image display unit 114, a stage image 61 is displayed as a background such as the decorative symbol 41. This stage image 61 is, for example, an image (such as a stage) related to content (such as an idol or an anime character) that is the theme of the pachinko game machine 100. In the illustrated example, a moving image themed on the universe is displayed as the stage image 61. Also, the stage image 61 of the present embodiment is an image that is looped and played. More specifically, an image within a partial region (selected region) of the entire image (entire image) that constitutes the background of the decorative symbol 41 etc. is displayed on the image display unit 114 as the stage image 61. Then, the selected region moves in one direction over time and, when it reaches the end of the entire image, moves in the opposite direction and repeats this (loops). Thereby, the stage image 61 displayed on the image display unit 114 changes over time, and the same image is repeated at regular intervals.

[0280] Also, in the present embodiment, the effect control unit 300 selects one of a plurality of effect modes and executes a variable effect in the selected effect mode. Then, the effect control unit 300 displays the stage image 61 in a display mode corresponding to the selected effect mode. The effect modes of the present embodiment are provided for each game state of the pachinko machine 100. Each time the game state of the pachinko machine 100 changes, the effect control unit 300 sets the effect mode corresponding to the changed game state and displays the stage image 61 in a display mode corresponding to the set effect mode. Further, when the variable effect in one effect mode has been performed a predetermined number of times, the effect control unit 300 switches the effect mode and displays the stage image 61 in a display mode corresponding to the switched effect mode. Therefore, the effect mode can also be regarded as the stage displayed in the stage image 61. Also, the stage image 61 (the display mode of the stage image 61) may be switched, for example, when a specific variable effect (for example, a variable effect in which a SP reach or an SPSP reach effect is performed) is performed. In the present embodiment, the stage image 61 is displayed on a layer behind other effect images such as the decorative symbol 41, the volume image 42, the light quantity image 43, the variable image 51, the hold image 52, the hold number display 55, and the small symbol 56.

[0281] (Stage notification image 501) As shown in FIG. 43(1), a stage notification image 501 is displayed on the image display unit 114. The stage notification image 501 is an image for notifying or suggesting the stage set in the effect control unit 300. In the illustrated example, as the stage notification image 501, the text "Universe" for notifying or suggesting the stage set in the effect control unit 300 is shown.

[0282] (Variable number image 502) As shown in FIG. 43(1), a fluctuation count image 502 is displayed on the image display unit 114. The fluctuation count image 502 is an image that notifies or suggests the number of executions of the fluctuation effect (the number of fluctuations of the special symbol) executed in the normal gaming state. In the illustrated example, as the fluctuation count image 502, text of "10 games" including the number of executions of the fluctuation effect (the number of fluctuations of the special symbol) executed in the normal gaming state is shown.

[0283] (First right shot image 503) As shown in FIG. 43(5), a first right shot image 503 is displayed on the image display unit 114. The first right shot image 503 is an image for prompting the player to fire the game ball toward the right side in the game area 111. In the illustrated example, as the first right shot image 503, a mark of an arrow pointing to the right is displayed. The first right shot image 503 is displayed, for example, during the execution of the big win game and in the time-limited game state. The first right shot image 503 will be described in detail later.

[0284] (Time-limited remaining count image 504) As shown in FIG. 43(5), a time-limited remaining count image 504 is displayed on the image display unit 114. The time-limited remaining count image 504 is an image indicating the remaining number of special symbol draws (the remaining number of fluctuation effects) in the time-limited game state. In the illustrated example, as the time-limited remaining count image 504, text of "90 more" indicating that the remaining number of special symbol draws in the special time-limited game state is 90 is displayed.

[0285] (Customer waiting volume image 44) As shown in FIG. 52(2), a customer waiting volume image 44 is displayed on the image display unit 114. The customer waiting volume image 44 is an image indicating the magnitude set in the effect control unit 300 as the volume of the sound output from the speaker 156 when in the customer waiting state. The customer waiting volume image 44 will be described in detail later.

[0286] (Customer waiting light quantity image 45) As shown in Fig. 52(2), a customer-waiting light amount image 45 is displayed on the image display unit 114. The customer-waiting light amount image 45 is an image showing the size set in the effect control unit 300 as the light amount of light emission by the panel lamp 116, the frame lamp 157, the movable accessory 115, and the effect button 161 when in the customer-waiting state. Note that the customer-waiting light amount image 45 will be described in detail later.

