Pachinko machine

The gaming machine system with staged preview effects addresses the lack of engagement in existing pachinko machines by providing varied anticipation of winning outcomes, thereby increasing player interest.

JP7714184B2Active Publication Date: 2025-07-29TAKAO KK
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Patent Information

Application Number
JP2021026131
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-22
Publication Date
2025-07-29
Estimated Expiration
2041-02-22

AI Technical Summary

Technical Problem

Existing gaming machines lack effective preview effects to enhance player interest and anticipation during win/lose determinations, particularly in pachinko machines.

Method used

Incorporating a system with a win/loss determination mechanism, symbol display, special game execution, variable effects, and multiple staged preview effects to indicate the likelihood of a winning outcome, allowing players to anticipate and engage with the game more effectively.

Benefits of technology

Enhances player engagement and interest by varying the anticipation of winning outcomes through multiple staged preview effects, creating a more immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A special game is executed based on winning as a result of winning / losing determination. A variable performance is executed in response to a pattern variation, a first notice performance for suggesting a degree of expectation toward winning as a result of winning / losing determination during the variable performance is executed, and a second notice performance for suggesting execution of the first notice performance before the first notice performance appears is executed. The first notice performance can be executed at one of different pieces of timing during a variable performance, and a degree of expectation toward winning as a result of winning / losing determination differs depending on timing of execution of the first notice performance. A satisfaction propriety performance for showing whether the second notice performance appeared is satisfied as notice, and the second notice performance appeared shows execution of the first notice performance when the satisfaction of the performance is shown.SELECTED DRAWING: Figure 32
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Description

Technical Field

[0001] The present invention relates to a gaming machine, and more particularly to a ball shooting gaming machine (pachinko machine).

Background Art

[0002] Generally, a ball shooting gaming machine (pachinko machine) which is an example of a gaming machine is provided with a start port and a big winning port in a game area, and executes a win-lose determination (win-lose determination regarding a special symbol) based on the game ball entering the start port. Then, based on the determination result of this win-lose determination being a big win (a big win selection which is a specific example of winning), a big win game (a big win game which is a specific example of a special game) for opening the big winning port is executed.

[0003] In such a gaming machine, as a means for notifying the determination result of the win-lose determination, in addition to (1) a symbol display device that notifies the determination result after executing a variable display of symbols (special symbols) for a predetermined time, (2) it is common to be provided with an effect means for performing a variable effect corresponding to the symbol variation. Then, along with this variable effect, various preview effects for indicating the degree of expectation of a big win occurrence (the possibility of a big win occurrence) and the like are executed to enhance the player's sense of expectation regarding the occurrence of a big win and the like (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Thus, in a gaming machine with a preview effect, it is preferable to execute a more effective preview effect along with the variable effect to further enhance the gaming interest.

[0006] The present invention has been made in view of the above viewpoints, and an object thereof is to provide a gaming machine capable of enhancing gaming interest.

Means for Solving the Problems

[0007] The gaming machine of the present invention includes: a win / loss determination means for performing a win / loss determination based on the entry of a game ball into a start port; a symbol display means for executing a symbol variation and then definitely displaying the result of the win / loss determination over a variable time determined based on the win / loss determination; a special game execution means for executing a special game advantageous to the player based on the determination result of the win / loss determination being a winning result; a variable effect execution means for performing a variable effect corresponding to the symbol variation; a first preview effect execution means for executing a first preview effect that suggests the degree of expectation that the result of the win / loss determination will be a winning result before the result of the win / loss determination is definitely displayed; a second preview effect appearance means for causing a second preview effect to appear before the first preview effect is executed; a validity determination effect execution means for executing a validity determination effect indicating whether or not the appeared second preview effect is established as a preview; and is characterized in that when the validity determination effect indicates that the appeared second preview effect is established as a preview, the appeared second preview effect suggests that the first preview effect will be executed. In the gaming machine of the present invention, whether or not the second preview effect is established as a preview is indicated by the validity determination effect. That is, since the configuration is such that it is suggested whether or not the first preview effect will be executed via the validity determination effect, the player can be entertained. Therefore, according to the gaming machine of the present invention, gaming interest can be enhanced.

[0008] Here, in the present invention,

[0009] "the first preview effect may be executed at any of different timings during the variable effect, [[ID=^]] ​It may be provided as an additional feature that "the degree of expectation that the result of the pass / fail determination will be a winning varies depending on the timing at which the first preliminary effect is executed." Hereinafter, an invention having this "additional feature" is referred to as an applied invention. According to the gaming machine of the applied invention, even for the same preliminary effect (first preliminary effect), the degree of expectation that the result of the pass / fail determination will be a winning varies depending on the timing at which it is executed. Therefore, even for the same preliminary effect (first preliminary effect), the value as an effect (the value as an effect indicating the degree of expectation that the result of the pass / fail determination will be a winning) can be varied according to the timing of execution.

[0010] Also, according to the applied invention, even if it is reported by a second preliminary effect that the first preliminary effect (first preliminary effect) appears, just the appearance of the second preliminary effect does not determine the degree of jackpot expectation. And after the player confirms the appearance of the second preliminary effect, the player will wait while expecting when the first preliminary effect will appear. Thus, according to the applied invention, by the effects (preliminary effects) performed in multiple stages, the player can be attracted during the symbol variation (symbol variation accompanied by the first preliminary effect).

[0011] Examples of special games include at least one of (1) a winning game executed based on the determination result of the pass / fail determination being a winning win, and (2) a short-time game executed without going through a winning game (where the winning game includes a big winning game and a small winning game or only a big winning game, in which case it is limited to the big winning game) based on the determination result of the pass / fail determination being a specific short-time win. Here, examples of winning wins include a big winning win and a small winning win. And a big winning game is executed based on the determination result of the pass / fail determination being a big winning win, and a small winning game is executed based on the determination result of the pass / fail determination being a small winning win.

[0012] A winning game is a game that opens and closes a predetermined winning device (e.g., a big winning device) in a predetermined manner, creating the possibility for a game ball to enter the winning device. However, based on the result of the win / loss determination being a specific short-term win, the winning game is not played. Note that a big win game is a winning game that has the possibility of obtaining a profit on a predetermined number of prize balls, and a small win game is a winning game that has the possibility of obtaining a profit on fewer prize balls than a big win game.

[0013] In the present invention, for the second pre-announcement performance, if it appears before the first pre-announcement performance, the timing of its appearance is not particularly limited. That is, (1) during the symbol variation (the symbol variation that will confirm and display the result of the win / loss determination), the second pre-announcement performance and the first pre-announcement performance may be executed, or (2) the second pre-announcement performance may be executed in a symbol variation preceding the symbol variation, and the first pre-announcement performance may be executed in the symbol variation.

[0014] In the case of (1), since the second pre-announcement performance and the first pre-announcement performance intensively appear in the symbol variation, the symbol variation in which the pre-announcement performance appears can attract the player's interest and attention, enhancing the gaming interest. Also, in the case of (2), from before the number variation (symbol variation) of the symbol variation in which the first pre-announcement performance appears (the symbol variation), an anticipation for the appearance of the first pre-announcement performance can be created, enhancing the gaming interest.

Advantages of the Invention

[0015] As described above, according to the gaming machine of the present invention, the gaming interest can be enhanced.

Brief Description of the Drawings

[0016]

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Embodiments for Carrying Out the Invention

[0017] Embodiments of the present invention will be described with reference to the drawings. It should be noted that the embodiments of the present invention are not limited to the following embodiments, and various forms can be adopted as long as they belong to the technical scope of the present invention.

[0018] (1) Example 1 As shown in FIG. 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each part is held by an outer frame 51 forming a vertically long fixed outer contour holding frame. Hinges 53 are provided at the upper and lower left sides of the outer frame 51, and an inner frame 70 described in FIG. 3 is attached to the other side of the hinge 53. The inner frame 70 is configured to be openable and closable with respect to the outer frame 51. A plate glass 61 is detachably provided on the front frame 52, and a game board 1 described in FIG. 2 is attached to the inner frame 70 behind the plate glass 61.

[0019] Also, the front frame 52 is configured to be openable and closable with respect to the inner frame 70 with hinges (not shown) at the upper and lower left sides as fulcrums. When the inner frame 70 is closed with respect to the outer frame 51 and the front frame 52 is closed with respect to the inner frame 70, the game can be executed. Also, when the front frame 52 is opened with respect to the inner frame 70 with hinges (not shown) at the upper and lower left sides as fulcrums, the front surface 1a of the game board 1 is opened, and a pachinko parlor staff or the like can perform work to eliminate defects occurring on the front surface 1a (such as work to eliminate ball jams on the game board 1). In the following description, the front frame 52 may also be referred to as a glass frame.

[0020] Speakers 66 are provided on the upper left and right sides of the front frame 52, and game sounds generated from the pachinko machine 50 are output to improve the taste of the player. Also, a plurality of frame-side decorative lamps 65 that emit light according to the game state are provided on the front frame 52 to improve the taste of the player. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A firing handle 64 is attached to the right side of the lower tray 63. By rotating the firing handle 64 clockwise, a firing device (not shown) moves, and the game balls supplied from the upper tray 55 are fired toward the game board 1.

[0021] Nearly at the center of the upper part of the upper tray 55, there is an effect button 67 that can be operated by the player. By operating the effect button 67 during the valid period, the player can change the effect content displayed on the effect symbol display device 6 described later and change the game sound output by the speaker 66. Further, the effect button 67 is provided with a jog dial 68 around it, and by rotating the jog dial 68, it is possible to change the effect image. Further, this pachinko machine 50 is a so-called CR machine, and is attached with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, etc. The pachinko machine 50 is provided with a CR settlement display device having a lending button 57, a settlement button 58, and a balance display 59.

[0022] FIG. 2 is a front view of the game board 1 of the pachinko machine 50 of the present embodiment. On this game board 1, a substantially circular game area 3 surrounded by known guide rails 2a and 2b is divided into a first game area part 3L and a second game area part 3R with a center case 5 disposed substantially at the center as a boundary. The left side of the center case 5 is the first game area part (hereinafter referred to as the left hitting area) 3L, and the right side is the second game area part (hereinafter referred to as the right hitting area) 3R. A game ball that reaches the T part shown in the figure with a launch power of a game ball equal to or greater than a predetermined force rolls on the guide path 3p, reaches the right hitting area 3R, and flows down the right hitting area 3R. On the other hand, a game ball with a launch power of less than a predetermined value that does not reach the T part flows down the left hitting area 3L (the left side of the center case 5). A large number of game pins are implanted in the game area 3 (left hitting area 3L, right hitting area 3R) (not shown).

[0023] Similar to a known one, the center case 5 includes a warp entrance, a warp passage, a stage, a window facing the screen 6a of the effect symbol display device 6, etc. Below the center case 5, a first start port 11 is arranged. Further, four normal winning ports 13 are provided to the left of the first start port 11. Note that this normal winning port 13 is a normal winning port that allows constant ball entry with no change in the ball entry rate.

[0024] In the right hitting area 3R on the right side of the center case 5, a normal symbol operation gate 17 is arranged. And, below the normal symbol operation gate 17 in the right hitting area 3R, a normal electric accessory 12A is arranged. Also, a second starting port 12 is provided inside the normal electric accessory 12A, and the game balls that enter the inside of the normal electric accessory 12A can enter the second starting port 12.

[0025] The normal electric accessory 12A is provided with a pair of left and right wing pieces 12t for opening and closing it, and this pair of wing pieces 12t can rotate based on the fulcrum on the lower end side, and the interval between the upper ends of the pair of wing pieces 12t is narrowed to make the normal electric accessory 12A in a closed state. And when the normal electric accessory 12A is in the closed state, an interval that allows the passage of almost one game ball is formed between the upper ends of the pair of wing pieces 12t, but directly above the gap formed by the upper ends, an obstacle member 12s that prohibits the passage of game balls is provided. For this reason, when the normal electric accessory 12A is in the open state, the game balls flowing down in the right hitting area 3R may enter the normal electric accessory 12A and enter the second starting port 12, but when the normal electric accessory 12A is in the closed state, it is impossible for the game balls to enter the normal electric accessory 12A (the second starting port 12). However, by removing the obstacle member 12s from the upper part of the pair of wing pieces 12t, etc., even when the normal electric accessory 12A is in the closed state, the game balls may enter the normal electric accessory 12A (the second starting port 12).

[0026] In addition, when the distance between the upper ends of the pair of wing pieces 12t is widened, the normal electric device 12A is in an open state. That is, when the normal electric device 12A is in the open state, the pair of wing pieces 12t is in a substantially inverted V shape when viewed from the front, the distance between the upper ends is widened by several times the diameter of the game ball, and the distance between the upper end of each wing piece 12t and the obstacle member 12s exceeds the diameter of the game ball. Moreover, the surfaces of the pair of wing pieces 12t facing each other on the left and right constitute a guide surface for guiding the game balls that reach the periphery of the upper part of the second starting port 12 into the second starting port 12. Therefore, when the normal electric device 12A is in the open state, the game balls flowing down to the periphery of the upper part of the normal electric device 12A (the upper ends of the pair of wing pieces 12t) are likely to enter the second starting port 12.

[0027] In addition, a large winning port 14 is arranged at the lower left of the normal electric device 12A (the second starting port 12), and directly below the center case 5 and on the left side of the large winning port 14, a first starting port (first starting winning device) 11 is arranged. The first starting port 11 is configured such that the game balls flowing down the right hitting area 3R have difficulty entering due to the planted game nails (not shown) and the center case 5 arranged in a large size at the substantially central part of the game area 3. As a result, only the game balls flowing down the left hitting area 3L can enter the first starting port 11. In other words, the possibility of the game balls flowing down the right hitting area 3R entering the first starting port 11 is low.

[0028] At the lower part of the right hitting area 3R, there are arranged a normal symbol display device 7 composed of a plurality of LEDs, a normal symbol hold number display device 8, a first special symbol display device 9 composed of a 7-segment display device, a second special symbol display device 10 composed of a 7-segment display device, a first special symbol hold number display device 18 composed of a plurality of LEDs, and a second special symbol hold number display device 19 composed of a plurality of LEDs. It is difficult for the player to surely recognize the display contents of the various display devices arranged at this position, and the player during the game will focus on the display contents of the effect symbol display device 6 to play the game.

[0029] By configuring the game board 1 as described above, when a game ball flowing down into the left hitting area 3L enters the first start port 11 exclusively (the first start port switch 11a (see FIG. 4) detects the game ball), the first special symbol display device 9 starts to vary the first special symbol (hereinafter also referred to as the first special figure) and stops after a predetermined time.

[0030] When a game ball is made to flow down into the right hitting area 3R, based on the entry of the game ball into the normal symbol operation gate 17 (the normal symbol operation switch 17a (see FIG. 4) detects the game ball), the normal symbol display device 7 starts to variably display the normal symbol (hereinafter also referred to as the normal figure), and according to the mode (each mode of winning or losing) of the normal figure that has stopped after a predetermined time, the normal electric accessory solenoid 12b (see FIG. 4) described later is driven. That is, when the winning mode (winning symbol) of the normal figure is stopped and displayed on the normal symbol display device 7 and the normal electric accessory solenoid 12b is driven, the wing piece 12t of the second start port (normal electric accessory 12A) opens almost synchronously, and it is configured to enable the entry of a game ball into the second start port 12 (detection by the second start port switch 12a (see FIG. 4)). When a game ball enters the second start port 12 (the second special figure start switch 12a (see FIG. 4) detects the game ball), the second special symbol display device 10 starts to variably display the second special symbol (hereinafter also referred to as the second special figure) and stops after a predetermined time.

[0031] During the variation of the first special symbol and the second special symbol, the effect symbol display device 6 displays an effect mode linked to the variation of each special symbol (hereinafter also referred to as the special figure). Also, the first special symbol and the second special symbol do not vary simultaneously, and regardless of the order of entry of the game ball into the first start port 11 and the second start port 12, the variation (win / loss determination) of the second special symbol is preferentially executed. Specifically, when there is a hold memory of the first special symbol, the variation of the second special symbol stops, and in a state where there is no hold memory of the second special symbol, the variation (win / loss determination) corresponding to the hold memory of the first special symbol starts. This point will be described later. However, different from this embodiment, the first special symbol and the second special symbol may be varied in the order of entry of the game ball into the first start port 11 and the second start port 12, or the first special symbol and the second special symbol may be varied simultaneously.

[0032] According to the determined display modes of the first special symbol and the second special symbol, the big winning opening solenoid 14b (see FIG. 4) described later is driven. When the big winning opening solenoid 14b is driven, the door member 14t of the big winning opening 14 is opened almost synchronously, and it is configured such that game balls can enter the big winning opening 14 (the count switch 14a (see FIG. 4) detects the game balls). That is, a door member (opening / closing member) 14t is supported on the lower end side of the big winning opening 14 so as to be tiltable. In a non-winning game state (when a big winning game or a small winning game is not executed), the big winning opening 14 is in a closed state by the door member 14t, and game balls cannot enter. On the other hand, in a winning game state (such as a big winning game), the door member 14t tilts (tilts in the direction of the player facing the game board 1), and the big winning opening 14 is in an open state, and game balls can enter.

[0033] As described above, since the normal symbol operation gate 17, the second start opening 12, and the big winning opening 14 are arranged in the right hitting area 3R (the right side of the center case 5), when shifting to a special game state (big winning game state or time shortening state (a time shortening state, b time shortening state, c time shortening state)), the firing handle 64 is adjusted (the firing power of the game balls is adjusted to be equal to or greater than a predetermined force) so that all the fired game balls reach the right hitting area 3R. On the other hand, the first start opening 11 is arranged substantially directly below the center case 5, and in a non-opening extended state (non-time shortening state), the normal electric accessory 12A (the second start opening 12) is in an open state with a low frequency (much lower than the time shortening state). Therefore, the firing handle 64 is adjusted (the firing power of the game balls is adjusted to be less than a predetermined force) so that all the fired game balls reach the left hitting area 3L.

[0034] In this pachinko machine 50, in the time shortening state (a time shortening state, b time shortening state, c time shortening state described later), since the opening extension function operates (for performing the control to improve the possibility of ball entry), the time shortening state may be referred to as an opening extended state (a time shortening state, b time shortening state, c time shortening state). However, in the time-saving state (a time-saving state, b time-saving state, c time-saving state described later), among the opening extension function of the variable start port (second start port 12) and the variation shortening function of the special symbol, only the variation shortening function may be activated without activating the opening extension function, or only the opening extension function may be activated without activating the variation shortening function.

[0035] Note that a large number of game pins (not shown) are implanted in the game area 3 of the game board 1, and an out port 2d is provided at the bottom of the board surface. As shown in FIG. 3, the back surface of the pachinko machine 50 has an inner frame 70 detachably attached to the game board 1 described above and housed in the outer frame 51 described above. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball wins a prize at the winning port on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 to the upper tray 55 described above by the payout device 73 via the tank rail 72. In addition, on the back side of the pachinko machine 50, a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided. Note that the performance symbol control device 82 and the sub-integrated control device 83 correspond to the sub-control device.

[0036] The main control device 80, the performance handle control device 82, and the sub-integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided in the inner frame 70. Note that in FIG. 3, the launch control device 84 is not depicted, but the launch control device 84 is provided under the payout control device 81. Also, an external connection terminal 78 is provided on the right side of the ball tank 71, and signals indicating the game state and game results are sent from this external connection terminal 78 to a hall computer (not shown). Conventionally, two types of external connection terminals 78 for transmitting signals to the hall computer were used: a board terminal (for outputting signals output from the game board side to the hall computer) and a frame terminal (for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). However, in this embodiment, signals indicating the game state and game results are transmitted to the hall computer via a single external connection terminal 78.

[0037] Also, detection signals are input to the main control device 80 from the glass frame opening switch 35 and the inner frame opening switch 36. Further, when the inner frame 70 is in the closed state with respect to the outer frame 51, the inner frame switch 36 (see FIG. 4) becomes ON, and when the inner frame 70 is in the open state with respect to the outer frame 51, the inner frame switch 36 becomes OFF. Additionally, the glass frame opening switch 35 can be provided on the back side of the inner frame 70.

[0038] The main control device 80 on the back side of the pachinko machine 50 is provided with a performance display device 48, a setting key SW47, and a RAM clear switch 46. The RAM clear switch 46 is a switch for executing RAM clear by turning on the power switch 86 while pressing the RAM clear switch 46. Also, the RAM clear switch 46 also has a function as an operation means for changing the step setting value to an arbitrary value in setting changes.

[0039] Here, in the pachinko machine 50 of this embodiment, it may be provided with a function for changing the setting of the jackpot determination probability (the probability of winning the jackpot). For example, when any one of the six types (categories) of setting values from setting values 1 to 6 can be set, different jackpot determination probabilities are provided step by step corresponding to each of the setting values 1 to 6. In this case, the jackpot winning probabilities corresponding to the setting values are in ascending order: the setting value 1 (1 / 300), setting value 2 (1 / 290), setting value 3 (1 / 280), setting value 4 (1 / 270), setting value 5 (1 / 260), and setting value 6 (1 / 250).

[0040] In the pachinko machine 50 of this embodiment, an administrator (such as a store clerk in a pachinko parlor) inserts the setting key SW47 into the setting switch (keyhole), rotates the operation position of the setting key SW47 in a predetermined direction (for example, the clockwise direction) with respect to the initial position, and turns on the setting switch. In this state, when the power of the pachinko machine 50 is turned on while pressing the RAM clear switch 46, the mode of the pachinko machine 50 becomes the setting change mode. In this setting change mode, an administrator (such as a store clerk in a pachinko parlor) can change the setting value by pressing the RAM clear switch 46 (setting change button). That is, every time the RAM clear switch 46 (setting change button) is pressed, the setting value is changed in the order of setting value 1 to setting value 6, and then back to setting value 1... At that time, along with the change of the setting value on the performance display device 48, a numerical value indicating the setting value at that time is displayed.

[0041] The electrical configuration of this pachinko machine 50 is configured centering around the main control device 80 as shown in the block diagram of FIG. 4. Although detailed illustration is omitted, each of the main control device 80, the payout control device 81, the effect symbol control device 82, and the sub-integrated control device 83 includes a CPU, a ROM, a RAM, an input port, an output port, etc. And each of these control devices starts a program composed of a main routine and sub-routines mounted in the ROM due to an interrupt signal with a period of 2 ms or 4 ms by the CPU, and various controls are executed. Also, the main control device 80 is also provided with a random number counter for extracting (generating) various random numbers. Also, in this embodiment, the emission control device 84 is not provided with a CPU, a ROM, or a RAM. However, this is not the only case, and the emission control device 84 may be provided with a CPU, a ROM, a RAM, etc.

[0042] Detection signals such as a first start port switch 11a for detecting a game ball that has entered the first start port 11, a second start port switch 12a for detecting a game ball that has entered the second start port 12, a normal symbol operation switch 17a for detecting a game ball that has entered the normal symbol operation gate 17 for operating the normal symbol, a count switch 14a for counting the game balls that have entered the big winning port 14, and a general winning port switch 13a for detecting a game ball that has entered the general winning port 13 are input to the main control device 80.

