gaming machines

The gaming machine addresses the lack of personalized effects in pachinko machines by incorporating a game and performance control system that allows players to set ratios for specific effects, enhancing engagement and enjoyment.

JP7729580B2Active Publication Date: 2025-08-26SANSEI R&D KK
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Patent Information

Application Number
JP2021016397
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-04
Publication Date
2025-08-26
Estimated Expiration
2041-02-04

AI Technical Summary

Technical Problem

Conventional pachinko gaming machines lack the ability to provide specific effects that cater to individual player preferences, limiting player engagement and enjoyment.

Method used

The gaming machine includes a game control means to manage a special game state, performance control means to execute specific effects, and allows players to set ratios for these effects through predetermined operations, enabling personalized gameplay experiences.

Benefits of technology

This enhances player interest and engagement by allowing personalized control over game effects, increasing enjoyment and interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance the interest of a game.SOLUTION: A Pachinko game machine PY1 includes, on the basis of the satisfaction of a predetermined condition, a game control microcomputer 101 for determining whether or not a big winning occurs, and a performance control microcomputer 121 capable of executing a LOGO notice performance that indicates the result of determination as to whether or not a big winning occurs. The LOGO notice performance includes a LOGO cut-in notice and a LOGO background notice. The performance control microcomputer 121 can set the reliability of the LOGO notice performance and the winning occupancy of the LOGO notice performance on the basis of a predetermined operation of a player.SELECTED DRAWING: Figure 42
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] Among conventional pachinko gaming machines, there are known gaming machines that perform a hit determination to determine whether or not a hit has occurred, provided that the gaming ball enters the starting hole, and that can execute various effects (specific effects) that suggest the possibility of a hit being determined.

[0003] In addition, in the gaming machine described in the following Patent Document 1, the frequency of appearance of effects can be controlled by operating the operating means. ( This allows players to enjoy the effects set to their preferences. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-147628 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in recent years, there have been cases where the specific effects described in Patent Document 1 have been Percentage There are gaming machines that can set the timing, but Percentage Therefore, there is room for further improvement in order to allow players to enjoy specific effects that suit their preferences. [Means for solving the problem]

[0006] The gaming machine of the present invention comprises: a game control means capable of controlling the game to a special game state; A gaming machine equipped with a performance control means capable of executing a specific performance that suggests the possibility of being controlled to the special gaming state, The specific effects include a first specific effect and a second specific effect different from the first specific effect, The percentage for the specific effect includes a first percentage and a second percentage different from the first percentage, The performance control means A first ratio selected from a plurality of first ratio stages can be set based on a predetermined operation by a player; A second ratio selected from a plurality of stages of second ratios can be set based on a predetermined operation by a player; By the player 1 time Based on a predetermined operation , the selected one Setting the first ratio; The selected one This gaming machine is characterized in that, when the setting of the second ratio is completed, it is possible to start executing a specific display based on the first ratio and the second ratio that have been set. [Effects of the Invention]

[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Figure 5] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is a winning determination table, (B) is a normal game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 10] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 11] This is a table for determining the variation pattern of Special Chart 1. [Figure 12] This is a table for determining the variation pattern of Special Chart 2. [Figure 13] This is a look-ahead determination table. [Figure 14] This is a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 18] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object effect. [Figure 22] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 23] FIG. 10 is an explanatory diagram showing a specific example of a customer waiting effect. [Figure 24] 10 is a flowchart of a main control process. [Figure 25] 10 is a flowchart of a main-side timer interrupt process. [Figure 26] 10 is a flowchart of a special action process. [Figure 27] 10 is a flowchart of a special symbol waiting process. [Figure 28] 10 is a flowchart of a sub-control main process. [Figure 29] 10 is a flowchart of a sub-side timer interrupt process in the first embodiment. [Figure 30] This is a special chart 1 fluctuation pattern determination table for the non-time-saving state, excerpted from the first embodiment. [Figure 31] 10 is a flowchart of a table creation process according to the first embodiment. [Figure 32] (A) is an excerpt from the distribution table for the LOGO cut-in notice corresponding to SP miss variation 1 and SP jackpot variation 1, (B) is an excerpt from the distribution table for the LOGO cut-in notice corresponding to SP miss variation 2 and SP jackpot variation 2, and (C) is an excerpt from the distribution table for the LOGO cut-in notice corresponding to SP miss variation 3 and SP jackpot variation 3. [Figure 33] (A) is an excerpt from the distribution table for the LOGO background announcement corresponding to SP miss variation 1 and SP jackpot variation 1, (B) is an excerpt from the distribution table for the LOGO background announcement corresponding to SP miss variation 2 and SP jackpot variation 2, and (C) is an excerpt from the distribution table for the LOGO background announcement corresponding to SP miss variation 3 and SP jackpot variation 3. [Figure 34] 10 is a flowchart of a received command analysis process according to the first embodiment. [Figure 35] 4 is a flowchart of a custom setting process according to the first embodiment. [Figure 36] 4 is a flowchart of a custom setting process according to the first embodiment. [Figure 37] 4 is a flowchart of a custom setting process according to the first embodiment. [Figure 38] 10 is a flowchart of the variable performance start processing of the first embodiment. [Figure 39] 10 is a flowchart of the preview performance selection process of the first embodiment. [Figure 40] 10 is a flowchart of the preview performance selection process of the first embodiment. [Figure 41]FIG. 10 is an explanatory diagram showing a specific example of a distribution custom effect. [Figure 42] FIG. 10 is an explanatory diagram showing a specific example of a distribution custom effect. [Figure 43] FIG. 10 is an explanatory diagram showing a specific example of a distribution custom effect. [Figure 44] FIG. 10 is an explanatory diagram showing a specific example of a distribution custom effect. [Figure 45] This is a diagram showing an example of a special chart change effect in which a LOGO cut-in notice is made. [Figure 46] This is a diagram showing an example of a special chart change effect in which a logo background announcement is made. [Figure 47] 10 is a flowchart of a sub-side timer interrupt process according to the second embodiment. [Figure 48] (A) is a table of information regarding the LOGO cut-in preview stored in the preview performance memory unit of the second embodiment, and (B) is a table of information regarding the LOGO background preview stored in the preview performance memory unit of the second embodiment. [Figure 49] 10 is a flowchart of the preview performance selection process of the second embodiment. [Figure 50] 10 is a flowchart of a logo cut-in advance selection process according to the second embodiment. [Figure 51] 10 is a flowchart of a logo background preview selection process according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] A first embodiment of the gaming machine of the present invention will be described in detail below with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and redundant descriptions of identical parts will generally be omitted. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps can be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.