[0287] (Menu promotion image 46) As shown in Fig. 52(2), a menu promotion image 46 is displayed on the image display unit 114. The menu promotion image 46 is an image that prompts the user to perform an operation for displaying a menu image 505 to be described later. In the illustrated example, the menu promotion image 46 shows an image imitating the effect button 161 and the text "Display menu by operation". Note that the menu promotion image 46 will be described in detail later.

[0288] (Menu image 505) As shown in Fig. 52(6), a menu image 505 is displayed on the image display unit 114. The menu image 505 is an image showing items of effects that can be set in the effect control unit 300. The menu image 505 is displayed over the entire display area of the image display unit 114. However, the menu image 505 may be displayed in a part of the display area of the image display unit 114 and not in the other part.

[0289] (Demo image 506) As shown in Fig. 52(8), a demo image 506 is displayed on the image display unit 114. The demo image 506 is an image for promoting the pachinko gaming machine 100 when in the customer-waiting state. The demo image 506 is displayed over the entire display area of the image display unit 114. However, the demo image 506 may be displayed in a part of the display area of the image display unit 114 and not in the other part. Also, the demo image 506 may be a moving image. In the illustrated example, a moving image related to the content themed on the pachinko gaming machine 100 is displayed as the demo image 506.

[0290] (First left hit image 47) As shown in FIG. 54(2), a first left-shot image 47 is displayed on the image display unit 114. The first left-shot image 47 is an image for prompting the player to fire a game ball toward the left side in the game area 111. In the illustrated example, as the first left-shot image 47, the text "left shot" is shown. Note that the first left-shot image 47 will be described in detail later.

[0291] (Second left-shot image 48) As shown in FIG. 54(8), a second left-shot image 48 is displayed on the image display unit 114. The second left-shot image 48 is an image for prompting the player to fire a game ball toward the left side in the game area 111. In the illustrated example, as the second left-shot image 48, the text "left shot" is shown. Also, the second left-shot image 48 has a larger display size than the first left-shot image 47. Note that the second left-shot image 48 will be described in detail later.

[0292] (Second right-shot image 507) As shown in FIG. 58(2), a second right-shot image 507 is displayed on the image display unit 114. The second right-shot image 507 is an image for prompting the player to fire a game ball toward the right side in the game area 111. In the illustrated example, as the second right-shot image 507, the text "right shot" is shown. Also, the second right-shot image 507 has a larger display size than the first right-shot image 503. Note that the second right-shot image 507 will be described in detail later.

[0293] (First precursor-emphasized image 508) As shown in FIG. 60(1), a first precursor-emphasized image 508 is displayed on the image display unit 114. The first precursor-emphasized image 508 is an image that emphasizes that a button effect will be executed as a precursor of the button effect. In other words, the first precursor-emphasized image 508 is an image that emphasizes that the button image 509 (see FIG. 60(2)) to be described later will be displayed as a precursor of the display of the button image 509. In the illustrated example, as the first precursor-emphasized image 508, an image imitating light is displayed.

[0294] (Button image 509) As shown in Fig. 60(2), a button image 509 is displayed on the image display unit 114. The button image 509 is an image that emphasizes the promotion of the operation of the effect button 161. The button image 509 is displayed when the button effect is being executed. By displaying this button image 509, the player can recognize that it is the timing to operate the effect button 161. In the illustrated example, as the button image 509, an image imitating the effect button 161 and a gauge indicating the operation valid period are displayed. The operation valid period is the period during which the operation of the effect button 161 is accepted by the effect control unit 300 as being valid. When the button image 509 is displayed during the operation valid period and the effect button 161 is operated before the operation valid period elapses after the button image 509 is displayed, a predetermined effect is executed. Note that the button image 509 will be described in detail later.

[0295] (Emphasis image 510 after the first operation) As shown in Fig. 61(10), an emphasis image 510 after the first operation is displayed on the image display unit 114. The emphasis image 510 after the first operation is an image that emphasizes that the effect button 161 has been operated when the button effect is being executed. In other words, the emphasis image 510 after the first operation is an image that is displayed in response to the operation of the effect button 161 when the button effect is being executed. In the illustrated example, as the emphasis image 510 after the first operation, an image imitating light is displayed.