[0043] The main control device 80 operates according to the program installed therein, generates various commands related to the progress of the game based on the above-described detection signals, etc., and outputs them to the payout control device 81 and the sub-integrated control device 83. In addition, the main control device 80 controls the displays of the first special symbol display device 9 and the second special symbol display device 10 connected via the symbol display device relay terminal board 90, and the lighting of the first special symbol hold count display device 18, the second special symbol hold count display device 19, the normal symbol display device 7, and the normal symbol hold display device 8.

[0044] Furthermore, the main control device 80 controls the opening and closing of the big winning port 14 by controlling the big winning port solenoid 14b, and controls the opening and closing of the normal electric accessory (the second start port 12) by controlling the normal electric accessory solenoid 12b. The output signal from the main control device 80 is also output to the test signal terminal, and management signals such as symbol variation and jackpot (also referred to as special game) are output to the external connection terminal 78 and sent to the hall main computer 87. Bidirectional communication is possible between the main control device 80 and the payout control device 81.

[0045] The payout control device 81 operates the payout motor 20 according to commands sent from the main control device 80 to pay out prize balls. In this embodiment, a detection signal of a payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 is configured to count the prize balls. In addition to this, it is also conceivable to use a configuration in which the detection signal of the payout switch 21 is input to both the main control device 80 and the payout control device 81, and the main control device 80 and the payout control device 81 both count the prize balls.

[0046] In addition, the payout control device 81 receives signals from a full switch 22 and a ball empty switch 23. When a signal indicating that the lower tray 63 is full is input by the full switch 22 and a signal indicating that there are few or no game balls in the ball tank is input by the ball empty switch 23, the payout control device 81 stops the payout motor 20 and stops the payout operation of the prize balls. Note that the full switch 22 and the ball empty switch 23 are also configured to continuously output signals until their states are resolved, and the payout control device 81 resumes driving the payout motor 20 when the signals stop being output.

[0047] Also, the payout control device 81 communicates with the prepaid card unit 56 via the CR unit terminal board 24 to operate the payout motor 20 and discharge the loaned balls. The discharged loaned balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. Note that the CR unit terminal board 24 is also connected to the settlement display board 25 so as to enable two-way communication. The settlement display board 25 is connected to a ball loan button for requesting the loan of game balls, a return button for requesting settlement, and a balance display.

[0048] In addition, the payout control device 81 transmits information regarding prize balls, information indicating the open / closed state of the frame (inner frame, front frame), etc. to the hall computer 87 via the external connection terminal 78, and also transmits a firing stop signal to the firing control device 84. Note that in this embodiment, the configuration is to pay out game balls, but it may also be an enclosed configuration in which the game balls generated in response to winning a prize or the like are stored without being paid out.

[0049] The launch control device 84 controls the launch motor 30 to launch the game balls into the game area 3. In addition to the payout control device 81, a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29 are input to the launch control device 84. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. In addition, if the touch signal is not input to the launch control device 84, the game balls cannot be launched. Also, when the launch stop switch signal is input, the game balls cannot be launched even if the player touches the launch handle 64.

[0050] When the pachinko machine 50 is powered on while the RAM clear switch (SW) 46 (arranged in the main control device 80 in the illustrated example) is pressed, an area excluding a part of the RAM area is cleared and the initial setting of the RAM is performed. Also, in this embodiment, the stage setting values (so-called values indicating Settings 1 to 6) are also configured not to be erased by the RAM clear. Specifically, the RAM clear process is configured such that the area related to the stage setting values is not targeted for erasure among the RAM areas erased by the RAM clear. As described above, the pachinko machine 50 is provided with the RAM clear SW 46 in the main control device 80 to erase the information stored in the RAM. The RAM clear SW 46 may be provided in the payout control device 81 or the power supply board 85 (see FIG. 3). Also, the performance display device 48 is provided in the main control device 80 and is controlled by the main control device 80. Also, in this embodiment, the main control device 80 is provided with the setting key SW 47 used for setting change and setting confirmation as described above.

[0051] The sub-integrated control device 83 corresponds to the sub-control device, receives the data and commands transmitted from the main control device 80, distributes them to the data for effect display control, sound control, and lamp control, and transmits commands for effect display control, etc. to the effect symbol control device 82, and distributes the sound control and lamp control to each control part (functional parts as the voice control device and the lamp control device) included in itself. And the functional part as the voice control device (denoted as the voice control part 83a in FIG. 4) controls the voice output from the speaker 66 by operating the voice LSI based on the data for voice control, that is, controls the volume, the type of voice (for example, the type of notification sound, etc., control of the set suggestion sound), etc. Further, the functional part as the lamp control device (denoted as the lamp control part 83b in FIG. 4) controls various LEDs and the lamp 26 by operating the lamp driver based on the data for lamp control.

[0052] In addition, an effect button 67 and a jog dial 68 are connected to the sub-integrated control device 83. When the player operates the effect units 67 and 68, the operation signals are input to the sub-integrated control device 83. Note that the jog dial 68 may be connected to the effect symbol control device 82. Bidirectional communication is possible between the sub-integrated control device 83 and the effect symbol control device 82. The effect symbol control device 82 controls the effect symbol display device 6 based on the data and commands (both those transmitted from the main control device 80 and those generated by the sub-integrated control device 83) received from the sub-integrated control device 83, and displays an effect image such as an effect symbol on the screen 6a of the effect symbol display device 6. In this embodiment, the sub-integrated control device 83 and the effect symbol control device 82 are separated into separate devices, but they may be combined into one device.

[0053] Note that the power supply board 85 (see FIG. 3) is configured as a DC power supply that generates a DC voltage using the power supplied from an external AC power supply, and supplies power to each part constituting the pachinko machine 50 by operating a power switch provided on the power supply board 85. This power supply board 85 is provided with a backup power supply composed of a capacitor or the like, and stores power in the backup power supply while power is being supplied from the AC power supply. Thereby, at the time of a power outage, power is supplied to the main control device 80 etc. (for example, the RAM etc. of the main control device 80), and the data in the RAM of the main control device 80 is held for a certain period even after the power supply from the AC power supply stops. Incidentally, the backup power supply may be provided in the main control device 80, or may be provided in another device other than the power supply board. In this case, the power supply board outputs a supply signal to the device provided with the backup power supply while power is being supplied from the AC power supply, and outputs a power outage signal to the device provided with the backup power supply when the power supply stops.

[0054] Next, with reference to FIGS. 5 to 9, the basic specifications of the pachinko machine 50 of this embodiment will be described. The pachinko machine 50 of this embodiment is a so-called "time-saving machine" and does not have a high-probability state in which the probability of determining a big win in the determination of the success or failure of a special symbol is higher than normal. That is, the probability of determining a big win in the determination of the success or failure of a special symbol does not fluctuate and is always performed at the normal probability. However, the pachinko machine 50 of this embodiment may have the high-probability state. When a ball enters the first start port 11, a determination of the success or failure of the first special symbol (hereinafter referred to as the first success or failure determination) is executed. Also, when a ball enters the second start port 12, a determination of the success or failure of the second special symbol (hereinafter referred to as the second success or failure determination) is executed. Note that in the pachinko machine 50 of this embodiment, the probability of determining a big win in the determination of the success or failure of a special symbol is set to "1 / 300".

[0055] When the first pass / fail determination is executed, the stop symbol of the first special symbol (big win symbol or losing symbol) and the variation pattern (variation pattern that specifies the time during which the first special symbol is variably displayed) are determined by random number extraction, and based on the determined variation time, the symbol variation of the first special symbol display device 9 and the effect symbol display device 6 is started. Thereafter, after the variation time of the first special symbol has elapsed, the stop symbol (determined symbol) of the first special symbol is displayed on the first special symbol display device 9, the effect symbol corresponding to the first special symbol is stopped and displayed (determined display) on the effect symbol display device 6, and the result of the first pass / fail determination is notified.

[0056] Also, when the second pass / fail determination is executed, the stop symbol of the second special symbol (big win symbol or losing symbol) and the variation pattern (variation pattern that specifies the time during which the second special symbol is variably displayed) are determined by random number extraction, and based on the determined variation time, the symbol variation of the second special symbol display device 10 and the effect symbol display device 6 is started. Thereafter, after the variation time of the second special symbol has elapsed, the stop symbol (determined symbol) of the second special symbol is displayed on the second special symbol display device 10, the effect symbol corresponding to the second special symbol is stopped and displayed (determined display) on the effect symbol display device 6, and the result of the second pass / fail determination is notified.

[0057] When the result of the pass / fail determination of the first special symbol (first pass / fail determination) or the pass / fail determination of the second special symbol (second pass / fail determination) is a big win, after variably displaying the special symbol for a predetermined time, the special symbol (first special symbol, second special symbol) is definitely displayed as a big win symbol (Special Figure 1 - Big Win Symbol 1, Special Figure 1 - Big Win Symbol 2, Special Figure 2 - Big Win Symbol 1, or Special Figure 2 - Big Win Symbol 2). As a result, when the condition device operates, the accessory continuous operation device operates and a big win game is executed in which the big winning opening 14 is opened in a predetermined manner.

[0058] In the pachinko machine 50 of this embodiment, when the result of the first pass / fail determination is a big win, as shown in FIG. 5(a), the case where the stop symbol (the big win symbol that is definitely displayed) is "Special Figure 1 - Big Win Symbol 1 (4R normal big win symbol)" occurs at a rate of "40%", and the case where it is "Special Figure 1 - Big Win Symbol 2 (6R normal big win symbol)" occurs at a rate of "60%". Also, as shown in FIG. 5(b), when the result of the second win / loss determination is a big win, the case where it is set as "Special Figure 2 - Big Win Symbol 1 (8R Normal Big Win Symbol)" occurs at a rate of "40%", and the case where it is set as "Special Figure 2 - Big Win Symbol 2 (10R Normal Big Win Symbol)" occurs at a rate of "60%".

[0059] And any of the big win symbols is a so-called "normal big win symbol (a big win symbol that does not improve the big win probability even if it is definitely displayed)". That is, when the stop display (definite display) occurs, a normal big win is generated, and after executing the corresponding big win game (4R big win game, 6R big win game, 8R big win game, or 10R big win game), the game state of the pachinko machine 50 shifts to the normal probability state and the time-saving state (hereinafter, may be referred to as the "normal probability · time-saving state") (see FIG. 9(a)). This normal probability · time-saving state is the a time-saving state.

[0060] In this embodiment, regardless of which big win symbol is stopped and displayed (definitely displayed), it is assumed that the game state shifts to the normal probability · time-saving state (a time-saving state). However, it is also possible that the game state does not shift to the normal probability · time-saving state (a time-saving state) based on the stop display (definite display) of any big win symbol. For example, after the big win game executed based on the result of the first win / loss determination being a big win, it may become the normal probability state and the non-time-saving state (hereinafter, may be referred to as the "normal probability · non-time-saving state"), or the ratio of shifting to the normal probability · time-saving state (a time-saving state) may be made lower compared to after the big win game executed based on the result of the second win / loss determination being a big win.

[0061] After executing a jackpot game that is executed based on the result of the winning / losing determination of the first special symbol (the first winning / losing determination) being a jackpot, when it enters the normal probability and extended opening state (the a-short time state), the number of times of executing the "winning / losing determination regarding the special symbol (the first winning / losing determination or the second winning / losing determination)" executed after the jackpot game becomes "100 times", or continues until the result of the said winning / losing determination (the first winning / losing determination or the second winning / losing determination) becomes a jackpot (Fig. 9(a)). And when this normal probability and extended opening state (the a-short time state) ends, the game state becomes the normal probability and non-extended opening state (hereinafter referred to as the normal probability and non-extended opening state). Here, the number of times of winning / losing determination (100 times) that can be executed while maintaining the a-short time state is called the short time number of times of the a-short time state.

[0062] Also, after executing a jackpot game that is executed based on the result of the winning / losing determination of the second special symbol (the second winning / losing determination) being a jackpot, when it enters the normal probability and extended opening state (the a-short time state), the number of times of executing the "winning / losing determination regarding the special symbol (the first winning / losing determination or the second winning / losing determination)" executed after the jackpot game becomes "100 times", or continues until the result of the said winning / losing determination (the first winning / losing determination or the second winning / losing determination) becomes a jackpot. And when this normal probability and extended opening state (the a-short time state) ends, the game state becomes the normal probability and non-extended opening state (hereinafter referred to as the normal probability and non-extended opening state). In the following description, the short time state (the a-short time state) that transitions after the result of the winning / losing determination becomes a jackpot and a jackpot game is executed may be referred to as the "jackpot short time state" based on the cause of the transition.

[0063] Also, this short time state (the a-short time state) is a state in which the opening time of the ordinary electric accessory (the second start port 12) is extended (the extended opening function), and at the same time, the variable short time function that shortens the average variation time of the special symbol and the ordinary symbol is activated (that is, the short time control is performed), and the non-short time state is a state in which the extended opening function and the variable short time function are not activated (that is, the short time control is not performed).

[0064] Also, as shown in FIG. 5(c), in this pachinko machine 50, when the game state is in the normal probability state (regardless of whether it is a non-time-limited state or a time-limited state), when the number of times of the "win / loss determination regarding special symbols (first win / loss determination or second win / loss determination)" is executed without resulting in a big win reaches "900 times (prescribed reach number)", the game state shifts to the normal probability / time-limited state (hereinafter, this time-limited state may be referred to as the b time-limited state) (see FIG. 9(b)).

[0065] That is, when the number of times of the win / loss determination (first win / loss determination or second win / loss determination) executed in the normal probability state reaches the prescribed reach number, without going through a big win game, it shifts to the normal probability / open extension state (b time-limited state). This normal probability / time-limited state (b time-limited state) continues until the number of times of the win / loss determination (first win / loss determination or second win / loss determination) executed after shifting to the normal probability / time-limited state (b time-limited state) reaches "900 times" or the result of the win / loss determination (first win / loss determination or second win / loss determination) becomes a big win.

[0066] In the following description, the time-limited state (b time-limited state) that shifts when the number of times of the win / loss determination (first win / loss determination or second win / loss determination) reaches the prescribed reach number may be referred to as the "reach time-limited state" based on the cause of the shift. Here, as shown in FIG. 5(d), the prescribed reach number is the number of fluctuations of the special symbols counted from the "RAM clear process" for initializing the RAM mounted on the main control device 80 or after a big win occurs (after a big win game is executed), that is, the number of times of the "win / loss determination regarding special symbols" executed in the normal probability state without the result of the win / loss determination resulting in a big win.

[0067] In the embodiment, the specified number of times of reaching can be any value exceeding the "reciprocal" of the jackpot probability (1 / 300) (a value exceeding 300). That is, even if the win / loss determination is made only for the number of times exceeding the "reciprocal" of the jackpot probability in the normal probability state, if the jackpot does not occur, it is regarded as a so-called "stuck" situation, and the game state is shifted to the time-saving state to relieve the player who continues a sound game. More specifically, when the jackpot probability is "1 / 300", for example, it can be 301 times or more, particularly 700 times or more, or any number of times between 750 and 900.

[0068] In this embodiment, when shifting to the "arrival time-saving (b time-saving state)", a much larger number of time-saving times can be obtained compared to the jackpot time-saving (a time-saving state). Here, the number of win / loss determination times (900 times) that can be executed while maintaining the b time-saving state is referred to as the time-saving times of the b time-saving state. However, different from this embodiment, when shifting to the jackpot time-saving (a time-saving state), it may be that a larger number of time-saving times than the "arrival time-saving (b time-saving state)" are given.

[0069] The arrival time-saving state (b time-saving state) is also a state in which the opening time of the normal electric accessory (the second start port 12) is extended (opening extension function), and the time-saving function for shortening the average variation time of the special symbol and the normal symbol is activated, similar to the jackpot time-saving (a time-saving state).

[0070] In the pachinko machine 50 of this embodiment, as shown in FIG. 6(a), when the game state is the non-time-saving state, and as shown in FIG. 6(b), when the game state is the time-saving state, if the result of the first win / loss determination is a miss, "Special Figure 1_Miss Figure 1" or "Special Figure 1_Miss Figure 2" is definitely displayed as the miss symbol. Also, when the result of the first win / loss determination is a miss, the probability that the miss symbol is set to "Special Figure 1_Miss Figure 1" (the probability selected by random number lottery) is "149 / 150", and the probability that it is set to "Special Figure 1_Miss Figure 2" (the probability selected by random number lottery) is "1 / 150". Here, "Special Figure 1_Miss Figure 1" constitutes a specific example of a non-specific miss symbol (non-specific symbol), and "Special Figure 1_Miss Figure 2" constitutes a specific example of a specific miss symbol (specific symbol).

[0071] Then, as shown below, when a specific non-winning symbol (specific symbol) is definitely displayed under predetermined conditions (in the non-time-saving state), a specific non-win occurs. Here, causing a specific non-win, that is, selecting a specific non-winning symbol as a non-winning symbol under predetermined conditions (in the non-time-saving state) corresponds to "specific time-saving winning".

[0072] Here, in this embodiment, a specific symbol is set in one aspect of the non-winning symbol (Special Figure 1_Non-winning Symbol 2), but in the present invention, a specific time-saving symbol may be set regardless of the non-winning symbol. For example, when the result of the win / loss determination regarding the special symbol is not a big win, it is determined whether it is a specific time-saving win. If it is a specific time-saving win, the specific symbol is selected as the stop symbol, and if it is not a specific time-saving win, a non-specific time-saving symbol may be selected as the stop symbol.

[0073] Also, when the result of the second win / loss determination is a non-win, as shown in FIG. 6(c), "Special Figure 2_Non-winning Symbol 1" is definitely displayed as the non-winning symbol. Note that when the result of the second win / loss determination is a non-win, the probability that the non-winning symbol is set to "Special Figure 2_Non-winning Symbol 1" is "100%", and this "Special Figure 2_Non-winning Symbol 1" constitutes a specific example of a non-specific non-winning symbol. Thus, in this embodiment, among the non-winning symbols of the first special symbol, there is a specific non-winning symbol (specific non-winning symbol), but among the non-winning symbols of the second special symbol, there is no specific non-winning symbol (specific symbol). However, a specific non-winning symbol may be provided among the non-winning symbols of the second special symbol.

[0074] When the game state is in the non-time-limited state, if a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) stops and is displayed (confirmed display), a specific non-win occurs (that is, a specific time-limited win is selected). As shown in Fig. 6(a), without executing a big win game (without going through a big win game), the game state of the pachinko machine 50 transitions to the normal probability state and the time-limited state (c time-limited state). This normal probability and time-limited state (c time-limited state) continues until the number of execution times of the win / loss determination (first win / loss determination or second win / loss determination) regarding the special symbol reaches 50 times after transitioning to this state (c time-limited state), or until the result of the win / loss determination (first win / loss determination or second win / loss determination) becomes a big win (see Fig. 9(c)). Here, the number of win / loss determinations (50 times) that can be executed while maintaining the c time-limited state is called the time-limited number of times in the c time-limited state.

[0075] Based on the confirmed display of this specific non-winning symbol (specific symbol), the "normal probability state and time-limited state" that transitions without going through a big win game is the specific time-limited state (c time-limited state). Note that even if a non-specific non-winning symbol stops and is displayed (confirmed display), it does not trigger a transition to the time-limited state. When this normal probability and time-limited state (c time-limited state) ends, the game state becomes the normal probability and non-time-limited state (normal state).

[0076] This specific time-limited state (c time-limited state) is also a state in which, similar to the big win time-limited state (a time-limited state), the opening time of the ordinary electric accessory (second start port 12) is extended (opening extension function), and the time-limited function that shortens the average variation time of the special symbol and the ordinary symbol is activated. Here, the time-limited state (c time-limited state) in which a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) is confirmed and displayed and transitions without executing a big win game is called the "specific time-limited state", and it may be distinguished from other time-limited states (a time-limited state and b time-limited state) with different activation triggers.

[0077] On the one hand, in this embodiment, as shown in FIG. 6(b), when the game state is a time-saving state (any one of the a time-saving state, the b time-saving state, and the c time-saving state), even if a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) is definitely displayed, it is not treated as a specific non-win but is treated as just a non-win. That is, when the game state is a time-saving state, even if a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) is definitely displayed, it does not become a specific time-saving state. That is, in this embodiment, when the game state is a time-saving state (any one of the a time-saving state, the b time-saving state, and the c time-saving state), when a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) is definitely displayed, the number of time-saving times is maintained as it is and is not newly incremented by 50 times. For example, when the number of possible win / loss determination times (remaining times) that can be executed while maintaining the time-saving state is 20 times, even if a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) is stopped and displayed (definitely displayed), the number of time-saving times does not become "20 times + 50 times" but remains "20 times".

[0078] Note that when the game state is a time-saving state (when it is the a time-saving state, the b time-saving state, or the c time-saving state), when a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) is definitely displayed, it may not be treated as just a non-win. For example, when in a time-saving state (the a time-saving state, the b time-saving state, the c time-saving state), when a specific non-winning symbol is definitely displayed, compare the remaining number of possible win / loss determination times that can be executed in the ongoing time-saving state with the number of time-saving times of the time-saving state (specific time-saving state) assigned to the stop display of the specific non-winning symbol. If the number of time-saving times is more than the remaining number of times, it may be possible to update the remaining number of times with the number of time-saving times (50 times) planned to be assigned when shifting to the c time-saving state.

[0079] For example, when the remaining number of possible win / loss determination times that can be executed in the ongoing time-saving state is "60 times", even if a specific non-winning symbol is definitely displayed, the remaining number of times is maintained. When the remaining number of possible win / loss determination times that can be executed in the ongoing time-saving state is "20 times", even if a specific non-winning symbol is definitely displayed, the remaining number of times may be updated to "50 times". In this way, even if a specific non-winning symbol is definitely displayed, the remaining number of possible win / loss determination times that can be executed in the ongoing time-saving state does not decrease, so it does not disadvantage the player.

[0080] However, unlike this embodiment, when the game state is the time-saving state, the specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) itself may not be selected and may not be definitely displayed. For example, when the game state is the time-saving state and the result of the first win / loss determination is a non-win, the probability (the probability selected by random number draw) of setting the non-winning symbol as "Special Figure 1 - Non-winning Symbol 1" may be set to "150 / 150".

[0081] Here, with reference to FIG. 7, the "game state when the opportunity to transition to the time-saving state occurs" and the "type of time-saving state to be transitioned to" will be described. Regardless of whether the game state is "normal probability - non-time-saving state (so-called normal state)", "a time-saving state", "b time-saving state", or "c time-saving state", when the big win symbol is definitely displayed, it is possible to transition to the "a time-saving state" through a big win game.

[0082] Also, when the game state is "normal probability - non-time-saving state (so-called normal state)", "a time-saving state", or "c time-saving state", when an opportunity to transition to the reachable time-saving state (b time-saving state) occurs, it is possible to transition to the reachable time-saving state (b time-saving state) without going through a big win game. Note that when the game state is the reachable time-saving state (b time-saving state), it is considered unrealistic for an opportunity to transition to the reachable time-saving state (b time-saving state) to occur. Presumably, in a situation where the big win probability is "1 / 300", the result of the win / loss determination (win / loss determination regarding the special symbol) does not result in a big win for 900 consecutive times, and then transitions to the reachable time-saving state (b time-saving state), and in this reachable time-saving state (b time-saving state), the result of the win / loss determination (win / loss determination regarding the special symbol) does not result in a big win for another 900 consecutive times. That is, the possibility that the big win probability is "1 / 300" and there is no big win for 1800 consecutive times is quite low.