[0010] 1. Structure of the gaming machine A pachinko gaming machine PY1, which is a first embodiment of the gaming machine of the present invention, will be described below. First, the structure of the pachinko gaming machine PY1 will be described using Figures 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.

[0011] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 further includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m that is rotatably supported on the gaming board mounting frame 2A via hinges 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY1 can see the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the playing area 6 can be seen from the front of the pachinko gaming machine PY1.

[0012] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.

[0013] An operable first input device (hereinafter referred to as "normal button") 40 is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. The normal button 40 is composed of, for example, a button with a depression surface, a lever with a grip, etc. Furthermore, an operable second input device (hereinafter referred to as "special button") 41 is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is composed of, for example, a button with a depression surface, a lever with a grip, etc. Furthermore, a select button 42 (operation means, input means) is provided on the upper surface of the lower decorative body 36, next to the normal button 40. The select button 42 is, for example, a cross key that allows selection in four directions (up, down, left, right).

[0014] Additionally, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed by protruding forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. Furthermore, illuminating frame lamps 53 are provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Furthermore, movable frame movable devices 58 are attached to the upper left and right edges of the front frame 23m as presentation devices intended to enhance the enjoyment of the game. The frame movable devices 58 consist of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.

[0015] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.

[0016] Next, the game board unit YU will be described mainly with reference to Figures 2 to 5. The game board unit YU has a game board 1 and a presentation unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. A substantially ring-shaped inner wall portion 1B is formed to protrude forward along the opening 1A to define a game area 6 into which game balls can flow. In addition, a substantially ring-shaped outer wall portion 1C is formed to protrude forward also on the outside of the inner wall portion 1B to define the game area 6.

[0017] A play area 6 surrounded by an inner wall 1B, an outer wall 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is divided into the play area 6 and other areas by the inner wall 1B and the outer wall 1C.

[0018] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general prize opening 10, the gate 13, the first big prize opening 14, and the second big prize opening 15, which will be described later.

[0019] The game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which enables or disables the ball from entering the second start hole 12.

[0020] The first start winning device 11D is stationary. Therefore, the ease with which the game ball enters the first start opening 11 remains constant (unchanging). The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (hereinafter referred to as "Special Symbol 1") (obtaining and determining a random number related to Special Symbol 1, described below; hereinafter referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. In addition, when a game ball enters the first start opening 11, a predetermined number of game balls (for example, four) are paid out as prize balls.

[0021] The electric chute 12D is equipped with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in a normal state) in a closed position, making it impossible or extremely difficult for a gaming ball to enter the second starting hole 12. When a special state is entered, the electric chute opening / closing member 12k moves to an open position, making it possible for a gaming ball to enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second starting hole 12 or the electric chute 12D, and only when in the open state is a gaming ball able to enter the second starting hole 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also referred to as the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, when the second starting hole 12 or the electric chute 12D is in the "open state," it is also referred to as "the electric chute 12D is open," and when the electric chute 12D is in the "closed state," it is also referred to as "the electric chute 12D is closed."