[0296] (Emphasis image 511 after the second operation) As shown in Fig. 61(11), an emphasis image 511 after the second operation is displayed on the image display unit 114. The emphasis image 511 after the second operation is an image that emphasizes that the effect button 161 has been operated when the button effect is being executed. In other words, the emphasis image 511 after the second operation is an image that is displayed in response to the operation of the effect button 161 when the button effect is being executed. In the illustrated example, as the emphasis image 511 after the second operation, an image imitating light is displayed.

[0297] (Emphasis image 512 after the third operation) As shown in FIG. 61(12), a third post-operation emphasized image 512 is displayed on the image display unit 114. The third post-operation emphasized image 512 is an image that emphasizes that the effect button 161 has been operated when the button effect is being executed. In other words, the third post-operation emphasized image 512 is an image that is displayed in response to the operation of the effect button 161 when the button effect is being executed. In the illustrated example, an image imitating light is displayed as the third post-operation emphasized image 512.

[0298] (Second precursor emphasized image 513) As shown in FIG. 63(1), a second precursor emphasized image 513 is displayed on the image display unit 114. The second precursor emphasized image 513 is an image that emphasizes that the button effect will be executed as a precursor to the button effect. In other words, the second precursor emphasized image 513 is an image that emphasizes that the button image 509 will be displayed as a precursor to the display of the button image 509. In the illustrated example, an image imitating light is being displayed as the second precursor emphasized image 513.

[0299] (First operation in-progress emphasized image 514) As shown in FIG. 63(4), a first operation in-progress emphasized image 514 is displayed on the image display unit 114. The first operation in-progress emphasized image 514 is an image that emphasizes that the effect button 161 is being operated when the button effect is being executed. In other words, the first operation in-progress emphasized image 514 is an image that is displayed in response to the operation of the effect button 161 when the button effect is being executed. The first operation in-progress emphasized image 514 is displayed in the vicinity of the display area of the button image 509 (the area overlapping with the display area of the decorative pattern 41) and in the area overlapping with the display area of the button image 509. In the illustrated example, an image imitating light is displayed as the first operation in-progress emphasized image 514.

[0300] (Fourth post-operation emphasized image 515) As shown in FIG. 64(10), a fourth post-operation emphasized image 515 is displayed on the image display unit 114. The fourth post-operation emphasized image 515 is an image that emphasizes that the effect button 161 has been operated when the button effect is being executed. In other words, the fourth post-operation emphasized image 515 is an image that is displayed in response to the operation of the effect button 161 when ...

Claims

Claim 1 A gaming machine capable of executing a special game advantageous to a player, comprising: first control means for controlling the progress of the game; second control means for controlling the presentation; and the first control means is capable of making a determination according to game information, variably displaying a special symbol and then stopping and displaying it; the second control means is capable of being set to either a first mode or a second mode, displaying information display according to the game information, being able to display a predetermined character image, executing a variable presentation in which a presentation symbol is variably displayed and then stopped and displayed, in the variable presentation, being able to execute an emphasis presentation capable of vibrating an operation means, executing a specific presentation in the variable presentation, executing specific notification regarding a presentation effect, executing a predetermined notification different from the specific notification, in the period before the start of the specific presentation and after the start of the specific presentation, it is possible to make the execution time of the emphasis presentation different, and it is possible to make the notification time of the specific notification common; in the variable presentation, being able to display an operation image prompting an operation of the operation means, executing a change presentation capable of periodically changing the display of the operation image, the change presentation includes a first change presentation and a second change presentation, in the period before the start of the specific presentation and after the start of the specific presentation, it is possible to make the execution time of the first change presentation and the execution time of the second change presentation different; executing a prop presentation for operating a movable means, executing a prop emphasis presentation for emphasizing the prop presentation, being able to periodically change the display in the prop emphasis presentation, being able to make the display period of the operation image different from the display period of the prop emphasis presentation, A gaming machine capable of executing a first display executable in a first period, a second display executable in the first period, and a third display executable in a second period different from the first period in the display of the operation image.

Citation Information

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