[0083] Also, it is conceivable to provide that the short-time-at-arrival state operates only once before passing through a jackpot (jackpot game). In that case, if the result of a win / loss determination (win / loss determination regarding special symbols) does not result in a jackpot over 900 times in the short-time-at-arrival state, and even if a win / loss determination (win / loss determination regarding special symbols) is performed again over 900 times after the end of the short-time-at-arrival state, a configuration where the short-time-at-arrival state is not entered is conceivable. Furthermore, when the game state is "normal probability·non-short-time state (so-called normal state)", if a trigger for transitioning to a specific short-time state (c short-time state) occurs, it is possible to transition to the specific short-time state (c short-time state) without going through a jackpot game. On the other hand, when the game state is "a short-time state" or "b short-time state", even if a specific non-winning symbol is definitely displayed, instead of newly transitioning to the "c short-time state", the continuing short-time state is maintained.

[0084] In this embodiment, even if a special symbol 1 non-winning symbol 2 is definitely displayed in the short-time state, there is no new transition to the specific short-time state (c short-time state). However, in the final variation of the short-time state (the final variation in which variable display can be executed in the short-time state, that is, the variation started with the remaining number of times being 1), if the special symbol 1 non-winning symbol 2 (specific non-winning symbol) is definitely displayed, it may be set to transition to the c short-time state.

[0085] Next, with reference to FIG. 5, the content of the jackpot game executed when the result of the win / loss determination (first win / loss determination, second win / loss determination) regarding the special symbol is a jackpot, and the game state to which the game transitions after executing the jackpot game will be described.

[0086] As shown in FIG. 5, when the result of the first win / loss determination is a jackpot and "special symbol 1 jackpot symbol 1 (4R normal jackpot symbol)" is definitely displayed, a 4R normal jackpot occurs and a "4R jackpot game" is executed. Also, when the result of the first win / loss determination is a jackpot and "special symbol 1 jackpot symbol 2 (6R normal jackpot symbol)" is definitely displayed, a 6R normal jackpot occurs and a "6R jackpot game" is executed.

[0087] When the result of the second win / loss determination is a big win and the "Special Figure 2 - Big Win Symbol 1 (8R Normal Big Win Symbol)" is confirmed and displayed, an 8R normal big win occurs and an "8R Big Win Game" is executed. Also, when the result of the second win / loss determination is a big win and the "Special Figure 2 - Big Win Symbol 2 (10R Normal Big Win Symbol)" is confirmed and displayed, a 10R normal big win occurs and a "10R Big Win Game" is executed. Here, in the "4R Big Win Game", a round game (with a maximum opening of 30 seconds or 10 counts per round) that opens the big winning port 14 is performed 4 times with a predetermined interval in between. In the "6R Big Win Game", a similar round game is performed 6 times with a similar interval in between. Also, in the "8R Big Win Game", a similar round game is performed 8 times with a similar interval in between, and in the "10R Big Win Game", a similar round game is performed 10 times with a similar interval in between.

[0088] Also, although not shown in the figure, the number of bonus balls for a ball entering the first start port 11 and the second start port 12 is 3, and the number of bonus balls for a ball entering the other winning port 13 is 10. For this reason, when in the extended opening state (a time - shortening state, b time - shortening state, c time - shortening state), when a game ball is launched towards the right - hitting area 3R, the ball frequently wins and enters the second start port 12, and by frequently obtaining "3" bonus balls based on the ball entering the second start port 12, so - called "ball reduction" can be suppressed. Also, the number of bonus balls for a ball entering the big winning port 14 is 10. Furthermore, the specified number of winning balls for the big winning port 14 is 10, and the specified number of winning balls for the ordinary electric accessory (the second start port 12) is 9.

[0089] As shown in Fig. 8(a), the winning probability of the normal symbol is set to "1 / 6" in the non - time - shortening state (non - extended opening state) and "5 / 6" in the time - shortening state (a time - shortening state, b time - shortening state, c time - shortening state). The opening time of the ordinary electric accessory (the second start port 12) is "once every 0.3 seconds" in the non - time - shortening state and "once every 2 seconds" in the time - shortening state (a time - shortening state, b time - shortening state, c time - shortening state). The variation time of the normal symbol is on average 5 seconds in the non-time-shortened state and on average 1 second in the time-shortened states (a time-shortened state, b time-shortened state, c time-shortened state).

[0090] In this embodiment, there are multiple types of time-shortened states (a time-shortened state, b time-shortened state, c time-shortened state). However, in the present invention, only a specific time-shortened state (c time-shortened state) may be provided as the time-shortened state. Also, in the present invention, as shown in this embodiment, when there are multiple types of time-shortened states, their time-shortening performances may be the same regardless of the type of time-shortened state, or may be different depending on the type of time-shortened state.

[0091] Here, the time-shortening performance is specified by, for example, (a) the degree of improvement in the probability of a ball entering the variable start port in the time-shortened state (the degree of extension of the opening time of the variable start port), (b) the average variation time of the special symbol in the time-shortened state (the degree of shortening of the average variation time of the special symbol in the time-shortened state), (c) the winning probability of the normal symbol, and (d) the average variation time of the normal symbol. And when the time-shortening performances are different, any one of the performance evaluation items in (a) to (d) will be different. Note that, no matter which time-shortening performance shown in (a) to (d) is provided, the execution frequency of the win / loss determination (the win / loss determination of the special symbol) per unit time is improved. Therefore, the state with such time-shortening performance is referred to as the "time-shortened state". Here, the state with time-shortening performance includes (A) a state where the probability of a ball entering the variable start port is improved compared to the normal state, (B) a state where the average variation time of the special symbol is shortened compared to the normal state, (C) a state where the winning probability of the normal symbol is increased compared to the normal state, (D) a state where the average variation time of the normal symbol is shortened compared to the normal state, or a state including at least two or more of (A) to (D). And when the time-shortening performances are different, any one of the performance evaluation items in (a) to (d) will be different.

[0092] Under the above configuration, in the pachinko machine 50 of this embodiment, when the game state is a non-time-limited state, first, the player aims at the left hitting area 3L and launches a game ball (performs a left hit), and aims to generate a jackpot in the first win / loss determination by the ball entering the first start port 11. Then, after generating a jackpot and executing a jackpot game, it shifts to a jackpot time-limited state (a time-limited state), and since the opening time of the normal electric accessory 12A (the second start port 12) is extended, the launch mode of the game ball is switched (strengthened), and the game ball is launched toward the right hitting area 3R (aiming for the ball to enter the second start port 12 with a right hit).

[0093] Also, regardless of whether the game state is a non-time-limited state or a time-limited state, when a win / loss determination (win / loss determination regarding special symbols) that is executed without generating a jackpot reaches a predetermined specified number of times (in this embodiment, "900 times"), it shifts to a reach time-limited state (b time-limited state), and the opening time of the normal electric accessory 12A (the second start port 12) is extended.

[0094] Furthermore, when a specific non-winning symbol stops being displayed in the case where the game state is a non-time-limited state, it shifts to a specific time-limited state (c time-limited state) without going through a jackpot game, and the opening time of the normal electric accessory 12A (the second start port 12) is extended. Note that even if a specific non-winning symbol is definitely displayed in a time-limited state (a time-limited state, b time-limited state, c time-limited state), it is treated as a normal non-winning (non-specific non-winning), and based on the definite display of the specific non-winning symbol, it does not shift to a specific time-limited state.

[0095] Also, in this gaming machine 50, usually, the number of prize balls increases in proportion to the number of rounds of the game. Therefore, in the pachinko machine 50 of this embodiment, when the result of the second win / loss determination is a jackpot, there is a higher possibility of obtaining a larger number of prize balls than when the result of the first win / loss determination is a jackpot.

[0096] In this embodiment, there is no difference in the benefits given after a jackpot game when the result of the first win / loss determination is a jackpot and when the result of the second win / loss determination is a jackpot. However, unlike this embodiment, a difference may be provided between the two cases. For example, when the result of the second win / loss determination is a jackpot, more benefits may be given after the jackpot game than when the result of the first win / loss determination is a jackpot. That is, when the result of the second win / loss determination is a jackpot, the period of the short-time state (a short-time state) that transitions after the jackpot game may be longer than when the result of the first win / loss determination is a jackpot.

[0097] Furthermore, the method of providing a difference in gains when the result of the second win / loss determination is a jackpot and when the result of the first win / loss determination is a jackpot is not limited to this. For example, the benefits given after the jackpot game may be the same, and a difference in gains may be provided depending on the number of prize balls awarded during the jackpot game. Conversely, the number of prize balls awarded during the jackpot game may be the same, and a difference in the gains provided to the player may be provided depending on the number of benefits given after the jackpot game.

[0098] As described above, in this pachinko machine 50, the second starting port 12 and the like are arranged in the right hitting area 3R. In order to improve the winning frequency of the second starting port 12 in the short-time state (a short-time state, b short-time state, c short-time state), the configuration is such that the launch of game balls into the right hitting area 3R is induced in the short-time state (jackpot short-time, arrival short-time, specific short-time state).

[0099] In this pachinko machine 50, the game proceeds as follows. First, the main routine in the main control device 80 of the pachinko machine 50 will be described using the flowchart shown in FIG. 10. This main routine is started as a timer interrupt process with a 2 ms cycle.

[0100] In S10, the main control device 80 determines whether the main routine has been started by a normal timer interrupt. If an affirmative determination is obtained (S10: Yes), the process proceeds to S20. If a negative determination is obtained (S10: No), the process proceeds to S15.

[0101] In S15, the main control device 80 performs initial settings such as for the CPU and I / O, and transfers the process to S75. On the other hand, when an affirmative determination is obtained in S10, the main control device 80 updates the initial value random number (S20), updates the jackpot determination random number (S25), updates the jackpot symbol determination random number (S30), updates the win determination random number (S35), updates the reach determination random number (S40), updates the variation pattern determination random number (S45), and updates the off symbol determination random number (S46), thereby executing the update of various random numbers (numerical data).

[0102] Here, the initial value random number is in the range of 0 to 3899, and the size of the random number is 3900. Also, the jackpot determination random number is in the range of 0 to 3899, and the size of the random number is 3900. In the pachinko machine 50 of this embodiment, the number of values that result in a jackpot is 13 (the jackpot probability is 1 / 300), and they are 775 to 778, 1775 to 1778, and 2775 to 2779. In this embodiment, although the jackpot probability does not vary in the determination of the success or failure regarding special symbols, when the jackpot probability varies, in the probability variation mode where the probability varies from the normal probability, the number of values that result in a jackpot is a number larger than 13 (for example, 130). Furthermore, the value of the jackpot symbol determination random number is in the range of 0 to 59, and the size of the random number is 60.

[0103] The win determination random number is in the range of 0 to 996, and the size of the random number is 997. The win determination random number is used for the lottery of ordinary symbols, and the other initial value random number, jackpot determination random number, jackpot symbol determination random number, reach determination random number, and variation pattern determination random number are used for the lottery of special symbols. The reach determination random number is in the range of 0 to 228, and the size of the random number is 229.

[0104] In this embodiment, the number of values that reach a winning state in the non-time-saving state (when the variable time reduction function is not activated) is 21, and the values range from "0" to "20", excluding the case of "when obtaining a random number for determining a non-winning symbol corresponding to a specific non-winning symbol based on the ball entering the start port 11", that is, excluding the case of "generating a specific non-winning (specific time-saving winning)". The number of values that reach a winning state in the time-saving state is 5, and the values range from "0" to "4".

[0105] On the other hand, when "obtaining a random number for determining a non-winning symbol corresponding to a specific non-winning symbol based on the ball entering the start port 11", regardless of the value of the random number for winning determination obtained based on the ball entering the start port 11, it becomes a value that reaches a winning state. That is, in this embodiment, prior to the definite display of a specific non-winning symbol ("Special Symbol 1 - Non-winning Symbol 2") in the non-time-saving state, it is always determined that a winning state is reached. However, in the present invention, it is not necessarily required to reach a winning state prior to the definite display of a specific non-winning symbol. Note that when the winning appearance rate differs according to the type of time-saving state, the number of values that reach a winning state will differ depending on the type of time-saving state.

[0106] Also, the value of the random number for determining the variation pattern ranges from 0 to 1020, and the size of the random number is 1021.

[0107] Also, the non-winning symbol determination random number update process (S46) ranges from 0 to 3899, and the size of the random number is 3900.

[0108] Then, the main control device 80 performs a winning confirmation process (S50) for detecting the winning of a game ball at a winning port such as the start port, a winning determination process (S55) for performing a jackpot lottery due to winning at the start port, and a jackpot game control process (S60) for controlling the jackpot game performed when winning in the jackpot lottery. Also, it executes an illegal monitoring process (S65) for detecting the illegal behavior of the player and each output process (S70) for transmitting various information to the hall computer 87 and the like. Also, in S75, the main control device 80 repeatedly updates the initial value random number until the next timer interrupt occurs and the main routine is started.

[0109] Next, with reference to FIG. 11, the start winning confirmation process for the normal symbol (hereinafter sometimes referred to as the normal symbol start winning confirmation process) will be described. This normal symbol start winning confirmation process is one of the subroutines of the winning confirmation process (S50) in the main routine of FIG. 10.

[0110] The start winning confirmation process for the normal symbol (normal symbol start winning confirmation process) shown in FIG. 11 determines whether or not a game ball has entered the normal symbol operation gate 17 (S100). If a ball has entered (S100: yes), it is determined whether or not the normal symbol hold memory is full (S102). In the case of a negative determination (S102: no), various random numbers such as the winning determination random number for the normal symbol and the winning symbol determination random number (normal symbol determination random number) are extracted in the process of S104, and the various extracted random numbers are stored (up to four) in the memory of the main control device 80 as hold memory (a hold memory process for the normal symbol provided in the built-in RAM, which is not shown in FIG. 11). Then, display control of the normal symbol hold number display device 8 and transmission processing of the normal symbol hold number command to the effect symbol display device 82 and the sub-integrated control device 83 are performed (S106), and this process is terminated (returned). Also, when it is determined in the process of S100 that no game ball has entered the normal symbol operation gate 17 (S100: no) and when the normal symbol hold memory is full (S102: yes), the process simply returns.

[0111] Next, with reference to FIGS. 12 to 14, the winning / losing determination process for the normal symbol (hereinafter sometimes referred to as the normal symbol winning / losing determination process) will be described. This normal symbol winning / losing determination process is one of the subroutines of the winning / losing determination process (S55) in the main routine of FIG. 10.

[0112] In the normal symbol validity determination process (general symbol validity determination process), first, it is determined whether the normal electric accessory 12A for opening the second starting port 12 is operating (S110). If the normal electric accessory 12A is operating (S110: yes), the process directly proceeds to the normal symbol game process. If the normal electric accessory 12A is not operating (S110: no), it is determined whether the normal symbol is changing (S112). If it is not changing (S112: no), it is determined whether the determined symbol is being displayed (S114).

[0113] If the determined symbol is not being displayed (S114: no), it is determined whether there is a hold memory for the normal symbol (S116). If there is a hold memory for the normal symbol (S116: yes), the hold memory count for the normal symbol is decremented (S118), and the process proceeds to S120. If there is no hold memory for the normal symbol (S116: no), the process directly proceeds to the normal symbol game process.

[0114] At S120, the oldest one in the hold memory is read (and that hold memory is erased), and it is determined whether a time-saving flag (the first time-saving flag, the second time-saving flag, or the third time-saving flag) is set (i.e., 1). If the determination at this S120 is affirmative (S120: yes), the random number for determining a win of the read normal symbol is compared with the winning value recorded in the time-saving table (S122), and the process proceeds to S130 in FIG. 13. If the determination is negative (S120: no), at S124, the random number for determining a win is compared with the winning value recorded in the normal table, and the process proceeds to S130 in FIG. 13.

[0115] Here, in this embodiment, when the game state is a non-time-saving state (the time-saving flag is "0"), the winning probability of the normal symbol is set to "1 / 6", and when the game state is a time-saving state (the time-saving flag is "1"), the winning probability of the normal symbol is set to "5 / 6". And when the time-saving flag is 1, usually, the game state is such that the normal symbol probability variation function operates.

[0116] Note that the winning probability of the normal symbol (the probability that the result of the win / loss determination regarding the normal symbol is a win) varies from the normal probability (in this embodiment, "1 / 6") to a high probability (in this embodiment, "5 / 6") on the premise that the accessory continuous operation device (refer to S388 in FIG. 23) that started operating when starting the big win game has stopped operating. That is, it is generally a prerequisite for the accessory continuous operation device that was operating during the big win game to stop operating after the big win game ends for the winning probability of the normal symbol to vary to a high probability.

[0117] Therefore, when the time-saving flag becomes "1", the winning probability of the normal symbol does not necessarily unconditionally vary from the normal probability to a high probability. Instead, the winning probability of the normal symbol may vary to a high probability when two conditions are met: (1) the accessory continuous operation device has stopped operating, and (2) the time-saving flag has become "1".

[0118] In S130 of FIG. 13, it is determined whether the normal symbol is a win. If it is a win (S130: yes), the winning symbol is determined based on the winning symbol determination random number (S132), and the variation pattern is determined (S134). Then, the normal symbol win setting process is executed (S136), and the process proceeds to S140. On the other hand, if the normal symbol is not a win (S130: no), a losing variation pattern is determined (S138), and the process proceeds to S140.

[0119] In the pachinko machine 50 of this embodiment, the variation time of the normal symbol (the variation time specified by the variation pattern determined in S134 or S138) is 5.0 seconds on average if the game state of the pachinko machine 50 is in the normal state (non-time-saving state) regardless of whether the result of the normal symbol win / loss determination is a win or a loss and regardless of the winning symbol. If the game state of the pachinko machine 50 is in the time-saving state, it is 1.0 second on average.

[0120] After that, it proceeds to S140, starts the variation of the normal symbol display device 7, and transmits a normal symbol variation start command to the sub-integrated control device 83 (S140), and proceeds to the normal symbol game process. In the normal symbol setting process per symbol (S136) of this embodiment, during the non-time-limited state, when an affirmative determination is made in S130, the normal electric accessory 12A is set to an opening pattern once every 0.3 seconds. Also, when an affirmative determination is made in S130 during the time-limited state, the normal electric accessory 12A is set to an opening pattern once every 2 seconds.

[0121] In S112 of FIG. 12, when the normal symbol is in variation (S112: yes), it proceeds to S146 shown in FIG. 14(a). In S146, it is determined whether the variation time of the normal symbol has elapsed. In the case of an affirmative determination (S146: yes), the corresponding normal symbol's determined symbol display process is performed (S148), and it proceeds to the normal symbol game process. In the determined symbol display process, a command indicating to display the determined symbol (symbol determination command) is output to the sub-integrated control device 83, and a command is output to the normal symbol display device 7 to stop it with the determined symbol. Note that when the symbol variation time has not elapsed (S146: no), it directly proceeds to the normal symbol game process.

[0122] In S114 of FIG. 12, when the determined symbol is being displayed (S114: yes), it proceeds to S150 shown in FIG. 14(b). In S150, it is determined whether the determined symbol display time has ended. When the determined symbol display time has ended (S150: yes), the display of the determined symbol is ended (S152), and it is determined whether the combination of the normal symbol is a winning combination (S154). When the combination of the normal symbol is a winning combination (S154: yes), the normal symbol per winning start effect process is performed (S156), and it proceeds to the normal symbol game process. When the determined symbol display time has not ended (S150: no) and when the combination of the normal symbol is a losing combination (S154: no), it directly proceeds to the normal symbol game process.

[0123] Using FIGS. 15 to 16, the normal symbol game process performed by opening the normal electric accessory 12A (second start port 12) will be described. Note that the normal symbol game process is a process executed after the execution of the normal symbol hit or miss determination process. As shown in FIG. 15, when the normal symbol game process starts, first, it is determined whether the normal electric accessory 12A is in operation (S160). If the normal electric accessory 12A is in operation (S160: yes), it is determined whether the normal electric accessory 12A is in the open state (S162). On the other hand, if the normal electric accessory 12A is not in operation (S160: no), this process simply ends (returns).

[0124] If the normal electric accessory 12A is not in the open state (S162: no), it is determined whether it is during the end performance for each normal symbol (S164). If it is not during the end performance for each normal symbol (S164: no), it is confirmed whether the start performance time for each normal symbol has elapsed (S166). If the start performance time for each normal symbol has elapsed (S166: yes), the process proceeds to the normal electric accessory opening process (S168) and ends. The normal electric accessory opening process (S168) of this embodiment opens the normal electric accessory 12A (second start port 12) based on the opening pattern of the normal electric accessory 12A set in S136 described above (changing from the closed state to the open state).

[0125] If the normal electric accessory 12A is in the open state in the process of S162 in FIG. 15 (S162: yes), the process proceeds to S170 in FIG. 16(a). Then, it is determined whether there are 9 (prescribed number) balls entering the normal electric accessory 12A (second start port 12) (S170). If the prescribed number is reached (S170: yes), the normal electric accessory closing process (S174) is performed, the end performance process for each normal symbol is executed (S176), and the process ends. On the other hand, if there are not 9 (prescribed number) balls entering the normal electric accessory 12A (second start port 12) (S170: no), it is determined whether the opening time of the normal electric accessory 12A has ended (S172). In the case of an affirmative determination (S172: yes), the process proceeds to S174. In the case of a negative determination (S172: no), the process simply ends.

[0126] If it is during the ending effect for each normal symbol in the process of S164 in FIG. 15 (S164: yes), the process proceeds to S180 shown in FIG. 16(b) to check whether the ending effect time for each normal symbol has elapsed (S180). If the ending effect time for each normal symbol has elapsed (S180: yes), the process of transmitting the ending command for each normal symbol (S182) is executed. In this process, an ending command for each normal symbol is transmitted to the sub-integrated control device 83, and the normal symbol game is ended. If the ending effect time for each normal symbol has not elapsed (S180: no), the normal symbol game process is ended as it is.

[0127] Next, with reference to FIG. 17, the winning confirmation process for the special symbol (hereinafter sometimes referred to as the special symbol winning confirmation process) will be described. This special symbol winning confirmation process is one of the subroutines of the winning confirmation process (S50) in the main routine of FIG. 10. When the special symbol winning confirmation process is activated, the main control device 80 determines whether a game ball has entered the first start port 11 based on the detection signal of the first start port switch 11a (S200). If the determination is affirmative (S200: yes), the big win determination random number, the big win symbol determination random number, the reach determination random number, the variation pattern determination random number, the off symbol determination random number, etc. are read from the corresponding counters, and it is determined whether the reserved memory for the first special symbol (hereinafter referred to as the first reserved memory) is full (4 in this embodiment) (S202). Also, when it is determined that a game ball has entered the first start port 11 (S200: yes), the main control device 80 is configured to output a signal instructing the payout control device 81 to pay out prize balls (3).

[0128] If the first reserved memory is not full (S202: no), the process proceeds to S204, where each of the above random numbers is stored in the storage area as the first reserved memory, the number of lit lamps of the first special symbol reserved number display device 18 is incremented by 1, "1" is added to the counter indicating the number of the first reserved memory, and the number of lit lamps of the first special symbol reserved number display device 18 is increased. Then, a reserved number command (hereinafter referred to as the first reserved number command) indicating the number of reserved memories (hereinafter referred to as the first reserved memories) related to the first special symbol that has not been digested (not subject to the right / wrong determination) is transmitted to the sub-integrated control device 83, and the process proceeds to S206.

[0129] In S206, the main control device 80 executes a look-ahead determination process for the newly generated reserved memory (first reserved memory) related to the first special symbol, and the process proceeds to S210. The look-ahead determination process in S206 will be described later with reference to FIG. 18 together with the look-ahead determination process in S216. On the other hand, if it is determined in S202 that four first reserved memories are stored (S202: yes), the reserved memory (first reserved memory) is not stored, and the process proceeds to S210 without increasing the counter indicating the number of the first reserved memories or the number of lit lamps of the first special symbol reserved number display device 18.

[0130] When it is determined that no game ball has entered the first start port 11 (S200: no), when an affirmative determination is made in S202 (S202: yes), and after the execution of S206, the process proceeds to S210, and based on the detection signal of the second start port switch 12a, it is determined whether a game ball has entered the second start port 12. If an affirmative determination is made (S210: yes), random numbers for jackpot determination, random numbers for jackpot symbol determination, random numbers for reach determination, random numbers for variation pattern determination, random numbers for off symbol determination, etc. are read from the corresponding counters, and it is determined whether the reserved memory (hereinafter referred to as the second reserved memory) related to the second special symbol is full (four in this embodiment) (S212). Also, when it is determined that a game ball has entered the second start port 12 (S210: yes), the main control device 80 is configured to output a signal instructing the payout control device 81 to pay out three prize balls.

[0131] If the second reserved memory is not full (S212: no), the process proceeds to S214, where each of the above random numbers is stored as the second reserved memory, "1" is added to the counter indicating the number of the second reserved memories, and the number of lit lamps of the second special symbol reserved number display device 19 is increased. Then, a reserved number command (hereinafter referred to as the second reserved number command) indicating the number of reserved memories (hereinafter referred to as the second reserved memories) related to the second special symbol that has not been digested (not subject to the validity determination) is transmitted to the sub-integrated control device 83, and the process proceeds to S216.

[0132] In S216, the main control device 80 executes a look-ahead determination process for the newly generated reserved memory (the second reserved memory) related to the second special symbol. Then, when S216 is executed, this process ends (returns). On the other hand, if there are four second reserved memories in S212 (S212: yes), the reserved memory (the second reserved memory) is not stored, and this process ends (returns) without increasing the counter indicating the number of the second reserved memories or the number of lit lamps of the second special symbol reserved number display device 18. Also, if no game ball has entered the second start port 12 (S210: no), this process also ends.

[0133] Next, with reference to FIG. 18, a process for performing a preliminary determination (a preliminary determination prior to the validity determination of the newly generated reserved memory), that is, a look-ahead determination process (S206, S216), regarding values such as the jackpot determination random number corresponding to the newly generated reserved memory will be described. Note that this process is called from the special symbol winning confirmation process. When the look-ahead determination process is started, the main control device 80 determines whether the jackpot determination random number related to the newly generated reserved memory (the first reserved memory in S206 and the second reserved memory in S216) is a jackpot value (a value that results in a jackpot). If an affirmative determination is made (S220; yes), the process proceeds to the process of S222, and if a negative determination is made (S220; no), the process proceeds to the process of S224.

[0134] Here, in S222, the main control device 80 generates a pre-reading command 1 indicating that the random number for jackpot determination related to the newly generated stored memory (the first stored memory, the second stored memory) is a jackpot value, transmits it to the sub-integration control device 83, and returns to this process.

[0135] In S224 where the main control device 80 shifts through the negative determination in S220, it determines whether a specific value (a value that becomes a specific deviation) is stored in the newly generated first stored memory. When an affirmative determination is made (S224; yes), the process proceeds to the process of S226, and when a negative determination is made (S224; no), the process proceeds to the process of S230. Here, in this embodiment, the "specific value (a value that becomes a specific deviation, that is, a value that pre-specifies the occurrence of a specific short-time winning)" shown in S224 is a random number for determining a non-winning symbol related to the first stored memory, and among those that will specify "Special Symbol 1 - Non-winning Symbol 2" as the non-winning symbol, it corresponds to the case where the gaming state when processing the first stored memory (performing a validity determination regarding the special symbol) is a non-short-time state. For this reason, in this embodiment, when the gaming state when processing the newly generated first stored memory is a short-time state, even if the random number for determining a non-winning symbol related to the first stored memory will specify "Special Symbol 1 - Non-winning Symbol 2" as the non-winning symbol, it is not regarded as a specific value.

[0136] However, even when the gaming state when processing the newly generated first stored memory is a short-time state, and even when the random number for determining a non-winning symbol related to the first stored memory specifies "Special Symbol 1 - Non-winning Symbol 2" as the non-winning symbol, it may also be set to shift to the process of S230. In this case, in this embodiment, since it is set that no specific short-time winning will occur in the process (validity determination) of processing the newly generated first stored memory, the sub-integration base 83 that receives the pre-reading command 2 of S228 that shifts through the affirmative determination in S228 may execute a false "Second Announcement Performance".

[0137] Note that in this embodiment, as described above, when the first pass / fail determination is made, a specific miss may occur. However, when the second pass / fail determination is made, no specific miss occurs. Therefore, among the first hold memory and the second hold memory, although the random number for determining the out-of-frame symbol related to the first hold memory may be a value (specific value) that is a specific miss, there is no possibility that the random number for determining the out-of-frame symbol related to the second hold memory is a value (specific value) that is a specific miss. However, unlike this embodiment, when the second pass / fail determination is made, if a specific miss may occur, it is necessary to determine whether the random number for determining the out-of-frame symbol related to the second hold memory is a specific value (a value that becomes a specific miss).

[0138] In S226 that is shifted to when an affirmative determination is made in S224, it is determined whether the hold memory that is pre-read determined (pre-determined) as the "specific miss" is the hold memory (first hold memory) that reaches the specified number of times. That is, in S226, it is determined whether it is a miss (specific miss) with the value of the reach counter being "900" (see Fig. 21(a)). And when an affirmative determination is made in S226 (S226; yes), the process proceeds to S230. On the other hand, when a negative determination is made in S226 (S226; no), the process proceeds to S228.

[0139] In this S228, when a specific value (a value that becomes a specific miss) is stored in the newly generated first hold memory, the main control device 80 generates a pre-read command 2 and transmits it to the sub-integration control device 83, and this process ends. Thus, in this embodiment, when the miss (specific miss) with the value of the reach counter being "900" is accidentally a specific miss, the second time shortening flag is set and the game state is shifted to the reach time shortening state (see Fig. 24). In this case, when the miss (specific miss) with the value of the reach counter being "900" is a specific miss, it is set not to generate a pre-read command 2. However, in the present invention, when the miss (specific miss) with the value of the reach counter being "900" is a specific miss, it may be set to set the third time shortening flag and shift the game state to the specific time shortening state (see Fig. 24).

[0140] In S230, which is reached after a negative determination in S224 or a positive determination in S226, the main control device 80 determines whether the values of the reach determination random number and the variation pattern determination random number related to the newly generated hold memory are values that result in a super reach in the effect display. That is, in S230, (1) it is determined whether the reach determination random number acquired when a game ball enters the start openings 11 and 12 is a value that results in a reach in the effect display, and moreover, (2) it is determined whether the value of the variation pattern determination random number acquired when a game ball enters the start openings 11 and 12 is a value that specifies a relatively long variation time (a variation time corresponding to an effect display with a super reach).

[0141] If a positive determination is made in S230 (S230; yes), after executing the process of S232, this process ends. In the process of S232, the main control device 80 generates a pre-reading command 3 indicating that the values of the reach determination random number and the variation pattern determination random number related to the newly generated hold memory are values that are non-specific outliers (outliers that do not trigger a transition to a specific short state, that is, general outliers) and moreover, are values that result in a super reach in the effect display, and transmits it to the sub-integration control device 83. On the other hand, if a negative determination is made in S230 (S230; no), this process ends as it is.

[0142] Next, with reference to FIGS. 19 to 26, the pass / fail determination process for the special symbol (hereinafter sometimes referred to as the special symbol pass / fail determination process) will be described. This special figure pass / fail determination process is one of the subroutines of the pass / fail determination process (S55) of the main routine shown in FIG. 10. As shown in FIG. 19, when the special symbol pass / fail determination process is started, the main control device 80 determines based on the big win flag whether the special electric accessory is operating (S320). If the special electric accessory is operating (S320: yes), the process proceeds to the big win game process. Also, if the determination in S320 is a negative determination (S320: no), the special symbol is not changing (S322: no), and the determined symbol is not being displayed (S324: no), the process proceeds to S330 in FIG. 20, and it is determined whether there is a second hold memory (the hold memory by S214 in FIG. 17 above) (S330).

[0143] If there is this saved memory (S330: yes), decrement the second saved memory count (S332) and proceed to S338. On the other hand, if there is no second saved memory (S330: no), it is determined whether there is a first saved memory (the saved memory by S204 in FIG. 17 above) (S334). If there is a first saved memory (S334: yes), decrement the first saved memory count (S336) and proceed to S338.

[0144] Also, if there is no first saved memory (S334: no), after transmitting a standby command to the sub-integrated control device 83 (S337), the game proceeds to the jackpot game process. This standby command is a command indicating that the special symbol is not fluctuating and the pachinko machine 50 is in a "standby state (so-called 'customer waiting state')". Also, in this pachinko machine 50, when neither the first saved memory nor the second saved memory is "zero" in this way, the second saved memory is preferentially processed.

[0145] In S338, it is determined whether the sure-win flag is set (i.e., 1). Here, the sure-win flag being 1 means that the current pachinko machine 50 is in a high-probability state. If the determination in the process of S338 is affirmative (S338: yes), the jackpot determination random number read in S204 or S214 is compared with the winning value recorded in the sure-win table (S340). On the other hand, if the determination in the process of S338 is negative (S338: no), the jackpot determination random number read in S204 or S214 is compared with the winning value recorded in the normal table (S344). Then, based on the determination in S340 or S344, it is determined whether it is a jackpot (S350).

[0146] Here, in the pachinko machine 50 of Example 1, since it does not have a probability variation function for special symbols, a negative determination is uniformly made in S338. However, in a pachinko machine 50 having a probability variation function for special symbols, an affirmative determination is made in S338. Note that the pachinko machine 50 of Example 1 may also be provided with a probability variation function for special symbols. Further, the pachinko machine 50 of Example 1 does not have a function for stepwise setting the jackpot probability for the determination of whether a special symbol is a winning symbol. However, in a pachinko machine 50 having such a setting function, in S350, a jackpot determination (winning determination) is made with probabilities that vary stepwise according to the setting value at that time.

[0147] When a jackpot is determined in S350 (S350: yes), a jackpot symbol is determined by random number extraction using a jackpot symbol determination random number (S352). When the result of the "first winning / losing determination" is a jackpot, the first hold memory is decremented, and a jackpot symbol is determined by random number extraction using the read jackpot symbol determination random number (S352).

[0148] When the result of the "second winning / losing determination" is a jackpot, the second hold memory is decremented, and a jackpot symbol is determined by random number extraction using the read jackpot symbol determination random number. Here, the main control device 80 collates the jackpot determination random number read by decrementing the first hold memory with the winning value to determine whether it is a jackpot, which corresponds to the "first winning / losing determination". Also, collating the jackpot determination random number read by decrementing the second hold memory with the winning value to determine whether it is a jackpot corresponds to the "second winning / losing determination".

[0149] As shown in FIGS. 5(a) and (b), in the process of S352 that transitions through the first winning / losing determination, the jackpot symbol is determined to be "Special Symbol 1 - Jackpot Symbol 1 (4R Normal Jackpot Symbol)" or "Special Symbol 1 - Jackpot Symbol 2 (6R Normal Jackpot Symbol)". Also, in the process of S352 that transitions through the second winning / losing determination, it is determined to be either "Special Symbol 2 - Jackpot Symbol 1 (8R Normal Jackpot Symbol)" or "Special Symbol 2 - Jackpot Symbol 2 (10R Normal Jackpot Symbol)".

[0150] Then, when the jackpot symbol is determined in the process of S352, the process proceeds to the variation pattern determination process (S354). In this variation pattern determination process (S354), in the case of the first win / loss determination, the first hold memory is decremented, and the jackpot variation pattern is determined by random number extraction using the variation pattern determination random number read. Also, in the case of the second win / loss determination, the second hold memory is decremented, and the jackpot variation pattern is determined by random number extraction using the variation pattern determination random number read.

[0151] Here, the variation time (the variation time of the special symbol) until the jackpot symbol stops being displayed is specified according to the variation pattern. However, in the effect display (the variation display of the effect symbol) corresponding to the variation (hereinafter referred to as the jackpot variation) executed when the win / loss determination result is a jackpot, a reach (reach display and subsequent reach effect) is uniformly performed. For this reason, regardless of the gaming state (open extension state, non-open extension state) of the pachinko machine 50, there is a high possibility that a longer (longer than the case where the win / loss determination result is a miss) variation time will be determined.

[0152] Then, after the variation pattern determination process and after performing the jackpot setting process (S356), the process proceeds to the process of S364. Here, the jackpot setting process is a process of obtaining the gaming state after the jackpot game is executed (in Example 1, it becomes the time-saving state, or in the pachinko machine 50 equipped with the probability variation function, it becomes the high-probability state, or the time-saving state, etc.) and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) based on the determined jackpot symbol (see FIGS. 5(a) and (b)). On the other hand, when it is determined as a miss in S350 (S350: no), the miss symbol is determined (S358). Then, when the miss symbol is determined, in the case of the first win / loss determination, the first hold memory is decremented, and the variation pattern is determined by random number drawing using the random number for determining the variation pattern read (S360). Also, in the case of the second win / loss determination, the second hold memory is decremented, and the variation pattern is determined by random number drawing using the random number for determining the variation pattern read (S360). In this way, when the variation pattern is set, after performing the miss setting process (S362), the process proceeds to the process of S364.

[0153] Here, with reference to FIG. 21(a), the miss setting process of S362 will be described. When starting the miss setting process, it is determined in S362e whether the value of the time shortening flag is "1" (S362e). Here, in this embodiment, as the time shortening flag, there are a first time shortening flag set when the game state is the "a time shortening state", a second time shortening flag set when the game state is the "b time shortening state", and a third time shortening flag set when the game state is the "c time shortening state". When an affirmative determination is made in S362e (S362e: yes), after executing S362f, the process proceeds to S362g, and when a negative determination is made in S362e (S362e: no), S362f is skipped and the process proceeds to S362g.

[0154] Here, in S362f, a process of setting the time shortening count to "-1" is performed. That is, the remaining number of win / loss determinations executable in the time shortening state (time shortening count) is decremented by "1". In this embodiment, at the end of the big win game, a transition is made to the big win time shortening state, the time shortening count is set to "100 times" (see S546 in FIG. 29), and when the number of win / loss determinations executed in the normal probability state reaches "900 times", a transition is made to the reached time shortening state, and the time shortening count is set to "900 times" (see S452 in FIG. 25). Also, when a specific miss occurs (that is, when a specific miss symbol is definitely displayed in the non-time shortening state), a transition is made to the specific time shortening state, and the time shortening count is set to "50 times" (see S458 in FIG. 25).

[0155] Then, in S362f, each time the variable display of the special symbol starts, the short-time count is "decremented by 1", and when the variable display that causes the short-time count to become "0" by performing S362f stops, the value of the short-time flag changes from "1" to "0". However, unlike this embodiment, when the value of the corresponding short-time flag is "1", the process of decrementing the short-time count by 1 may be performed when the special symbol stops displaying.

[0156] In S362g, the value of the reach counter is incremented by "1". Here, the reach counter is a counter for counting the number of win / loss determinations executed in the normal probability state. In the pachinko machine 50 of this embodiment, when a big win game is executed or when it is ram cleared, the reach counter is initialized (set to the value "0") (see Fig. 5(d)). In this way, in this pachinko machine 50, when the game state is the normal probability state, the number of win / loss determinations (regarding the special symbol) that are executed without a big win occurring is counted.

[0157] When S362g is executed, the process proceeds to S362h, and it is determined whether the value of the reach counter has reached the specified reach count. Here, when the number of win / loss determinations executed without generating a big win in the normal probability state reaches the specified reach count (exemplified as 900 in this embodiment), the game state shifts to the short-time state (b short-time state) without going through a big win game. If the determination in S362h is negative (S362h: no), the off setting process is returned. On the other hand, if the determination in S362h is positive (S362h: yes), after executing the process of setting the value of the reach flag to "1" (S362i) and the process of initializing the reach counter (S362j), the off setting process is returned. Note that the reach counter is a flag indicating that the number of win / loss determinations (variable display) in the normal probability state has reached the specified reach count, and when it reaches the reach count, the value becomes "1".

[0158] Here, in S360 of FIG. 20, when the reach determination random number is determined to be a value that generates a reach (the aforementioned predetermined value), the variation pattern is determined using the variation pattern table considering the game state at that time and the variation pattern determination random number. Here, when the result of the pass / fail determination is off, the case where a reach (reach display and subsequent reach effect) is performed in the variable display of the effect symbols is referred to as a "reach miss", and the case where a reach is not performed is referred to as a "simple miss". In addition, when the result of the pass / fail determination is off and a reach is not performed, and the game state is a non-time-limited state (non-release extended state), the variation pattern is determined by referring to the "variation pattern table for simple miss and non-time-limited state (non-release extended state)", and when the game state is a time-limited state (release extended state), the variation pattern is determined by referring to the "variation pattern table for simple miss and time-limited state (release extended state)".

[0159] When the result of the pass / fail determination is off and a reach is performed (in the case of a reach miss), and the game state is a non-time-limited state (non-release extended state), the variation pattern is determined by referring to the "variation pattern table for reach miss and non-time-limited state (non-release extended state)", and when the game state is a time-limited state (release extended state), the variation pattern is determined by referring to the "variation pattern table for reach miss and time-limited state (release extended state)". Also in this case, similar to the case where the result of the pass / fail determination is a big win, the variation time determined by referring to the variation pattern table for the time-limited state (release extended state) is made shorter than the variation time determined by referring to the variation pattern table for the non-time-limited state (non-release extended state). Here, the "variation pattern determined by referring to the variation pattern table for simple miss and non-time-limited state (non-release extended state)" in the case of a simple miss (when there is no reach display and subsequent reach effect) specifies a shorter variation time than the variation pattern determined by referring to the "variation pattern table for reach miss and non-time-limited state (non-release extended state)" in the case of a reach miss (when there is a reach display and subsequent reach effect).

[0160] Returning to FIG. 20 for further explanation, following S356 or S362, the process proceeds to S364. In this S364, a reservation number command indicating the number of reserved memories decremented in S332 or S336 described above is transmitted to the sub-integration device 83. In S366 following S364, data indicating the above-described lottery result (first win / loss determination or second win / loss determination) is output to the sub-integration control device 83 (S366), and the process proceeds to the big win game process.

[0161] Here, regarding the data transmitted to the sub-integration control device 83 in this S366, an explanation will be given with reference to FIG. 22(a). The variation start command (display control command) of S366 includes, in addition to the data of the variation pattern (variation pattern command) specifying the variation time, information (data) based on the win / loss determination result. Specifically, when the result of the win / loss determination is a big win, "big win information" is included. Also, when the result of the win / loss determination is a miss and the specified number of reaches is achieved in the win / loss determination (when the affirmative determination is made in S362i of FIG. 20(a)), miss information and reach information are included. When the specified number of reaches is not achieved in the win / loss determination (when the negative determination is made in S362i of FIG. 20(a)), only miss information is included and reach information is not included.

[0162] Furthermore, when the result of the win / loss determination is a specific miss, miss information and specific information are included. Here, the specific information occurs when the special symbol 1 - miss symbol 2 is selected as the miss symbol in the non-time-reduced state. Also, the variation start command includes, when the result of the win / loss determination is a miss, data indicating whether the miss is a reach miss or a simple miss (data specifying the reach determination random number).

[0163] Furthermore, when the game state is the time-saving state (release extension state) (when the first time-saving flag = 1, the second time-saving flag = 1, or the third time-saving flag = 1), the variation start command also includes data specifying the remaining number of times of success / failure determination (success / failure determination regarding special symbols) in the time-saving state (release extension state). That is, it also includes data specifying the number of times of time-saving (remaining number of times) after being decremented in S362f. When the sub-integration device 83 receives the variation start command including the data, it can know that the final success / failure determination (the final variation display (variation of special symbols) executed in the time-saving state (release extension state)) executed in the time-saving state (release extension state) has been executed.

[0164] Furthermore, by the process of S366, the effect symbol display device 6 starts the variation display of the effect symbols, and almost simultaneously, the variation of the special symbols is also started by the main control device 80. Returning to FIG. 19 and further explaining, when it is determined in S322 of FIG. 19 that the special symbols are in the process of variation (S322: yes), the process proceeds to S370 of FIG. 22(b) to determine whether the symbol variation time (based on the variation pattern of S354 or S360) has elapsed. In the case of a negative determination (S370: no), the process directly proceeds to the big win game process. On the other hand, in the case of an affirmative determination (S370: yes), after performing the determined symbol display process (S372), the big win game process is performed. In the determined symbol display process, a command (symbol determination command) indicating to display the determined symbols is output to the sub-integration control device 83, and commands are also output to the special symbol display devices 9 and 10 to stop them at the determined symbols.

[0165] When it is determined in S324 of FIG. 19 that the determined symbols are being displayed (S324: yes), the process proceeds to S374 of FIG. 23 to determine whether the display time of the determined symbols has ended. In the case of a negative determination (S374: no), the big win game process is performed. On the other hand, in the case of an affirmative determination (S374: yes) in S374, the display of the determined symbols is ended (S376), and it is determined whether the specially symbol that has been definitely displayed is a symbol for a big win (S378).

[0166] When it is determined that the symbol is a winning symbol in S378 (S378: yes), in S380, it is determined whether the time reduction flag (the first time reduction flag, the second time reduction flag, or the third time reduction flag) is 1. If any of the first time reduction flag, the second time reduction flag, and the third time reduction flag is 1 (S380: yes), at S382, the time reduction flag (the first time reduction flag, the second time reduction flag, or the third time reduction flag) is set to 0, and the process proceeds to S384. On the other hand, if none of the time reduction flags (the first time reduction flag, the second time reduction flag, and the third time reduction flag) is 1 (S380: no), the process directly proceeds to S384.

[0167] That is, in S382, if the value of the first time reduction flag is 1, the value of the first time reduction flag is set to 0; if the value of the second time reduction flag is 1, the value of the second time reduction flag is set to 0; if the value of the third time reduction flag is 1, the value of the third time reduction flag is set to 0.

[0168] In S384, a state designation command is transmitted. In this case, a command indicating that the game state is the "normal probability · non-time reduction state (i.e., the normal state)" is transmitted to the sub-integrated control device 83. That is, during the execution of the big win game, the game state becomes the normal probability · non-time reduction state (normal state). Following S384, in S386, the big win flag is set by the condition device activation start process, and the accessory continuous operation device is operated at the subsequent S388.

[0169] When S388 is executed, in the subsequent S390, the big win start effect process is performed, and the big win game process is performed. Here, when the big win start effect process is performed, the main control device 80 transmits a command indicating the start of the big win game and information related to the big win game (the opening time of the big win, the opening pattern, the ending time of the big win, the number of rounds, etc.) to the sub-integrated control device 83. In S378, when it is determined that the confirmed special symbol is not a winning symbol (S378: no), the process proceeds to S398 in FIG. 24, and it is determined whether the first time reduction flag is "1".

[0170] That is, in S398, it is determined whether the current state is the short-time jackpot state. And when the value of the first short-time flag is 1 (S398: yes), it is determined whether the value of the arrival flag is 1 (S404). If the affirmative determination is made, the process proceeds to S450 (see FIG. 25). That is, even if the short-time jackpot state is being executed, when the specified number of arrivals is reached (when the value of the arrival flag becomes 1), the process shifts to the arrival short-time state. The details of S450 will be described later.

[0171] If the negative determination is made in S404 (S404), it is determined in S406 whether the short-time count is "0" (S406). And when the short-time count is not "0" (S406: no), the process directly proceeds to S470. On the other hand, when the short-time count is "0", the first short-time flag is set to "0" in S410, and the process proceeds to S470.

[0172] If the first short-time flag is not "1" in S398 (S398: no), the process proceeds to S412 to determine whether the second short-time flag is "1". That is, in S412, it is determined whether the current state is the arrival short-time state. And when the value of the second short-time flag is 1 (S412: yes), it is determined whether the value of the arrival flag is 1 (S414). If the affirmative determination is made, the process proceeds to S450 (see FIG. 25). However, as described above, since it is actually impossible for the value of the arrival flag to become 1 during the arrival short-time state, usually, the negative determination is made in S414.

[0173] If the negative determination is made in S414, it is determined in S416 whether the short-time count is "0" (S416). And when the short-time count is not "0" (S416: no), the process directly proceeds to S470. In contrast, when the short-time count is "0", the second short-time flag is set to "0" in S430, and the process proceeds to S470.

[0174] If the second short-time flag is not "1" in S412 (S412: no), the process proceeds to S436 in FIG. 25 to determine whether the third short-time flag is "1". That is, in S436, it is determined whether it is currently in a specific short-time state. And when the value of the third short-time flag is 1 (S436: yes), the process proceeds to S438 to determine whether the value of the arrival flag is 1 (S438). And when an affirmative determination is made in S438 (S438; yes), the process proceeds to S450.

[0175] When a negative determination is made in S438 (S438: no), it is determined whether the short-time count is "0" (S440). And when the short-time count is not "0" (S440: no), the process directly proceeds to S470. On the other hand, when the short-time count is "0", the process proceeds to S446, sets the third short-time flag to "0", and then proceeds to S470.

[0176] When a negative determination is made in S436 (S436: no), that is, when the value of none of the short-time flags is 1, the process proceeds to S448 to determine whether the value of the arrival flag is "1". And when an affirmative determination is made in S448 (S448: yes), after performing the process of setting the value of the arrival flag to "0" (S450), the process of setting the short-time count to "900 times" (S452), and the process of setting the value of the second short-time flag to "1" (S454), the process proceeds to S470.

[0177] Here, the case where an affirmative determination is made in S448 indicates that the game state shifts to the "arrival short-time state". In that case, "900 times" is set as the short-time count in S452. When shifting to the "arrival short-time state", a release extension function that shortens the average variation time of special symbols, shortens the average variation time of normal symbols, and extends the release time of normal electric winning devices is set.

[0178] If a negative determination is made in S448 (S448: no), then in S456, it is determined whether the current deviation is a specific deviation (in S372, whether a specific deviation symbol has been definitely displayed in the non-time-saving state). And if a negative determination is made in S456, the process proceeds directly to S470.

[0179] On the other hand, if an affirmative determination is made in S456, after performing the process of setting the time-saving count (S458) and the process of setting the third time-saving flag to "1" (S460), the process proceeds to S470. When the third time-saving flag is set to "1" in this S460, a transition is made to the specific time-saving state (c time-saving state).

[0180] Here, the case where an affirmative determination is made in S456 indicates that the game state transitions to the "specific time-saving state". In that case, "50 times" is set as the time-saving count in S458. Note that when transitioning to the "specific time-saving state", an opening extension function that shortens the average variation time of special symbols, shortens the average variation time of normal symbols, and extends the opening time of normal electric accessory devices is set. And after performing S460, the process proceeds to S470.

[0181] In S470, the main control device 80 transmits a state designation command indicating states such as whether the current game state is in the probability-variable state or in the time-saving state to the sub-integrated control device 83 after the special symbol determination time (600 ms), and the process proceeds to the big win game process.

[0182] Note that in the case of this embodiment, the timing for transmitting the state designation command from the main control device 80 to the sub-integrated control device 83 in the special symbol win / loss determination process is after the special symbol determination time, but it may also be configured to transmit the state designation command at the start of special symbol variation and at the time of power recovery.

[0183] In this embodiment, when in the time-saving state (a time-saving state, b time-saving state, or c time-saving state), even if the special figure 1 off-design 2 is definitely displayed, it is not shifted to the c time-saving state. However, by comparing the remaining number of pass / fail determinations executable in the ongoing time-saving state with the number of time-saving times to be granted based on the stop display of the specific off-design, if the number of time-saving times is greater than the remaining number, the remaining number may be updated with the number of time-saving times to be granted.

[0184] For example, when a negative determination is made in S404, S414 of FIG. 23 or S438 of FIG. 24, it is determined whether a specific off-design has occurred. If an affirmative determination is made in this determination, the remaining number of pass / fail determinations executable in the ongoing time-saving state is compared with the number of time-saving times to be granted based on the occurrence of the specific off-design. Then, when the number of time-saving times to be granted is greater, the remaining number of pass / fail determinations executable in the ongoing time-saving state may be updated (overwritten) with the number of time-saving times to be granted.

[0185] Here, with reference to FIG. 26(a), the content of the state designation command transmitted in S470 will be described. In the process of S470 that shifts after setting the value of the second time-saving flag to 1 (S454), a second time-saving state shift designation command is transmitted. That is, a command indicating that the main control device 80 shifts to the arrival time-saving state to the sub-integration control device 83 is transmitted. Also, in the process of S470 that shifts after setting the value of the third time-saving flag to 1 (S460), a third time-saving state shift designation command is transmitted. That is, a command indicating that the main control device 80 shifts to a specific time-saving state to the sub-integration control device 83 is transmitted.

[0186] Furthermore, in the process of S470 that shifts after setting the value of the first time-saving flag to 0 (S410), a first time-saving state end designation command is transmitted. That is, a command indicating that the big win time-saving state ends from the main control device 80 to the sub-integration control device 83 is transmitted. Also, in the process of S470 that shifts after setting the value of the second short-time flag to 0 (S430), a second short-time state end designation command is transmitted. That is, a command indicating that the arrival short-time state ends is transmitted from the main control device 80 to the sub-integrated control device 83.

[0187] Furthermore, in the process of S470 that shifts after setting the value of the third short-time flag to 0 (S446), a third short-time state transition designation command is transmitted. That is, a command indicating that a specific short-time state ends is transmitted from the main control device 80 to the sub-integrated control device 83.

[0188] Similarly, the state designation command of S384 in FIG. 23 is a command that designates the end of a short-time state end designation command (a short-time state, b short-time state, or c short-time state). That is, a command indicating that the short-time state (a short-time state, b short-time state, or c short-time state) ends is transmitted from the main control device 80 to the sub-integrated control device 83.

[0189] Also, the state designation command of S556 in FIG. 29, which will be described later, is a big win short-time state start designation command. That is, a command indicating a transition to the big win short-time state (a short-time state) is transmitted from the main control device 80 to the sub-integrated control device 83. Furthermore, in the big win start effect process of S390 in FIG. 23 described above, a command indicating the start of the big win game is transmitted from the main control device 80 to the sub-integrated control device 83.

[0190] Next, the big win game process will be described with reference to FIGS. 27 to 29. This big win game process is a process executed from the main routine shown in FIG. 10. First, as shown in FIG. 27, in the jackpot game process, the main control device 80 determines whether the accessory continuous operation device is operating based on the jackpot flag (S500). If the accessory continuous operation device is operating (S500: yes), it is determined whether the big winning opening 14 is open (S502). If it is determined that the big winning opening 14 is closed (S502: no), it is determined whether the big winning opening 14 is closed during the interval between round games (S506).

[0191] If it is not during the interval between round games (S506: no), it is determined whether it is during the jackpot end effect (S508). If this is also a negative determination (S508: no), it is determined whether the time required for the effect to start the jackpot game has elapsed (S510). If the jackpot start effect time has elapsed (S510: yes), the big winning opening opening process (S512) is performed, and the jackpot game process is terminated (returned). In addition, in S500, if the accessory continuous operation device is not operating (S500: no), the jackpot game process is terminated. Also, in S510, if the jackpot start effect time has not elapsed (S510: no), the jackpot game process is terminated.

[0192] If it is determined that the big winning opening 14 is open (S502: yes), the process proceeds to S514 in FIG. 28, and it is determined whether 10 winning balls have entered the big winning opening 14. In this embodiment, the specified number of winning balls for the big winning opening 14 is 10, but it may also be 8 or 9, and is not particularly limited. If 10 winning balls have not entered the big winning opening 14 (S514: no), the process proceeds to S516, and it is determined whether the opening time of the big winning opening 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. If the opening time of the big winning opening 14 has not ended (S516: no), the jackpot game process is terminated (returned) as it is. In S514, if 10 game balls have entered the big winning opening 14 (S514: yes), the big winning opening closing process (S518) is performed, the jackpot interval process (S520) is performed, and the jackpot game process is terminated (returned).

[0193] Return to FIG. 27. When it is determined in S506 of FIG. 27 that it is during the interval (S506: yes), proceed to S522 of FIG. 28 and determine whether the interval time between round games has elapsed. If the interval time between round games has elapsed (S522: yes), determine whether the last round was the one in which the big winning opening 14 was open immediately before (S524). Also, if the interval time between round games has not elapsed (S522: no), simply end (return) the big win game process. In S524, if it is the last round (S524: yes), perform the big win end effect process (S526) and end (return) the big win game process.

[0194] In S524, if it is not the last round (S524: no), perform the process of opening the big winning opening 14 (S528) and end (return) the big win game process. Note that in the process of opening and closing the big winning opening 14, a signal is also sent to the sub-integrated control device 83. The sub-integrated control device 83 grasps the current round based on the signal and performs an effect corresponding to the round.

[0195] Return to FIG. 27. When it is determined in S508 of FIG. 27 that it is during the big win end effect (S508: yes), proceed to S530 of FIG. 29 and determine whether the big win end effect time has elapsed. And if the big win end effect time has not elapsed (S530: no), end (return) the big win game process. On the other hand, if the big win end effect time has elapsed (S530: yes), stop the operation of the accessory continuous operation device (S532) and stop the operation of the condition device (S534).

[0196] And when S534 is executed, proceed to S544 and determine whether to shift to time shortening in the next game state. In this embodiment, a positive determination is uniformly made in S544, and subsequently, a process of setting the time-saving count (S546) and a process of setting the time-saving flag to 1 (S548) are performed. Here, when the time-saving flag is set to 1 in S548, a function of shortening the average variation time of special symbols, shortening the average variation time of normal symbols, and extending the release time of normal electric accessory devices is set.

[0197] If the process of S548 is performed or a negative determination is made in S544 (S544: no), the process proceeds to S550 to determine whether the value of the arrival counter is a "positive number". If a positive determination is made in S550 (S550: yes), the value of the arrival counter is initialized in S552 (the value is set to "0"), and the process proceeds to S554. If a negative determination is made in S550 (S550: no), the process directly proceeds to S554. That is, in this pachinko machine 50, when a big win occurs or the main control device 80 is subjected to a RAM clear process, the arrival counter is initialized. In this case, after initialization, when the number of times of the validity determination (validity determination regarding special symbols) executed in the normal state reaches "900 times", the machine shifts to the arrival time-saving state.

[0198] In S554, the main control device 80 performs a process of transmitting a big win end command to the sub-integrated control device 83. In the subsequent S556, a state designation command is transmitted to the sub-integrated control device 83. Then, the big win game process returns. That is, in S556, a command indicating that the machine will enter the time-saving state (big win time-saving state) shifted through the big win game is transmitted from the main control device 80 to the sub-integrated control device 83. Here, in S546, the time-saving count is set to "100 times" when the first validity determination (validity determination regarding the first special symbol) or the second validity determination (validity determination regarding the second special symbol) results in a big win and the big win game executed ends.

[0199] Next, the outline of the effect control executed by the pachinko machine 50 of this embodiment will be described with reference to FIGS. 30 to 33. In the pachinko machine 50 of the present embodiment, the sub-integrated control device 83 controls the effect pattern control device 82 and the like based on each command transmitted from the main control device 80, performs a display effect on the screen 6a of the effect pattern display device 6, controls the sound effects generated from the speaker 66, and controls the light emission mode of the LED lamps 26 for electrical decoration.

[0200] Further, in the pachinko machine 50 of the present embodiment, the sub-integrated control device 83 can also execute a pre-reading notice effect (winning notice effect) based on receiving the pre-reading determination command transmitted from the main control device 80 (see Embodiment 2). As shown in FIG. 30(a), on the screen 6a of the effect pattern display device 6, in addition to the variable effect display area 6H for displaying the result of the win / loss determination regarding the special pattern, a first hold pattern display area 6D, a second hold pattern display area 6E, a variable pattern display area 6G, and a related matter display area 6F can appear.

[0201] The variable effect display area 6H appears slightly to the left of the center of the screen 6a of the effect pattern display device 6 and executes "an effect display that constitutes an example of the variable effect". Also, in FIG. 30(a), the related matter display area 6F appears on the right side of the variable display area 6H. In this variable effect display area 6H, when the variable time (the variable time of the special pattern) specified by the "variable pattern corresponding to the random number for determining the variable pattern related to the consumed hold memory" elapses, it stops with a combination indicating the result of the win / loss determination. In the following description, the digestion of the hold memory means performing a win / loss determination regarding the special pattern for the hold memory, and based on the digestion of the hold memory, the variable display of the special pattern and the corresponding variable effect (effect display) are started.

[0202] In the related matter display area 6F, for example, using characters, videos, real-life images, etc., related performances (variations of performance symbols) are executed to liven up the performance display (variations of performance symbols) or the stop display, or comments, warnings, etc. issued to the player are displayed. Here, in the present embodiment, an aspect in which a character 6f indicating "Tatsukichi the Bear" is displayed in the related matter display area 6F is illustrated. Note that in the present embodiment, in the variable performance display area 6H, a three-digit configuration symbol arranged horizontally is displayed, and an aspect in which the configuration symbol scrolls vertically is illustrated. However, the number of configuration symbols is not particularly limited, and the scroll direction is not particularly limited. For example, the three-digit configuration symbol may be scrolled horizontally. Further, in the following description, in the variable display area 6H, the configuration symbol displayed on the left side is referred to as the left performance symbol 6L, the configuration symbol displayed on the right side is referred to as the right performance symbol 6R, and the configuration symbol displayed in the center is referred to as the middle performance symbol 6C.

[0203] The variable symbol display area 6G appears substantially at the center of the lower side of the screen 6a of the performance symbol display device 6 (below the variable display area 6H). The first hold symbol display area 6D appears on the left side of the variable symbol display area 6G on the lower side of the screen 6a, and the second hold symbol display area 6E appears on the right side of the variable symbol display area 6G on the lower side of the screen 6a. The first hold symbol display area 6D is an area capable of displaying up to four hold symbols (hereinafter referred to as the first hold symbols) 6d corresponding to the hold memory (the first hold memory) acquired based on the game ball entering the first start port 11. And this first hold symbol display area 6D is a display corresponding to the undigested (before executing the win / loss determination) hold memory, and the number of undigested first hold memories (hereinafter referred to as the first hold number) is displayed by the number of displays.

[0204] In addition, the second hold symbol display area 6E is an area capable of displaying up to four hold symbols (hereinafter referred to as the second hold symbols) 6e corresponding to the hold memory (second hold memory) acquired based on the game ball entering the second start port 12. And this second hold symbol display area 6E is a display corresponding to the undigested (before executing the validity determination) hold memory, and displays the number of undigested second hold memories (hereinafter referred to as the second hold count) according to the number of displays.

[0205] In the first hold symbol display area 6D, as the display positions of the hold symbols 6d corresponding to the first hold memory, the first display position d1, the second display position d2, the third display position d3, and the fourth display position d4 are assumed from the right direction to the left direction in this order. In addition, in the second hold symbol display area 6E, as the display positions of the hold symbols 6e corresponding to the second hold memory, the first display position e1, the second display position e2, the third display position e3, and the fourth display position e4 are assumed from the left direction to the right direction in this order.

[0206] Here, in this embodiment, the hold symbol 6d corresponding to the first hold memory is composed of a symbol with a round outer shape, and the hold symbol 6e corresponding to the second hold memory is composed of a symbol with a rectangular outer shape, so that the two hold symbols 6d and 6e can be distinguished at a glance. In FIG. 30(a), it shows a state where 3 hold symbols 6d corresponding to the first hold symbol display area 6D are displayed, and no corresponding hold symbol (hold symbol 6e) is displayed in the second hold symbol display area 6E.

[0207] In any of the hold symbol display areas 6D and 6E, based on the game ball entering the start ports 11 and 12, the hold symbols 6d and 6e can be sequentially added and displayed from the higher empty positions. Here, the higher position is a position closer to the first display positions d1 and e1, and the empty position is a display position where the hold symbols 6d and 6e are not displayed. In each of the pending symbol display areas 6D and 6E, the first display positions d1 and e1 are the topmost display positions for displaying the pending symbols 6d and 6e corresponding to the pending memories just before digestion, and the display positions of the second display positions d2 and e2, the third display positions d3 and e3, and the fourth display positions d4 and e4 are in the order of later digestion order. Hereinafter, the display position with a later digestion order will be referred to as the "lower display position".

[0208] Also, when the pending memories 6d and 6e (the pending memories of the first display positions d1 and e1) just before digestion are digested, the pending symbols 6d and 6e corresponding to the digested pending memories are erased from the pending symbol display areas 6D and 6E. In this case, the erased pending symbols 6d and 6e are displaced to the variable symbol display area 6G through a predetermined movement path and are displayed as the variable symbols 7d and 7e related to the erased pending symbols 6d and 6e. That is, when the pending symbols 6d and 6e are erased from the pending symbol display areas 6D and 6E, they are shifted and displayed in the variable symbol display area 6G.

[0209] These variable symbols 7d and 7e are displayed until the effect display (the variation of the special symbol) corresponding to the moved pending symbols 6d and 6e ends, and are erased from the screen 6a when the effect display ends. As shown in FIG. 30(b), the outer shapes of the variable symbols 7d and 7e displayed based on the erasure of the pending symbols 6d and 6e from the pending symbol display areas 6D and 6E are made equal to the pending symbols 6d and 6e to be erased. Note that FIG. 30(a) shows that since the first special symbol is executing a variation display, a variable symbol 7d (a substantially circular variable symbol 7d) having the same outer shape as the first pending symbol 6d is being displayed in the variable symbol display area 6G. Therefore, when the second special symbol is executing a variation display, a variable symbol 7e (a substantially rectangular variable symbol 7e) having the same outer shape as the second pending symbol 6e will be displayed in the variable symbol display area 6G. may also be. In the following description, the digestion of the hold memory means performing a validity determination regarding the special symbol for the hold memory. Based on the digestion of the hold memory, the variable display of the special symbol and the corresponding variable effect (effect display) are started.

[0210] Next, the "standby notice effect" and the "winning notice effect" will be described with reference to FIGS. 31 to 33. FIGS. 31 to 33 show specific examples enabling the execution of the "standby notice effect" and the "winning notice effect" in an effect display (variable effect) accompanied by a super reach effect. Here, the standby notice effect constitutes a specific example of the second notice effect, and the winning notice effect constitutes a specific example of the first notice effect.

[0211] However, in the present invention, the "standby notice effect" and the "winning notice effect" may be executed not only in an "effect display (variable effect) accompanied by a super reach effect" but also in an effect display (variable effect) of other modes. For example, in an effect display (variable effect) accompanied by a reach effect that does not develop into a super reach effect (a reach effect that ends at the normal reach effect stage), the "standby notice effect" and the "winning notice effect" may be executed, or only the "standby notice effect" among the "standby notice effect" and the "winning notice effect" may be executed. Further, in the present invention, the "standby notice effect" and the "winning notice effect" may be executed in an effect display (variable effect) that does not execute a reach display and a reach effect.

[0212] By providing a pattern that only executes the "standby notice effect", since it is not certain that the "winning notice effect" will be executed just because the "standby notice effect" is displayed, during the variable effect, the player can expect with a sense of tension whether the "winning notice effect" will be displayed. Moreover, when it is displayed, the winning expectation level can be inferred based on the timing at which the "winning notice effect" is executed. When executing the "Standby Notice Performance" and the "Winning Notice Performance" without performing the reach performance, it is desirable to conduct them with a variable performance such that the winning is announced without going through the reach performance. By doing so, even if the player cannot anticipate the variable performance itself, when the "Standby Notice Performance" is displayed, the player can expect a win regardless of the content of the variable performance.

[0213] When the validity determination regarding the special symbol is executed, as shown in Fig. 31(a), the variation (symbol variation) of the special symbol is started in the first special symbol display device 9 or the second special symbol display device 10. Also, as shown in Fig. 31(b), corresponding to the start of the variation (symbol variation) of the special symbol, the performance display (variable performance) is started on the screen 6a of the performance symbol display device 6. That is, when the sub-integrated control device 83 receives a variation start command (refer to S366 in Fig. 20), as shown in Fig. 31(b), the variations of the left performance symbol 6L, the middle performance symbol 6C, and the right performance symbol 6R are started in the variable display area 6H of the performance symbol display device 6 (refer to Fig. 30(a)).

[0214] In this case, on the premise that the variation time (the variation time of the special symbol) specified by the variation pattern is a certain time or more (for example, 25 seconds or more) (that is, the variable performance involves a super reach performance), as shown in Figs. 31(c) and (d), the "Standby Notice Performance" and the "Winning Notice Performance" may be executed in this order during the execution of the performance display.

[0215] When starting the performance display (variable performance) accompanied by the "Standby Notice Performance", as shown in Fig. 31(c), immediately (for example, 1 second after starting the performance display), the "Standby Notice Performance" is started. However, in this embodiment, at the stage when the "Standby Notice Performance" appears, it does not immediately show whether the appeared standby notice performance is established as a notice (a notice suggesting the appearance of the winning notice performance). That is, after the "Standby Notice Performance" appears, the "Establishment Determination Performance" is executed over a certain time (for example, 2 seconds) (refer to the symbol M in Fig. 31(c)), and it is shown whether it is established as a notice (whether it is valid as a notice suggesting the appearance of the winning notice).

[0216] Here, the sub-integration control device 83 alternatively executes, as the "feasibility presentation", either a presentation (hereinafter referred to as the established standby notice presentation) indicating that the "appeared standby notice presentation" has been established as a notice or a presentation (hereinafter referred to as the non-established standby notice presentation) indicating that it has not been established as a notice.

[0217] Using FIG. 32, examples will be given to more specifically explain the "established standby notice presentation" and the "non-established standby notice presentation". As shown in FIGS. 32(a) and (b), after starting the presentation display, soon after (for example, when 1.0 second has elapsed after starting the presentation display), the standby notice presentation is started by causing a card character (hereinafter referred to as the standby notice card character) 6J with the words "Tatsukichi waiting" written on the screen 6a of the presentation symbol display device 6 to appear. That is, the feasibility presentation is started.

[0218] This standby notice presentation (feasibility presentation) is started by displaying the standby notice card character 6J floating "fluttering" on the screen 6a, and is mainly composed of a display presentation indicating whether or not the standby notice card character 6J "sticks" to the screen 6a.

[0219] After the standby notice card character 6J appears on the screen 6a, before a predetermined time (for example, 2.0 seconds) elapses, as shown in FIG. 32(c), the execution of the "established standby notice presentation" is indicated by an effect (an effect of successfully sticking) in which the card character 6J sticks to the screen 6a. That is, after the appeared standby notice card character 6J drifts in the wind for a while (after drifting for 2 seconds) and then sticks to the screen 6a, it is notified that the appeared standby notice presentation has been established (is valid) as a "notice suggesting the appearance of the winning notice presentation".

[0220] When the "Establishment Waiting Notice Performance" is executed in this way, until immediately before the execution of the "Winning Notice Performance", the "Establishment Waiting Notice Performance (performance with the Waiting Notice Card Character 6J still attached)" continues (see the solid lines K and L4 in Fig. 31). In other words, immediately before the execution of the "Winning Notice Performance", the "Waiting Notice Card Character 6J" is removed from the screen 6a, and the "Winning Notice Performance" is executed immediately after notifying the end of the "Establishment Waiting Notice Performance". Also, when the "Establishment Waiting Notice Performance" is executed along with the performance display (variable performance), when it is time to execute the reach display, as shown in Fig. 32(d), the left performance symbol 6L and the right performance symbol 6R are stopped and displayed with the same number to execute the reach display. After that, when it is time for the development of the reach performance, the super reach performance is started.

[0221] Note that the "Establishment Waiting Notice Performance" may also be configured to have multiple patterns. If the probability of establishment varies depending on the differences in patterns (in this embodiment, differences in the Waiting Notice Card Character 6J, size, color, appearance pattern, pasting position, etc.), the expected degree of establishment when they appear will be different. Therefore, the player can be interested in which performance mode will appear. Of course, it is also conceivable to have a pattern that will surely be pasted on the screen 6a when it appears. Also, the "Establishment Waiting Notice Performance" may be configured to be performed multiple times. If the probability of establishment improves depending on the number of times it is performed, the player can enjoy the variable performance while expecting even after the "Non - establishment Waiting Notice Performance" is performed.

[0222] On the other hand, as shown in Fig. 32(e), after the Waiting Notice Card Character 6J appears, until a predetermined time (for example, 2.0 seconds) elapses, an effect in which it does not stick to the screen 6a and disappears outside the screen 6a constitutes a specific example of the "Non - establishment Waiting Notice Performance". That is, the appeared Waiting Notice Card Character 6J fails to stick to the screen 6a after being blown by the wind and floating for a while (after floating for 2 seconds), moves outside the screen 6, and disappears. By executing this effect, it is shown that the started Waiting Notice Performance did not succeed (was not valid) as a "notice suggesting the appearance of the Winning Notice Performance".

[0223] Note that when the "Unsuccessful Standby Announcement Performance" is executed, the "Win Announcement Performance" will not be executed thereafter. Also, FIG. 32(e) shows the state immediately before the performance in which the standby announcement card character 6J completely disappears from the screen 6a is completed.

[0224] Also, although not shown in the drawings, there are some performance displays (variable performances) that do not execute the "Standby Announcement Performance" and the "Win Announcement Performance" during the execution of the performance display (variable performance).

[0225] Then, regardless of whether the "Standby Announcement Performance" and the "Win Announcement Performance" are executed, or whether the started "Standby Announcement Performance" is the "Successful Standby Announcement Performance" or the "Unsuccessful Standby Announcement Performance", as shown in FIGS. 31(a) and (b), when the variable time (the variable time of the special symbol) specified by the variable pattern elapses, the variation of the special symbol (symbol variation) and the performance display stop. At this time, in the variable display area 6H of the performance symbol display device 6, the result symbol indicating the result of the win / loss determination is fixedly displayed (see also FIGS. 32(f), 33(d), and 33(h)).

[0226] Here, as the result symbol (hereinafter referred to as the performance symbol) displayed on the performance symbol display device 6, there are (1) the big win symbol when the result of the win / loss determination is a big win (big win selection), (2) the specific short-time win selection symbol (specific miss symbol) when the result of the win / loss determination is a specific short-time win selection, and (3) the miss symbol (general miss symbol) when the result of the win / loss determination is neither a big win (big win selection) nor a specific short-time win selection. The big win symbol is configured by stopping and displaying the middle performance symbol 6C, the left performance symbol 6L, and the right performance symbol 6R with the same number. The occurrence of a big win (big win selection) is notified by the fixed display of the big win symbol, and the big win game is executed. Also, when the big win game ends, the game state shifts to the big win short-time state (a short-time state).

[0227] In addition, the specific short-time winning symbol combination is configured such that the left effect symbol 6L and the right effect symbol 6R stop and display the same number (reach display state), and the middle effect symbol 6C during variation stops and displays as the alphabetic character "C". When the specific short-time winning symbol combination is determined and displayed, without executing the big win game, the game state shifts to the specific short-time state (c short-time state). Furthermore, a general losing symbol combination (a general losing symbol combination excluding the specific losing symbol combination) is composed of three-digit random numbers. Even when the general losing symbol combination stops and is displayed, the big win game is not executed, and the game state does not shift to the specific short-time state.

[0228] In addition, when the "unsuccessful waiting announcement effect" is executed, there are cases where a reach display is performed during the effect display (when the result of the win / loss determination is a big win selection, a specific short-time win selection, or a reach loss), and cases where a reach display is not performed (in the case of a simple loss).

[0229] Next, a specific example of the "winning announcement effect" will be described with reference to FIG. 33. Here, FIG. 33 shows a specific example of executing the "winning announcement effect" in an effect display accompanied by a super reach effect. In this specific example, when the previously executed "waiting announcement effect" is the "successful waiting announcement effect", it indicates that the "winning announcement effect" is executed at a specific time during the execution of the effect display (any time selected from t1 to t5 in FIG. 31(d)) after starting the "successful waiting announcement effect" (see L1 to L5 in FIG. 31(d)).

[0230] Here, (1) time t1 is the time after starting the effect display and before the reach display is executed (before starting the normal reach effect), (2) time t2 is the time after the reach display is executed and before the reach effect develops (before the normal reach effect develops into the super reach effect), (3) time t3 is the time when the reach effect develops (when the normal reach effect develops into the super reach effect), (4) time t4 is the time during the super reach effect, and (5) time t5 is the time near the end of the super reach effect (a time after time t4, for example, 2 seconds before the end of the effect display).

[0231] In this embodiment, as the "winning notice effect", it includes a jackpot (big win) notice effect regarding the probability of a big win, and a specific short-time win notice effect regarding the probability of a specific short-time win. And the relationship between the expectation level of the "winning notice effect" and the appearance timing of the "winning notice effect" is as follows.

[0232] Specifically, the jackpot notice effect (big win notice effect) can appear at any time from time t1 to time t5, but the probability of a big win (big win) increases in the order of time t1 to t4. Also, the specific short-time win notice effect can appear either at time t3 or time t5, but the probability of a specific short-time win is higher when it appears at t5 than at t3.

[0233] By the way, FIGS. 33(a) to (d) show an application example (hereinafter referred to as application example 1) to a variable effect with a high expectation level of a big win. Here, FIG. 33 shows the case of executing a super reach effect as a development effect. This cut-in effect is an effect (Tatsukichi cut-in effect) in which a crack occurs on screen 6a and character information "intense heat" appears from within this crack. This cut-in effect constitutes a specific example of the "first notice effect".

[0234] In application example 1, as shown in FIGS. 33(a) and (b), it shows the case where the cut-in effect appears during the execution of the super reach effect (for example, when "1 / 3" to "2 / 3" of the total execution time of the super reach effect has elapsed). In this case, after the cut-in effect appears, as shown in FIG. 33(c), the super reach effect continues. In this case, the waiting notice card character 6J disappears from screen 6a before the cut-in effect appears (ending the "establishment waiting notice effect"). And when the variable time (variable time of the special symbol) specified by the variable pattern has elapsed, the result symbol is confirmed and displayed in the variable display area 6H (FIG. 33(d)).

[0235] In addition, FIGS. 33(e) to (g) show application examples (hereinafter referred to as Application Example 2) to variable effects with a high expectation of winning a specific short time award. In this Application Example 2, as shown in FIGS. 33(e) and (f), even after the start of the super reach effect, the standby notice card character 6J is maintained in a state of being displayed on the screen 6a. That is, the "establishment standby notice effect" continues until just before the end of the super reach effect.

[0236] In this Application Example 2, at the end of the super reach effect (for example, when the remaining execution time of the super reach effect becomes 5 seconds or less), as shown in FIG. 33(g), a cut-in effect appears. Also in this case, the standby notice card character 6J disappears from the screen 6a (ends the "establishment standby notice effect") before the cut-in effect appears. And also in Application Example 2, when the variable time (the variable time of the special symbol) specified by the variable pattern elapses, the result symbol is definitely displayed in the variable display area 6H (FIG. 33(h)). In this case, even if a cut-in effect does not appear during the super reach effect and the player is discouraged, the appearance of the cut-in effect at the end of the super reach effect suggests that the player has a high possibility of obtaining a chance to perform the winning or losing determination to be executed later in the specific short time state. That is, in such a case, since the feeling of being once discouraged during the super reach effect can be raised again at the end of the super reach effect, the game interest can be enhanced.

[0237] In addition, in this embodiment, the timing is divided by the variable time, but it may be divided by the production content. For example, in the case of a general configuration in which three production symbols are changed, (1) a state in which all symbols are being variably displayed, (2) a state in which one symbol is temporarily stopped and the remaining symbols are changing, (3) a state in which two symbols are temporarily stopped and one is changing, (4) a state in which the reach symbol is established in a state where two symbols are temporarily stopped, (5) a state in which a super reach effect is being executed, (6) a state in which a production branch point within the super reach effect is reached, (7) a state in which it is temporarily stopped in a deviated arrangement, etc., it is conceivable to divide according to the difference in the display mode of the variable effect, and to vary the degree of expectation depending on in which state the first notice effect is executed. In this case, since the variable effect content and the execution timing are associated, the player can expect whether or not the first notice effect is executed at the timing of the change of the variable effect content.

[0238] Next, the hold symbol display process executed by the sub-integrated control device 83 will be described using the flowchart of FIG. 34(a). This process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integrated control device 83. When this process is started, it is determined whether or not a hold count instruction command has been received (S900). If a negative determination is made in the process of S900 (S900: no), the process returns. If an affirmative determination is made (S900: yes), the hold count counter provided in the sub-integrated control device 83 is incremented by 1 (S905), a hold count display instruction signal is transmitted to the production symbol control device 82 (S910), and the process returns. The value of this hold count counter is decremented every time a hold information command is received in the hold information reception process described later. Thereby, the same number as the number of hold memories stored in the main control device 80 is constantly managed.

[0239] Here, the instruction hold count command received by the sub-integration control device 83 in the process of S900 is transmitted from the main control device 80 by the "First Special Drawing Hold Count Instruction Command" transmitted in the process of S204 in FIG. 17 or the "Second Hold Count Instruction Command" transmitted in the process of S214 in FIG. 17. When the sub-integration control device 83 receives the hold count command transmitted in the "Hold Count Command Transmission Process", the hold drawing d1 is incremented in the first hold memory display area 6A that appears on the screen 6a of the effect symbol display device 6. When the sub-integration control device 83 receives the hold count command transmitted in the "Hold Count Instruction Command Instruction Transmission Process", the hold drawing e1 is incremented in the second hold memory display area 6B that appears on the screen 6a of the effect symbol display device 6.

[0240] Next, with reference to FIG. 34(b), the hold count information reception process executed by the sub-integration control device 83 will be described. This process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integration control device 83. When this process is started, it is determined whether hold information (hold information command) has been received (S950). If a negative determination is made in the process of S950 (S950: no), the process returns. If an affirmative determination is made (S950: yes), after performing the process of subtracting 1 from the hold count stored in the sub-integration control device 83 (S955), a hold count display instruction signal is transmitted to the effect symbol control device 82 (S960), and then the process returns.

[0241] Here, the hold number display instruction signal transmitted to the effect symbol control device 82 in the process of S960 is a signal instructing to reduce the hold symbols d1 and e1 by one from the screen 6a of the effect symbol display device 6. Also, the hold information command received by the sub-integration control device 83 in the process of S960 is transmitted from the main control device 80 in the "hold information transmission process" of S364 in FIG. 20. And when the "hold information" transmitted from the main control device 80 is the one transmitted when decrementing the first hold number (when starting the variation of FIG. 1), the hold symbol d1 is decremented by one in the first hold memory display area 6A that appears on the screen 6a of the effect symbol display device 6. Also, when the "hold information" transmitted from the main control device 80 is the one transmitted when decrementing the second hold number (when starting the variation of FIG. 2), the hold symbol e1 is decremented by one in the second hold memory display area 6B that appears on the screen 6a of the effect symbol display device 6.

[0242] Next, the effect start process executed by the sub-integration control device 83 will be described using the flowchart of FIG. 35. Note that this process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integration control device 83. When the sub-integration control device 83 starts the effect start process, it determines whether a variation start command has been received (S1200). Here, the variation start command is a command transmitted from the main control device 80 when starting the variation of a special symbol (see S366 in FIG. 20).

[0243] This variation start command includes data indicating the result of the success / failure determination regarding the special symbol (big win, miss) and data indicating a variation pattern for specifying the variation time. Also, when the result of the success / failure determination of the special symbol is a big win (big win selected), the variation start command includes data for specifying the big win symbol (data indicating the type of big win that occurred as a symbol specification command). Further, when the result of the success / failure determination of the special symbol is a miss, the variation start command includes, in addition to the miss data (miss information) indicating that the result of the success / failure determination is a miss, data regarding the presence or absence of reach information and data regarding the presence or absence of specific miss information. Here, the arrival information is data that is added to the deviation information when the "validity determination regarding the special symbol" that has been executed reaches the specified number of times without hitting the jackpot. Also, the specific deviation information is data that is added to the deviation information when it is a specific deviation (see Fig. 22(a)).

[0244] If a negative determination is made in S1200 (S1200: no), the production start process is immediately terminated. If an affirmative determination is made (S1200: yes), the process proceeds to S1205 to obtain the distribution random number 1 used when distributing the production pattern (production mode). When the sub-integrated control device 83 executes S1205, it proceeds to S1210 to determine whether a jackpot (jackpot win) has occurred (whether jackpot information is included in the variation start command). If an affirmative determination is made in S1210 (S1210: yes), the process proceeds to S1215 to set the "production pattern for jackpot" as the "production pattern of the production display started corresponding to the variable display of the special symbol" (S1215), and then proceeds to S1250. Note that the production pattern table referred to in S1215 will be described later.

[0245] If a negative determination is made in S1210 (S1210: no), that is, if the result of the validity determination is a deviation (S1210: no), the process proceeds to S1220 to determine whether arrival information is added to the variation start command. If an affirmative determination is made in S1220 (S1220: yes), the process proceeds to S1240. Note that the details of S1240 will be described later. If a negative determination is made in S1220 (S1220: no), the process proceeds to S1230 to determine whether specific information is added to the deviation information (variation start command). That is, it is determined whether the variation start command specifies the occurrence of a specific short-time win. If an affirmative determination is made in S1230 (S1230: yes), the process proceeds to S1235 to set the "production pattern with the production for the specific short-time win" (S1235), and then proceeds to S1250. Note that the production pattern table referred to in S1235 will be described later.

[0246] When a positive determination is made in S1220 (S1220: yes) or a negative determination is made in S1230 (S1230: no), the process proceeds to S1240, where an "effect pattern with a general deviation effect" is set, and then the process proceeds to S1250. Here, in S1240, an effect pattern with a general deviation effect when no specific information is added is set.

[0247] Note that the effect pattern table referred to in S1240 will be described later. Also, when arrival information is added to the variation start command in S1240, an effect indicating a transition to the short state upon arrival is also executed in the effect display. In addition, the "general deviation effect" includes an effect related to a simple deviation (an effect not accompanied by a reach display and a subsequent reach effect) and an effect related to a reach deviation (an effect accompanied by a reach display and a subsequent reach effect).

[0248] When the process proceeds to S1250, a process of setting an effect symbol to be definitely displayed (an effect symbol for notifying the result of the validity determination regarding the special symbol) is performed. After that, the effect is started in S1255 (S1255), and the effect start process is returned.

[0249] Hereinafter, with reference to FIGS. 36 to 38, S1215, S1235, and S1240 will be briefly described. In the pachinko machine 50 of the present embodiment, every time a validity determination is executed, a variation pattern is determined by random number lottery using a variation pattern table corresponding to the result of the validity determination and the game state (open extension state, non-open extension state) at that time, and the acquired random number for determining the variation pattern. First, with reference to FIG. 36, an outline of the variation pattern table targeted by the pachinko machine 50 of the present embodiment will be described.

[0250] FIG. 36(a) is a chart showing a variation pattern table to be referred to when the game state is a non-opening extended state and the result of the win / loss determination is a big win. In this variation pattern table, a plurality (for example, 20) of variation patterns A1 to A20 associated with variation pattern determination random numbers ("0" to "1020") are stored.

[0251] Note that illustration of the variation pattern table to be referred to when the game state is an opening extended state and the result of the win / loss determination is a big win is omitted, but a plurality (for example, 20) of variation patterns associated with variation pattern determination random numbers are also stored in the variation pattern table. Also, the average variation time specified by referring to the variation pattern table to be referred to when the game state is an opening extended state and the result of the win / loss determination is a big win is shorter than the average variation time specified by referring to the variation pattern table shown in FIG. 36(a).

[0252] Further, FIG. 36(b) is a chart showing a variation pattern table to be referred to when the game state is a non-opening extended state and the result of the win / loss determination is a specific short win (specific miss). In this variation pattern table, a plurality (for example, 10) of variation patterns B1 to B10 associated with variation pattern determination random numbers ("0" to "1020") are stored. Note that in this embodiment, when the game state is an opening extended state, the result of the win / loss determination does not become a specific short win, but unlike this embodiment, it may be assumed that when the game state is an opening extended state, the result of the win / loss determination becomes a specific short win.

[0253] Furthermore, FIG. 36(c) is a variation pattern table (hereinafter referred to as the former variation pattern table) to be referred to when the game state is a non-opening extended state, the result of the win / loss determination is a general miss (a miss other than a specific miss), and the miss is determined to be a reach miss. In this variation pattern table, a plurality (for example, 30) of variation patterns C1 to C30 associated with variation pattern determination random numbers ("0" to "1020") are stored.

[0254] Note that in this embodiment, when the game state is the open extension state, the result of the win / loss determination is a general miss, and the miss is a reach miss, the illustration of the variation pattern table (hereinafter referred to as the latter variation pattern table) to be referred to is omitted. A plurality of (for example, 30) variation patterns associated with the variation pattern determination random numbers are also stored in the variation pattern table. Further, the average variation time specified by referring to the latter variation pattern table is shorter than the average variation time specified by referring to the former variation pattern table.

[0255] Furthermore, in this embodiment, when the game state is the non-open extension state and when the game state is the open extension state, the illustration of the variation pattern table to be referred to when the result of the win / loss determination is a general miss (a miss excluding a specific miss) and the miss is determined to be a simple miss is omitted. A plurality of variation patterns associated with the variation pattern determination random numbers are also stored in these variation pattern tables. Note that each variation pattern table is stored in the ROM of the main control device 80.

[0256] On the other hand, an effect pattern table corresponding to each variation pattern is stored in the ROM constituting the sub-integrated control device 83. Then, every time the sub-integrated control device 83 receives a variation start command (every time the variation pattern is determined by the win / loss determination), it refers to the corresponding effect pattern table, performs random number selection using the distribution random number 1 extracted in the process of S1205, and selects an effect pattern to be applied when executing the effect display. Next, the effect pattern table will be described with reference to FIGS. 37 and 38.

[0257] FIG. 37 shows an effect pattern table A1 corresponding to a variation pattern A1 selected when the game state is a non-open extended state and the result of the win / loss determination is a big win. This variation pattern A1 is a variation pattern that specifies a variation time of 50 seconds. Here, in this embodiment, when the variation time specified by the variation pattern exceeds a certain time (for example, 25 seconds), an effect pattern that performs a super reach effect as a reach effect is selected.

[0258] In the effect pattern table A1 shown in FIG. 37, a plurality (for example, six) of effect patterns P1 to 6 associated with lottery random numbers are stored respectively. Among these, the effect pattern P6 is an effect pattern that, immediately after the start of the effect display, executes a "non-establishment standby notice effect" as a standby notice effect (second notice effect) and specifies an effect without a winning notice effect (first notice effect). Also, the effect pattern P1 starts a "establishment standby notice effect" as a standby notice effect (second notice effect) immediately after the start of the effect display, causes the winning notice effect (first notice effect) to appear before the normal reach is established (before the reach display), and ends the "establishment standby notice effect" immediately before the winning notice effect (first notice effect) appears. It is an effect pattern that specifies the effect.

[0259] Furthermore, the effect pattern P2 starts a "establishment standby notice effect" as a standby notice effect (second notice effect) immediately after the start of the effect display, causes the winning notice effect (first notice effect) to appear after the normal reach is established and before the reach effect changes to an effect developed from the normal reach effect (hereinafter referred to as a developed effect), and ends the "establishment standby notice effect" immediately before the winning notice effect (first notice effect) appears. It is an effect pattern that specifies the effect. Also, the effect pattern P3 starts a "establishment standby notice effect" as a standby notice effect (second notice effect) immediately after the start of the effect display, causes the winning notice effect (first notice effect) to appear at the point when the reach effect changes from the normal reach effect to the developed effect, and ends the "establishment standby notice effect" immediately before the winning notice effect (first notice effect) appears. It is an effect pattern that specifies the effect.

[0260] Furthermore, the effect pattern P4 starts the "Establishment Waiting Announcement Effect" as a waiting announcement effect (second announcement effect) immediately after the start of the effect display, causes the winning announcement effect (first announcement effect) to appear during the execution of the development effect, and is an effect pattern that specifies an effect of ending the "Establishment Waiting Announcement Effect" immediately before the winning announcement effect (first announcement effect) appears. Also, the effect pattern P5 starts the "Establishment Waiting Announcement Effect" as a waiting announcement effect (second announcement effect) immediately after the start of the effect display, causes the winning announcement effect (first announcement effect) to appear near the end of the development effect (near the end of the effect display), and is an effect pattern that specifies an effect of ending the "Establishment Waiting Announcement Effect" immediately before the winning announcement effect (first announcement effect) appears.

[0261] In addition, it is a variation pattern selected when the game state is the non-opening extended state and the result of the win / loss determination is a big win. As the specified variation time exceeds a certain time (25 seconds), in addition to the variation pattern A1, there are a number of variation patterns such as the variation pattern A3 and the variation pattern A20. That is, "80%" of all the variation patterns selected when the game state is the non-opening extended state and the result of the win / loss determination is a big win are variation patterns in which the specified variation time exceeds a certain time. For any of these other variation patterns in which the specified variation time exceeds a certain time, an effect pattern table similar to the effect pattern table in FIG. 37 corresponds. And in any of the effect pattern tables, an effect pattern that causes a waiting announcement effect (second announcement effect) and a winning announcement effect (first announcement effect) to appear at the same timing as the effect patterns P1 to 6 is stored. In this case, the effect patterns P1 to 6 are stored in any of the effect pattern tables at the same distribution rate. That is, in these cases, no matter which effect pattern table is referred to, except near the end of the development effect (near the end of the effect display), the probability of selection of the effect pattern is higher for the effect pattern in which the timing when the winning announcement effect (first announcement effect) appears is later.

[0262] In addition, when the variable time specified by the variable pattern is less than a certain time (for example, 25 seconds), an effect pattern that does not perform a super reach effect as a reach effect is selected. When these effect patterns are selected, an effect display (variable effect) without a standby notice effect (second notice effect) and a winning notice effect (first notice effect) is executed.

[0263] Also, although not shown in the drawings, the ROM constituting the sub-integrated control device 83 stores an effect pattern table corresponding to the variable pattern table to be referred to when the game state is in the extended release state and the result of the win / loss determination is a big win. However, no matter which effect pattern table is referred to, the probability of selecting an effect pattern with a super reach effect is lower than when referring to the effect pattern table to be referred to when "the game state is in the non-extended release state and the result of the win / loss determination is a big win".

[0264] FIG. 38(a) shows an effect pattern table B1 corresponding to the variable pattern B1 selected when the game state is in the non-extended release state and the result of the win / loss determination is a specific short-term win. This effect pattern table B1 stores a plurality (for example, three) of effect patterns Q1 to 3 respectively associated with lottery random numbers. Among these, the effect pattern Q3 is an effect pattern that, immediately after the start of the effect display, executes a "non-establishment standby notice effect" as a standby notice effect (second notice effect) and specifies an effect without a winning notice effect (first notice effect).

[0265] In addition, the effect pattern Q1 starts a "establishment standby notice effect" as a standby notice effect (second notice effect) immediately after the start of the effect display, causes the winning notice effect (first notice effect) to appear at the point in time when the reach effect shifts (changes) from the normal reach effect to the developed effect, and ends the "establishment standby notice effect" immediately before the winning notice effect (first notice effect) appears. Furthermore, the effect pattern Q2 is an effect pattern that, immediately after the start of the effect display, starts the "establishment waiting notice effect" as a waiting notice effect (second notice effect), causes the winning notice effect (first notice effect) to appear near the end of the development effect (near the end of the effect display), and ends the "establishment waiting notice effect" immediately before the winning notice effect (first notice effect) appears.

[0266] In addition, it is a variation pattern selected when the game state is the non-release extension state and the result of the win / loss determination is a specific short win. In addition to the variation pattern B1, a number of variation patterns such as the variation pattern B3 and the variation pattern B10 are provided, assuming that the specified variation time exceeds a certain time. That is, "two-thirds" of all the variation patterns selected when the game state is the non-release extension state and the result of the win / loss determination is a miss are "variation patterns in which the specified variation time exceeds a certain time". For any of these other variation patterns in which the specified variation time exceeds a certain time, an effect pattern table similar to the effect pattern table in Fig. 38(a) corresponds. And in any of the effect pattern tables, an effect pattern that causes a waiting notice effect (second notice effect) and a winning notice effect (first notice effect) to appear at the same timing as the effect patterns Q1 to Q3 is stored. Also in this case, the effect patterns Q1 to Q3 are stored in the same distribution rate in any of the effect pattern tables. That is, in these cases, no matter which effect pattern table is referred to, the probability of selection is higher for the effect pattern in which the timing at which the winning notice effect appears is near the end of the development effect (near the end of the effect display) than for the effect pattern that appears at the point in time when the reach effect develops.

[0267] Fig. 38(b) shows an effect pattern table C1 corresponding to the variation pattern C1 selected when the game state is the non-release extension state and the result of the win / loss determination is a miss. Here, in this embodiment, when the variation time specified by the variation pattern exceeds a certain time (for example, 25 seconds), an effect pattern that performs a super reach effect as the reach effect is selected.

[0268] The performance pattern table C1 stores a plurality (for example, six) of performance patterns R1 to R6 respectively associated with distribution random numbers. Among these, the performance pattern R6 is a performance pattern that, immediately after the start of performance display, executes a "non - establishment standby notice performance" as a standby notice performance (second notice performance) and specifies a performance without an elected notice performance (first notice performance).

[0269] Also, the performance pattern R1 is a performance pattern that, immediately after the start of performance display, starts a "establishment standby notice performance" as a standby notice performance (second notice performance), causes the elected notice performance (first notice performance) to appear before the establishment of normal reach (before reach display), and ends the "establishment standby notice performance" immediately before the elected notice performance (first notice performance) appears. Furthermore, the performance pattern R2 is a performance pattern that, immediately after the start of performance display, starts a "establishment standby notice performance" as a standby notice performance (second notice performance), causes the elected notice performance (first notice performance) to appear after the establishment of normal reach and before the reach performance changes from the normal reach performance to the developed performance, and ends the "establishment standby notice performance" immediately before the elected notice performance (first notice performance) appears.

[0270] Also, the performance pattern R3 is a performance pattern that, immediately after the start of performance display, starts a "establishment standby notice performance" as a standby notice performance (second notice performance), causes it to appear at the time when the reach performance changes from the normal reach performance to the developed performance, and ends the "establishment standby notice performance" immediately before the elected notice performance (first notice performance) appears. Furthermore, the performance pattern R4 is a performance pattern that, immediately after the start of performance display, starts a "establishment standby notice performance" as a standby notice performance (second notice performance), causes the elected notice performance (first notice performance) to appear during the execution of the developed performance, and ends the "establishment standby notice performance" immediately before the elected notice performance (first notice performance) appears. In addition, the effect pattern R5 starts the "establishment waiting notice effect" as a waiting notice effect (second notice effect) immediately after the start of the effect display, appears near the end of the development effect (near the end of the effect display), and ends the "establishment waiting notice effect" immediately before the winning notice effect (first notice effect) appears. It is an effect pattern that specifies the effect.

[0271] Furthermore, even when the game state is in the non-open extended state and the result of the win / loss determination is a non-reach, if the variation time specified by the variation pattern is less than a certain time (for example, 25 seconds), an effect pattern that does not perform a super reach effect as a reach effect is selected.

[0272] In this embodiment, as a variation pattern selected when the game state is in the non-open extended state and the result of the win / loss determination is a non-reach, in addition to the variation pattern C1, a large number of variation patterns such as the variation pattern C30 are provided, where the specified variation time exceeds a certain time. And "one-tenth" of all the variation patterns selected when the game state is in the non-open extended state and the result of the win / loss determination is a non-reach are variation patterns in which the specified variation time exceeds a certain time.

[0273] For any of these other variation patterns C30 etc. where the specified variation time exceeds a certain time, an effect pattern table similar to the effect pattern table in Fig. 38(b) corresponds. And in any effect pattern table, an effect pattern that causes a waiting notice effect (second notice effect) and a winning notice effect (first notice effect) to appear at the same timing as the effect patterns R1 to 6 is stored. In this case, the effect patterns R1 to 6 are stored in any effect pattern table with a similar distribution rate. That is, in these cases, no matter which effect pattern table is referred to, the probability that an effect pattern in which the timing of the winning notice effect appears before the "point when the reach effect develops" is selected is increased, and the effect patterns are distributed.

[0274] Also, although not shown in the drawings, the ROM that constitutes the sub-integrated control device 83 stores an effect pattern table corresponding to the variable pattern table that is referred to when the game state is in the open extension state and the result of the win / loss determination is out of reach. However, regardless of which effect pattern table is referred to, the probability of selecting an effect pattern accompanied by a super reach effect is lower than when referring to the effect pattern table that is referred to when "the game state is in the non-open extension state and the result of the win / loss determination is out of reach".

[0275] Also, although not shown in the drawings, the ROM that constitutes the sub-integrated control device 83 stores (1) an effect pattern table corresponding to the variable pattern that is referred to when the game state is in the non-open extension state and the result of the win / loss determination is a simple miss, and (2) an effect pattern table corresponding to the variable pattern that is referred to when the game state is in the open extension state and the result of the win / loss determination is a simple miss. However, the effect pattern table that is referred to when the result of the win / loss determination is a simple miss does not store effect patterns that cause a standby notice effect (second notice effect) and a winning notice effect (first notice effect) to appear.

[0276] In the pachinko machine 50 of this embodiment, regardless of whether the game state is in the non-open extension state or the open extension state, as the effect pattern selected when the result of the win / loss determination is a big win, the probability of selection is higher for an effect pattern in which the timing of the appearance of the winning notice effect (first notice effect) is later, except at the end of the development effect (at the end of the effect display).

[0277] Also, in this embodiment, even in a case where the winning notice effect does not appear during the super reach effect (that is, a case where the possibility of a big win occurring in the variable effect is reduced), there is a possibility that the occurrence of a specific short-time win is suggested at the end of the variable effect (at the end of the development effect). Therefore, in the pachinko machine 50 of this embodiment, the player can be attracted until the end of the variable effect.

[0278] Next, the production stop process executed by the sub-integration control device 83 will be described using the flowchart of FIG. 39. This process is a process that is periodically executed (for example, at a cycle of 2 ms) in the sub-integration control device 83. When the production stop process is started, the sub-integration control device 83 determines whether it has received a variation stop command (S1300). Here, the variation stop command is a command transmitted from the main control device 40 when stopping the variation of the special symbol and displaying the determined symbol (refer to the process of S372 in FIG. 22(b)). If the determination is negative (S1300: no), the production stop process ends as it is.

[0279] On the other hand, if the determination is positive (S1300: yes), in S1305, a process of transmitting a production symbol determination display instruction signal to the production symbol control device 82 is performed. Then, the production stop process ends.

[0280] Here, when S1305 is performed, the variation production in the variation production display table area 6H stops (while the variation production is stopped by determining and displaying the production symbol indicating the result of the pass / fail determination), and the variation symbol in the variation symbol display area 6G disappears. As a result, the player can easily confirm that the variation production has stopped.

[0281] Also, in S1305, when the result of the pass / fail determination is a big win, "big win symbol (production symbol)" is determined and displayed on the screen 6a of the production symbol display device 6 along with the process of S1305. In this case, the middle production symbol 6C is stopped and displayed with the same numerical symbol (production symbol) as the left production symbol 6L and the right production symbol 6R, and the occurrence of a big win is notified. On the other hand, when the result of the pass / fail determination is a miss, "miss symbol (production symbol)" is determined and displayed on the screen 6a of the production symbol display device 6 along with the process of S1305. However, among the "off-designs (performance designs)", for the specific off-design (performance design), the left performance design 6L and the right performance design 6R are stopped and displayed with the same number, and the middle performance design 6C is stopped and displayed with the alphabet letter "C" to notify the occurrence of a specific off-design.

[0282] According to the pachinko machine 50 of the first embodiment, even for the same winning notice performance (first performance), the degree of expectation that the result of the win / loss determination will be a win (big win or specific short-time win) differs depending on the timing at which it is executed. Therefore, even for the same notice performance (first performance), the value as a performance (the value as a performance indicating the degree of expectation that the result of the win / loss determination will be a win) can be varied according to the timing of execution.

[0283] And according to the pachinko machine 50 of the first embodiment, even when performances indicating various winning expectations are realized, the necessity of providing a notice performance according to each winning expectation is reduced. That is, conventionally, a method of indicating the winning expectation has been used depending on the type of the notice performance to be executed, but even for the same performance, various winning expectations can be given according to the timing of its execution. For this reason, according to the pachinko machine 50 of the first embodiment, the number of notice performances provided to indicate various winning expectations can be reduced.

[0284] Also, according to the pachinko machine 50 of the first embodiment, even if it is reported by causing the standby notice performance (second notice performance) to appear that the notice (winning notice performance) appears, just because the standby notice performance (second notice performance) has appeared, the degree of big win expectation or the degree of expectation of a specific short-time win is not determined as to what level it is. And after the player confirms that the standby notice performance (second notice performance) has appeared, the player waits while expecting when the winning notice performance (first notice performance) will appear. And it is gradually possible to estimate the winning (big win, specific short-time win) expectation according to the timing when the first performance (Tatsukichi cut-in) actually appears. Therefore, according to the pachinko machine 50 of the first embodiment, the player can be attracted during the symbol variation by the performances (notices) performed in multiple stages.

[0285] Also, in the pachinko machine 50 of the first embodiment, in the effect display (game effect) accompanied by the super reach effect, as the standby notice effect, either the "establishment standby notice effect" or the "non - establishment standby notice effect" is selectively executed. For example, from outside the screen 6a of the effect symbol display device 6, the standby notice card character 6J appears (flies in from outside the screen 6a), and if it sticks to the screen 6a, it is established as the standby notice effect (the second notice effect) (completed as the notice effect). If it is not stuck to the screen 6a and is blown away by the wind and disappears outside the screen 6a, it becomes non - established as the standby notice effect (the second notice effect) (incomplete as the notice effect). Therefore, according to the pachinko machine 50 of the first embodiment, it is possible to enjoy whether the standby notice effect (the second notice effect) is established or not. As described above, according to the pachinko machine 50 of the first embodiment, the game interest can be enhanced.

[0286] Note that the second notice effect (standby notice effect) is to announce the appearance of the winning notice effect (a kind of notice of a notice), and the second notice effect (standby notice effect) does not indicate the degree of expectation regarding winning (big win, specific time - shortening win). However, since the first notice effect (Tatsukichi cut - in) is a notice effect with a high degree of expectation of winning (big win, specific time - shortening win), in a sense, the appearance of the "second notice effect (standby notice effect)" indirectly indicates the degree of expectation regarding winning (big win, specific time - shortening win).

[0287] (2) Second Embodiment The pachinko machine 50 of the second embodiment causes the establishment standby notice effect to appear in another effect display (variable effect) that is executed prior to the effect display (variable effect) in which the winning notice effect (the first notice effect) appears. That is, the establishment standby notice effect is executed based on the pre - reading determination of the hold memory.

[0288] First, with reference to FIG. 40, the outline of the pachinko machine 50 of the second embodiment will be described. In the specific example shown in FIG. 40, among the four pending memories to be processed sequentially, it is assumed that the three pending memories processed first are the pending memories for which the result of the pass / fail determination is a general deviation (a deviation other than a specific deviation).

[0289] Then, for the pending memory to be processed last (hereinafter referred to as the target pending memory), a look-ahead determination (preliminary determination) is performed, and a waiting-for-establishment preview effect is executed based on the result of this look-ahead determination (preliminary determination).

[0290] Also, in the specific example shown in FIG. 40, when the target pending memory is (1) a pending memory for which the result of the pass / fail determination is a win (a big win or a specific short-time win), or a pending memory that specifies a variation pattern corresponding to a super reach effect, the waiting-for-establishment preview effect (second preview effect) is continued until a predetermined timing of the effect display executed after the target pending memory is processed (see reference numeral K1 in FIG. 40). In this case, since it is not necessary to perform a process of causing the waiting-for-establishment preview effect (second preview effect) to appear each time a pending memory stored prior to the target pending memory is processed, the display control of the waiting-for-establishment preview effect (second preview effect) can be simplified.

[0291] However, unlike the second embodiment, the waiting-for-establishment preview effect (second preview effect) may appear each time a pending memory stored prior to the target pending memory is processed, and the waiting-for-establishment preview effect (second preview effect) may be extinguished until the effect display related to the pending memory ends, or when the effect display related to the pending memory ends (see reference numeral N in FIG. 40).

[0292] Next, the waiting-for-establishment preview effect start process executed by the sub-integration control device 83 will be described using the flowchart of FIG. 41. Note that this process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integration control device 83.

[0293] When this process starts, it is determined at S1000 whether the sub-integration control device 83 has received a prefetch command (prefetch information) from the main control device 80 (S1000). This prefetch command (prefetch information) is a command output from the main control device 80 at S206 or S216 in FIG. 17 described above.

[0294] Also, it may be a command in which the reservation number instruction command and the prefetch command are integrated. In this integrated case, at S1000, it is determined whether the received reservation number instruction command includes the prefetch command.

[0295] This prefetch command (prefetch information) is any one of the prefetch commands 1 to 3. If a negative determination is made at S1000 (S1000: no), the standby preview performance start process is once terminated. Then, while repeatedly executing the standby performance start process, if an affirmative determination is made at S1000 (S1000: yes), the process proceeds to S1005.

[0296] At S1005, it is determined whether the standby preview performance is already being executed (whether the value of the standby preview performance flag is "1"). And if an affirmative determination is made at S1005 (S1005: yes), the standby preview performance start process is terminated. That is, in this embodiment, when the standby preview performance is already being executed, it is decided not to start the standby preview performance again.

[0297] On the other hand, if a negative determination is made at S1005 (S1005: no), the process proceeds to S1010. At S1010, a process of extracting the distribution random number 2 is performed. And when S1010 is executed, the process proceeds to S1015, and based on the type of the prefetch command received at S1000 and the distribution random number 2 extracted at S1010, a random number lottery is performed to lottery whether to execute the standby preview performance (hereinafter referred to as the standby preview performance execution lottery).

[0298] Here, in the second embodiment, the probability of winning in the standby notice performance execution lottery varies depending on the type of the preview command received at S1000. The probability of winning in the standby notice performance execution lottery will be described using the chart in Fig. 42(a). That is, when the preview command received at S1000 is the preview command 1 (when the result of the preview determination is a big win), the probability of winning in the standby notice performance execution lottery is set to "60%". However, when winning in the standby notice performance execution lottery based on the reception of the preview command 1, the established standby notice performance is selected with a probability of "2 / 3", and the non-established standby notice performance is selected with a probability of "1 / 3".

[0299] Also, when the preview command received at S1000 is the preview command 2 (when the result of the preview determination is a specific short-time win), the probability of winning in the standby notice performance execution lottery is set to "50%". However, even when winning in the standby notice performance execution lottery based on the reception of the preview command 2, the established standby notice performance is selected with a probability of "2 / 3", and the non-established standby notice performance is selected with a probability of "1 / 3".

[0300] Furthermore, when the preview command received at S1000 is the preview command 3 (when the result of the preview determination is a miss outside the reach), the probability of winning in the standby notice performance execution lottery is set to "15%". However, when winning in the standby notice performance execution lottery based on the reception of the preview command 3, the established standby notice performance is selected with a probability of "1 / 10", and the non-established standby notice performance is selected with a probability of "9 / 10".

[0301] When S1015 is executed, the process proceeds to S1020, and it is determined whether or not a lottery result indicating that the standby notice performance is to be executed is obtained in the lottery performed at S1015 (S1020). If an affirmative determination is made at S1020 (S1020: yes), the process proceeds to S1025. If a negative determination is made (S1020: no), the standby notice performance start process ends.

[0302] When the process proceeds to S1025, it is determined whether or not the standby notice performance is an established notice performance. If a negative determination is made in S1025 (S1025; no), the process proceeds to S1050. After performing the process of starting the unsuccessful standby preview effect, this process ends. Note that, as described above, the unsuccessful standby preview effect is an effect in which the standby preview card character 6J appears and disappears outside the screen 6a without being pasted on the screen 6a. This unsuccessful standby preview effect ends in a certain period (for example, 2.0 seconds).

[0303] On the other hand, if an affirmative determination is made in S1025 (S1025; yes), the process proceeds to S1030. After performing the process of starting the successful standby preview effect, the process proceeds to S1035. Here, the successful standby preview effect is an effect in which the standby preview card character 6J appears and is pasted on the screen 6a before a certain period (for example, 2.0 seconds) elapses. Note that the successful standby preview effect continues until immediately before the winning preview effect is executed. In S1035, a process of setting the preview management counter is performed. Subsequently, in S1040, a process of setting the value of the in-preview-effect flag to "1" and a process of setting the value of the winning-preview-effect preparation flag to "1" are performed, and this process ends. Note that the in-preview-effect flag is a flag indicating that the successful standby preview effect is continuing (being displayed) on the screen 6a.

[0304] Here, the process of setting the preview management counter in S1035 will be described with reference to the chart in Fig. 42(b). The process of setting the preview management counter in S1035 is a process of determining the timing for setting the effect pattern for executing the effect display accompanied by the winning preview effect (the first preview effect). In this process of setting the preview management counter, if the pre-read command received in S1000 is related to the first special symbol (the one transmitted from the main control device 80 in S206 of Fig. 17), the first held number at that point (the point in time when the pre-read command targeted for the winning preview effect is received) is set as the initial value of the preview management counter.

[0305] On the other hand, when the pre-reading command received at S1000 is related to the second special symbol (the one transmitted from the main control device 80 of S216 in FIG. 17), the second hold count at that time (the time when the pre-reading command targeted for the winning announcement effect is received) is set as the initial value of the announcement management counter. By the announcement management counter setting process of S1035, when starting the effect display by processing the hold memory related to the pre-reading command targeted for the winning announcement effect, an effect pattern capable of executing the winning announcement effect can be set.

[0306] Next, using the flowcharts of FIGS. 43 and 44, the effect start process of Example 2 will be described centering on the differences from the effect start process of Example 1. When starting the effect start process of Example 2, it is determined whether a variation start command has been received (S1200). If the determination at S1200 is negative (S1200: no), the effect start process is immediately terminated. If the determination is positive (S1200: yes), after the process of S1205, the process proceeds to S1206, and it is determined whether the value of the announcement management counter C is a positive value (S1206).

[0307] If the determination at S1206 is negative (S1206: no), the process immediately proceeds to S1210. On the other hand, if the determination at S1206 is positive (S1206: yes), the process proceeds to S1210 after the process of S1208. Here, in S1208, the process of setting the value of the announcement management counter C to "-1" is performed (S1208). Then, in S1210, it is determined whether a big win has occurred.

[0308] If the determination at S1210 is positive (when a big win has occurred, S1210: yes), it is determined in S1211 whether the value of the winning announcement effect preparation flag is "1" (S1211). In other words, it is determined whether the standby announcement effect is being executed (S1211). If an affirmative determination is made in S1211 (S1211: yes), the process proceeds to S1212, where it is determined whether the value of the notice management counter C is "0" (S1212). That is, it is determined whether the timing to start the effect display has arrived by processing the target pending memory (S1212).

[0309] And if an affirmative determination is made in S1212 (S1212: yes), the process proceeds to S1216, where, as the "pattern of the effect display started corresponding to the variable display of the special symbol (effect pattern)", the "second effect pattern table for jackpot effect (for jackpot winning effect)" is referred to, and the "effect pattern for jackpot effect (for jackpot winning effect)" is set (S1216), and the process proceeds to S1217. Then, in S1217, the value of the winning notice preparation flag is set to "0", and the process proceeds to S1250.

[0310] Also, if a negative determination is made in S1211 (S1211: no), the process proceeds to S1218. Further, if a negative determination is made in S1212 (S1212: no), the process proceeds to S1213, where after setting the value of the notice management counter C to "0", the process proceeds to S1218. That is, even if the value of the notice management counter C is a positive value, the value of the notice management counter C is initialized with the occurrence of the jackpot win.

[0311] Then, in S1218, as the "pattern of the effect display started corresponding to the variable display of the special symbol (effect pattern)", the "first effect pattern table for jackpot effect (for jackpot winning effect)" is referred to, and the "effect pattern for jackpot effect (for jackpot winning effect)" is set (S1218), and the process proceeds to S1250.

[0312] Note that the "second effect pattern table for jackpot effect (for jackpot winning effect)" referred to in S1216 and the "first effect pattern table for jackpot effect (for jackpot winning effect)" referred to in S1218 will be described later.

[0313] If a negative determination is made in S1210 (S1210: no), the process proceeds to S1220 in FIG. 44 to determine whether arrival information is added to the change start command. If an affirmative determination is made in S1220 (S1220: yes), the process proceeds to S1243. Details of S1243 will be described later.

[0314] Also, if a negative determination is made in S1220 (S1220: no), the process proceeds to S1230 to determine whether specific information is added to the deviation information (change start command). If an affirmative determination is made in S1230 (S1230: yes), the process proceeds to S1231 to determine whether the value of the winning notice production preparation flag is "1" (S1231).

[0315] If an affirmative determination is made in this S1231 (S1231: yes), the process proceeds to S1232 to determine whether the value of the notice management counter C is "0" (S1232).

[0316] And if an affirmative determination is made in S1232 (S1232: yes), the process proceeds to S1233 to set the "production pattern for specific short-time winning production" by referring to the "second production pattern table for specific short-time winning production" as the "production pattern of the production display started corresponding to the variable display of the special symbol" (S1233). Then, after setting the value of the winning notice production preparation flag to "0" in S1234, the process proceeds to S1250.

[0317] If a negative determination is made in S1231 (S1231: no), or if a negative determination is made in S1232 (S1232: no), the process proceeds to S1236 to set the "production pattern for specific short-time winning production" by referring to the "first production pattern table for specific short-time winning production" as the "production pattern of the production display started corresponding to the variable display of the special symbol" (S1236). Then, the process proceeds to S1250. Note that the "Second Performance Pattern Table for Specific Short-Term Winning Performances" referred to in S1233 and the "First Performance Pattern Table for Specific Short-Term Winning Performances" referred to in S1236 will be described later.

[0318] If an affirmative determination is made in S1220 (S1220: yes), or if a negative determination is made in S1230 (S1230: no), it is determined whether the value of the winning notice performance preparation flag is "1" in S1243 (S1243). If an affirmative determination is made in this S1243 (S1243: yes), the process proceeds to S1244, and it is determined whether the value of the notice management counter C is "0" (S1244).

[0319] If an affirmative determination is made in S1244 (S1244: yes), the process proceeds to S1246, and as the "performance display pattern (performance pattern) started in response to the variable display of the special symbol", the "Second Performance Pattern Table for General Losing Performances" is referred to, and the "performance pattern for general losing performances" is set (S1246). Then, after setting the value of the winning performance notice preparation flag to "0" in S1247, the process proceeds to S1250.

[0320] If a negative determination is made in S1243 (S1243: no), or if a negative determination is made in S1244 (S1244: no), the process proceeds to S1248, and as the "performance display pattern (performance pattern) started in response to the variable display of the special symbol", the "First Performance Pattern Table for General Losing Performances" is referred to, and the "performance pattern for general losing performances" is set (S1248). Then, the process proceeds to S1250. Note that the "Second Performance Pattern Table for General Losing Performances" referred to in S1246 and the "First Performance Pattern Table for General Losing Performances" referred to in S1248 will be described later.

[0321] When the process proceeds to S1250, a process of setting the performance symbol to be definitely displayed (the performance symbol that notifies the result of the winning or losing determination regarding the special symbol) is performed. After that, the performance is started in S1255 (S1255), and the performance start process returns.

[0322] Hereinafter, with reference to FIG. 45, the production pattern tables referred to by S1216 and S1218 in FIG. 43, and S1233, S1236, S1246, and S1248 in FIG. 44 will be briefly described. Note that, regarding FIG. 36, it is applicable in the same manner as in the first embodiment.

[0323] Also in the pachinko machine 50 of the second embodiment, similar to the pachinko machine 50 of the first embodiment, each production pattern table for jackpot winning, time-saving winning, reach loss, and simple loss is stored in the ROM of the sub-integrating device 83. However, the production pattern table provided in the pachinko machine 50 of the second embodiment is different from the production pattern table provided in the pachinko machine 50 of the first embodiment in the following points. That is, each of the production pattern tables for jackpot winning, time-saving winning, and reach loss includes a first production pattern table (denoted as the first production PT in the figure) and a second production pattern table (denoted as the second production PT in the figure).

[0324] Here, the first production pattern table (the first production PT) is a production pattern table that is referred to when (1) the standby notice production (the establishment standby notice production) is not being executed, and when (2) the standby notice production (the establishment standby notice production) is being executed but the value of the notice management counter C is a positive value (when processing the reserved memory stored prior to the target reservation). Also, the second production pattern table (the second production PT) is a production pattern table that is referred to when the value of the winning notice production preparation flag is "1" but the value of the notice management counter C is "0" (when the target reservation is being processed).

[0325] And in the first production pattern table for jackpot winning, the first production pattern table for time-saving winning, and the first production pattern table for reach loss, production patterns that identify productions not accompanied by a winning notice production (the first notice production) are stored (refer to the columns indicated as the first production PT in FIGS. 45(a), (b), and (c)).

[0326] On the other hand, in the second performance pattern table for big win winning performance, the second performance pattern table for short time winning performance, and the second performance pattern table for reach miss performance, similar to the performance pattern tables of Example 1 (Figs. 37 and 38), performance patterns specifying performances accompanied by a winning notice performance (first notice performance) are stored (refer to the columns indicated as the second performance PT in Figs. 45(a), (b), and (c)). However, these second performance pattern tables are different from the performance pattern tables of Example 1 (Figs. 37 and 38) in the following points.

[0327] First, in these second performance pattern tables, performance patterns accompanied by a non - establishment standby performance are not stored. That is, performance patterns corresponding to performance pattern P6 in Fig. 37, performance pattern Q3 in Fig. 38(a), and performance pattern R6 in Fig. 38(b) are not stored.

[0328] Also, the performance patterns stored in the second performance pattern table for big win winning, the second performance pattern table for short time winning, and the second performance pattern table for reach miss are different from the performance pattern tables of Example 1 in that performance patterns not accompanied by a standby notice performance are stored. This is because the second performance pattern table has executed a standby notice performance in the previously executed performance display.

[0329] Specifically, in each of the second performance pattern table for big win winning and the second performance pattern table for reach miss, there are stored: (1) performance patterns (T1, V1) specifying performances in which the winning notice performance appears before the establishment of a normal reach; (2) performance patterns (T2, V2) specifying performances in which the winning notice performance appears after the establishment of a normal reach and before the reach performance transitions to a developed performance; (3) performance patterns (T3, V3) specifying performances in which the winning notice performance appears at the point when the reach performance transitions from a normal reach performance to a developed performance; (4) performance patterns (T4, V4) specifying performances in which the winning notice performance appears during the execution of the developed performance; and (5) performance patterns (T5, V5) specifying performances in which the winning notice performance appears just before the end of the developed performance.

[0330] In addition, in the second effect pattern table for time reduction winning, there are stored (1) an effect pattern (U1) that specifies an effect in which a winning notice effect appears at the point in time when the reach effect shifts from the normal reach effect to the developed effect, and (2) an effect pattern (U2) that specifies an effect in which a winning notice effect appears just before the developed effect ends.

[0331] And also in the pachinko machine 50 of the second embodiment, regardless of whether the game state is a non-release extended state or a release extended state, as the effect pattern selected when the result of the win / loss determination is a big win, the later the timing when the winning notice effect (first notice effect) appears, except just before the end of the developed effect (just before the end of the effect display), the higher the probability of being selected. Also, as the effect pattern selected when the result of the win / loss determination is a specific time reduction win, the probability of being selected is higher when it is just before the end of the developed effect (just before the end of the effect display) than when it is the effect pattern that appears at the point in time when the reach effect develops.

[0332] Next, with reference to the flowchart of FIG. 46(a), the standby notice effect end process executed by the sub-integrated control device 83 will be described. This standby notice effect end process is a process for ending the execution of the standby notice effect (established standby notice effect) caused based on the result of the preview determination. Note that this process is a process regularly executed (for example, at a cycle of 2 ms) in the sub-integrated control device 83.

[0333] When the standby notice effect end process is started, the sub-integrated control device 83 determines whether or not it is displaying a standby notice effect (established standby notice effect) (S1500). If the determination is negative (S1500: no), the standby notice effect end process is ended as it is. On the other hand, if the determination is positive (S1500: yes), the process proceeds to S1505 to determine whether or not the end timing of the standby notice effect (established standby notice effect) has arrived.

[0334] If it is determined that the timing is not the end timing of the standby notice effect (established standby notice effect) (S1505: no), the standby notice effect end process is once terminated. Then, while repeatedly executing the standby notice effect end process, when the end timing of the standby notice effect is reached (S1505: yes), the process proceeds to S1510, and the standby notice effect (established standby notice effect) being displayed on the screen 6a of the effect symbol display device 6 is erased from the screen 6a, and a process of setting the value of the standby notice effect in-progress flag to "0" is performed, and the standby notice effect end process is terminated. Here, as shown in FIG. 46(b), in the pachinko machine 50 of the second embodiment, the end timing of the standby notice effect is set to the appearance timing of the winning notice effect. However, in the present invention, the end timing of the standby notice effect is not limited to this. For example, immediately after the start of the effect display (e.g., 1.0 second after the start of the effect display), the standby notice effect (established standby notice effect) can be terminated, or the standby notice effect (established standby notice effect) can be terminated just before the appearance of the winning notice effect (e.g., 1 second before the appearance of the winning notice effect).

[0335] According to the second embodiment, in addition to the same effects as those of the first embodiment, the following effects can also be obtained. That is, according to the second embodiment, the standby notice effect (established standby notice effect) is set to an effect (preview effect) that appears in a variable effect that is executed prior to the variable effect (variable effect accompanied by a winning notice effect). Thereby, it is possible to make the player expect the appearance of the "winning notice effect" several variations before the variable effect.

[0336] In addition, notifying the winning notice effect (first notice effect) several variations in advance also ensures that a reach will occur in either hold, and it is possible to make the player expect a win and the occurrence of a reach effect several variations in advance.

[0337] Although the embodiments of the present invention have been described as above, the scope of the present invention is not limited to the scope shown in the above-described embodiments and modifications, and various modifications can be exemplified within the scope of the present invention.

[0338] That is, in each of the embodiments, as the time-saving state, an embodiment including an a time-saving state, a b time-saving state, and a c time-saving state was exemplified. However, the gaming machine of the present invention may include one or any two of the a time-saving state, the b time-saving state, and the c time-saving state as the time-saving state. Further, the gaming machine of the present invention may not include any time-saving state. However, when the gaming machine of the present invention includes a time-saving state, since the second preview performance and the first preview performance can appear more frequently as the execution frequency of the symbol variation increases, the gaming interest can be further enhanced.

[0339] Also, in each of the embodiments, an embodiment including a performance indicating the expectation of a jackpot winning preview performance and a performance indicating the expectation of a specific time-saving winning as the first preview performance was exemplified. However, in the present invention, either one of the performance indicating the expectation of a jackpot winning preview performance and the performance indicating the expectation of a specific time-saving winning may be executed as the first preview performance.

[0340] Further, in the first embodiment, since the time-saving performance is the same in the c time-saving state (specific time-saving state) and the b time-saving state (arrival time-saving state), when shifting from the c time-saving state (specific time-saving state) to the b time-saving state (arrival time-saving state), the player can be shifted to a new time-saving state (arrival time-saving state) in a state where it is difficult for the player to notice (or in a state where the player does not notice) that a new time-saving state (arrival time-saving state) is started. For this reason, the time-saving state is extended, giving the player an impression of gain, and the gaming interest can be enhanced. However, the time-saving performance may be different between the specific time-saving state and the arrival time-saving state. In this case, since it is relatively easy to determine the transition from the specific time-saving state to the arrival time-saving state, the game can be given a sense of tension.

[0341] Furthermore, in the first embodiment, both the ball entry possibility improvement control (release extension control of the second start port 12) and the variation shortening control for shortening the variation time of the special symbol are the same in each time-saving state and the arrival time-saving state (see Fig. 8(a)), but they may be different. When they are different, only one of the ball entry possibility improvement control (release extension control of the second start port 12) and the variation shortening control may be different (see Fig. 8(b)). For example, when the specific short-time state and the reached short-time state are continuous, only the control for improving the ball entry possibility (the control for extending the opening of the second start port 12) may be continued (with the control for improving the ball entry possibility being in the same mode), and the variation shortening control may be updated along with the number of short-time occurrences (with the variation shortening control being made different).

[0342] In this case, in the specific short-time state and the reached short-time state, the average variation time of the special symbol will be different, but the opening pattern of the second start port 12 will be the same. For this reason, even when the player transitions from the first short-time state (specific short-time state) to the second short-time state (reached short-time state), it becomes easier for the player to feel that the same short-time state is continuing.

[0343] For example, make the average variation time of the special symbol in a specific short-time state (for example, the b short-time state) shorter than the average variation time of the special symbol in other short-time states (for example, the a short-time state and the c short-time state). And also make the second preview effect and the first preview effect appearable in the variation effect executed in the specific short-time state. In this case, combined with the fact that the average variation time of the special symbol is made particularly short in the specific short-time state, the second preview effect and the first preview effect can be made to appear frequently. Therefore, the gaming interest can be further enhanced.

[0344] In each embodiment, it was decided not to have a function for variably changing the probability of a big win in the win / loss determination regarding the special symbol (the probability variation function of the big win probability), but the present invention can also be preferably applied to a pachinko machine 50 having the probability variation function of the big win probability. However, when having the probability variation function of the big win probability, when the big win probability is in the high probability state, as shown in FIG. 21(b), even if the result of the win / loss determination regarding the special symbol is a miss, it may be decided not to increment the reach counter. That is, in the pachinko machine 50 equipped with a probability variation function, when the off-set setting process 2 is activated, it is determined whether the value of the probability variation flag (a flag indicating that the probability of winning in the success / failure determination regarding the special symbol fluctuates at a high probability) is "1" (362a). And when a negative determination is made in S362a (S362a; no), the processes after S362e shown in Fig. 21(a) are performed in the same manner as in the first embodiment.

[0345] On the other hand, when the value of the probability variation flag is "1" (S362a; yes), in S362b, the process of setting the probability variation count to "-1" is performed. That is, the remaining number of times of the success / failure determination that can be executed in the high-probability state (probability variation count) is decremented by "1". After that, in S362c, it is determined whether the value of the time-saving flag is "1" (S362c). And when an affirmative determination is made in S362c (S362c: yes), after executing S362d, the off-set setting process 2 returns, and when a negative determination is made in S362c (S362c: no), S362d is skipped and the off-set setting process 2 returns. That is, when the probability of winning fluctuates, even if the result of the success / failure determination regarding the special symbol is off-set, the counting means (reach counter) is not incremented.

[0346] In the second embodiment, based on the reception of the pre-read command by the sub-integrated control device 83, the first preview effect is executed by causing a predetermined character (standby notice card character 6J) to appear, but the execution mode of the first preview effect is not limited to this. For example, based on the reception of the pre-read command, a held symbol in a specific mode may be displayed to execute the first preview effect.

[0347] Conversely, based on receiving a preview command, a holding symbol in a specific form may be displayed as a second preview effect, and a first preview effect may be executed when a change occurs in the target holding. When displaying a holding symbol in a specific form as the first preview effect, it is possible to suggest the winning expectation degree from before the number change while enjoying whether the holding symbol in the specific form is being displayed in the second preview effect. Also, when displaying a holding symbol in a specific form as the second preview effect, it is possible to make the player expect over the number change by suggesting the appearance of the first preview effect from before the number change.

[0348] Also, in the first embodiment, the variation effect (the variation effect involving the execution of the first preview effect) was started, and after a certain period of time had elapsed (for example, after 1.0 second had elapsed), the second preview effect was started. However, the execution timing of the second preview effect is not particularly limited as long as it is before the first preview effect is performed. For example, the second preview effect may be started simultaneously with the start of the variation effect.

[0349] Also, in each of the embodiments, the establishment waiting effect was continued until the winning preview effect (the first preview effect) appeared (the display of the waiting preview card character 6J was continued), but the establishment waiting effect (the second preview effect) may be eliminated before the winning preview effect (the first preview effect) appears. For example, when a predetermined time (for example, 5.0 seconds) has elapsed after the establishment waiting effect appears, it may be eliminated before the winning preview effect (the first preview effect) appears. With such a configuration, it is possible to make the establishment waiting preview effect less noticeable to other players. Also, according to this configuration, after the establishment waiting effect has disappeared, the player, while being convinced of the appearance of the winning preview effect (the first preview effect), waits "now or not now" for its appearance, and the gaming interest can be further enhanced.

[0350] Furthermore, in each embodiment, the timing of appearance of the establishment standby effect (second preview effect) was exemplified as being immediately after the start of the target variable effect. However, the timing of appearance of the establishment standby effect (second preview effect) is not limited to this. For example, as shown in the modification of FIG. 46(c), a plurality of timings of appearance of the establishment standby effect (second preview effect) may be provided, and the degree of expectation regarding the occurrence of a win (big win, specific time short win) may be changed according to the combination of the timing of appearance of the establishment standby effect (second preview effect) and the timing of appearance of the winning preview effect (first preview effect).

[0351] Regarding this point, to explain more specifically, as shown in FIG. 46(c), a different timing may be provided as the timing of appearance of the establishment standby preview effect (second preview effect) with respect to the timing of appearance of the winning preview effect (first preview effect). That is, when the timing of appearance of the winning preview effect (first preview effect) is a predetermined timing, an effect pattern (effect pattern P1a) with the timing of appearance of the establishment standby preview effect (second preview effect) being the first timing and an effect pattern (effect pattern P1b) with the second timing may be provided separately. In this case, for example, even if the timing of appearance of the winning preview effect (first preview effect) is the same, the degree of expectation regarding the occurrence of a win (big win, specific time short win) may be made different depending on the difference in the timing of appearance of the establishment standby preview effect (second preview effect). For example, even if the timing of appearance of the winning preview effect (first preview effect) is the same, the degree of expectation regarding the occurrence of a win (big win, specific time short win) may be higher when the timing of appearance of the establishment standby preview effect (second preview effect) is later than when it is earlier. In this way, by providing a plurality of timings of appearance of the establishment standby preview effect (second preview effect), the effect patterns can be made more diverse, so that more diverse variable effects can be executed, and the gaming interest can be further enhanced.

[0352] Also, depending on the timing when the standby preview effect (second preview effect) appears (the timing displayed on screen 6a), the probability of whether the standby preview effect (second preview effect) becomes a valid standby preview effect or an invalid standby preview effect may be varied. For example, the probability of it becoming a valid standby preview effect may be higher when the standby preview effect (second preview effect) appears at another second timing later than the predetermined timing than when it appears at the predetermined timing.

[0353] Also, in each embodiment, after the standby preview effect (second preview effect) appears, a "validity determination effect" is executed to determine whether the standby preview effect (second preview effect) is valid as a standby preview effect or invalid. That is, at the stage when the standby preview effect (second preview effect) appears on screen 6a, it is not immediately clear whether a valid standby preview effect is being executed or an invalid standby preview effect is being executed, and it is determined after a predetermined time has elapsed (for example, after 2.0 seconds). However, in the present invention, it is also possible not to execute the "validity determination effect". For example, when the standby preview effect (second preview effect) appears on screen 6a, it may be immediately established as a preview.

[0354] In each embodiment, a mode is exemplified in which the "standby preview effect" and the "winning preview effect" are executed in the "effect display with super reach effect (variable effect)", and the "standby preview effect" and the "winning preview effect" are not executed in the effect display (variable effect) with other reach effects (reach effects that do not develop into super reach effects). However, the "standby preview effect" and the "winning preview effect" may be executed in the effect display (variable effect) with a reach effect in a predetermined mode, and only the "standby preview effect" may be executed among the "standby preview effect" and the "winning preview effect" in the effect display (variable effect) with a reach effect in another mode different from the predetermined mode. In the effect display (variable effect) with a reach effect in this other mode, even if the "valid standby preview effect" is executed as the "standby preview effect", the "valid standby preview effect" will constitute a false preview effect (a false preview effect (a fake preview effect) suggesting the appearance of the winning preview effect).

[0355] Also, although each embodiment and each modification example have been described as application examples to a general digital pachinko machine 50 of the pachinko machine type, the present invention is not limited to this, and the present invention can also be applied to other types of pachinko machines 50 such as a so-called "one-kind two-kind mixed machine type" pachinko machine 50 and a so-called "V-chalet type" pachinko machine 50. Furthermore, the gaming machine of the present invention may be a so-called "enclosed gaming machine" or a "non-enclosed gaming machine".

[0356] [Correspondence with Claims] Next, the correspondence between the terms used in the description of the above embodiment (example) and the terms used in the description of the claims is shown. "Pachinko machine 50" corresponds to an example of a "gaming machine". The first start port 11 and the second start port 12 shown in each embodiment correspond to an example of a "start port", and the second start port 12 corresponds to an example of a variable start port. The process leading to S330 to S350 in FIG. 20 corresponds to an example of a "validity determination". The first special symbol display device 9 and the second special symbol display device 10 in FIGS. 2 and 4 correspond to an example of a symbol display device (symbol display means).

[0357] The effect symbol display device 6 in FIGS. 2, 4, and 30 corresponds to an example of a variable effect execution means. The process leading to FIGS. 27 to 29 after the affirmative determination of S378 in FIG. 23 corresponds to an example of a "special game execution means (big win game execution means)". Based on executing the process of S548 in FIG. 29, the processes of S445 and S460 in FIG. 25, executing the game (executing FIGS. 11 to 25) corresponds to an example of a "special game execution means (time shortening game execution means)". [Explanation of Reference Numerals]

[0358] 1; Game board, 3; Game area, 3L: Left hitting area, 3R: Right hitting area, 6; Performance symbol display device, 11; First start port (Special 1 start port), 12; Second start port (Special 1 start port), 14; Big winning port, 17; Normal symbol operation gate, 80; Main control device, 82; Performance symbol control device, 83; Sub-integrated control device.

Claims

【Claim 1】 Judgment means for performing a winning or losing judgment based on the entry of a game ball into the start port; Symbol display means for executing symbol variation and then definitely displaying the result of the winning or losing judgment over a variable time determined based on the execution of the winning or losing judgment; Special game execution means for executing a special game advantageous to the player based on the judgment result of the winning or losing judgment being a winning result; Variable effect execution means for performing a variable effect corresponding to the symbol variation; First preview effect execution means for executing a cut-in preview effect that suggests the probability of the judgment result of the winning or losing judgment being a winning result by interrupting a specific effect during the variable effect; Second preview effect appearance means for causing a second preview effect to appear before the cut-in preview effect is executed; Validity determination effect execution means for executing a validity determination effect indicating whether or not the appeared second preview effect is established as a preview, comprising: When the validity determination effect indicates that the appeared second preview effect is established as a preview, the appeared second preview effect previews the execution of the cut-in preview effect; The cut-in preview effect and the second preview effect may be executed at any of different timings during the variable effect; The second preview effect does not suggest the timing at which the cut-in preview effect is executed; The probability of the second preview effect being established as a preview differs depending on the timing at which the second preview effect appears; A gaming machine characterized in that the probability of the judgment result of the winning or losing judgment being a winning result differs depending on the timing at which the cut-in preview effect is executed.

Citation Information

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