[0022] The entry of a gaming ball into the second starting hole 12 triggers the lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining the special symbol 2-related random number described below: hereinafter referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. In addition, when a gaming ball enters the second starting hole 12, a predetermined number of gaming balls (for example, four) are paid out as prize balls.

[0023] In addition, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) are paid out as prize balls.

[0024] In addition, the gaming area 6 is provided with a gate 13 through which the gaming ball can pass. The passage of the gaming ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a regular symbol random number: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric chute 12D is opened when the auxiliary game is executed. In other words, the auxiliary game is a game that involves the opening of the electric chute 12D.

[0025] In addition, the gaming area 6 is provided with a first special prize device 14D (hereinafter also referred to as "normal AT 14D") in which a first special prize opening 14 into which gaming balls can enter is formed.

[0026] The first large prize winning device 14D is equipped with a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large prize winning opening 14 is opened and closed by operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, making it impossible or extremely difficult for a gaming ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for a gaming ball to enter the first large prize winning opening 14. In this way, a gaming ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in the open state. When a gaming ball enters the first large prize winning opening 14, a predetermined number of gaming balls (e.g., 14) are paid out as prize balls.

[0027] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.

[0028] The gaming area 6 is also provided with a second large prize device 15D (hereinafter also referred to as "VAT 15D") having a second large prize opening 15 through which a gaming ball can enter. The second large prize device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize opening 15, making it impossible or extremely difficult for a gaming ball to enter the second large prize opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in the open state, it becomes easy for a gaming ball to enter the second large prize opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize opening 15 is also referred to as a "closed state." In this way, the second large prize opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large winning hole 15, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls.

[0029] Here, second large prize winning device 15D will be described in detail using Figure 3. Inside second large prize winning device 15D, there is provided gate-shaped second large prize winning opening sensor 15a that detects a gaming ball that has entered second large prize winning opening 15 and allows the gaming ball to pass downward.

[0030] A specific area 16 and a non-specific area 17 through which gaming balls can pass (enter) are provided downstream of the second large winning opening sensor 15a. Gaming balls that pass through the second large winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.

[0031] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage-blocking state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above) in which it prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is impossible or extremely difficult for the game ball to pass through the specific area 16, and the game ball passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above, leaving the area directly above the specific area 16 open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.

[0033] Basically, the distributing member 16k is maintained in the first state. That is, the first state can be said to be the normal state of the distributing member 16k. Then, only in a predetermined round of play (for example, 10 rounds), the distributing solenoid 16s is energized and the distributing member 16k can be changed to the second state.

[0034] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.

[0035] It is possible to provide only one of the first special prize winning device 14D and the second special prize winning device 15D, as long as it does not interfere with the game.

[0036] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not entered any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with an illuminating board lamp 54.

[0037] The play area 6 through which the game ball can flow can be divided into a left play area (first play area) on the left side of the center in the left-right direction, and a right play area (second play area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left play area is called a "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right play area is called a "right hit." In the pachinko game machine PY1, the flow path through which the game ball can flow when launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a number of game nails, etc.

[0038] A first start opening 11 and two general winning openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general winning opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. Meanwhile, a second start opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the second start opening 12, the first large winning opening 14, or the second large winning opening 15 by hitting the ball from the right so that the game ball flows down the second flow path R2.

[0039] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.

[0040] In addition, displays 8 are arranged below and to the left of the play area 6 formed on the front of the game board 1 (in the area other than the play area 6). As shown in Figure 4, the displays 8 include a special chart 1 display 81a that variably displays special chart 1, a special chart 2 display 81b that variably displays special chart 2, and a general chart display 82 that variably displays general charts. In addition, the displays 8 include a special chart 1 reserve display 83a that displays the special chart 1 reserve number (U1: the number of reserved special chart 1 variable displays by the special chart 1 display 81a) described below, and a special chart 2 reserve display 83b that displays the special chart 2 reserve number (U2: the number of reserved special chart 2 variable displays by the special chart 2 display 81b) described below.

[0041] The variable display of special chart 1 is executed when a special chart 1 lottery is held in response to a game ball entering the first starting gate 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held in response to a game ball entering the second starting gate 12. In the following explanation, special chart 1 and special chart 2 are collectively referred to as special charts, and special chart 1 lottery and special chart 2 lottery are collectively referred to as special chart lotteries. Furthermore, special chart 1 display 81a and special chart 2 display 81b are collectively referred to as special chart display 81. Furthermore, special chart 1 reserve display 83a and special chart 2 reserve display 83b are collectively referred to as special chart reserve display 83.

[0042] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then displayed stationary. The stationary special symbol (stationary special symbol, special symbol derived and displayed as a result of the display of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stationary special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slots (first jackpot slot 14 and second jackpot slot 15) are opened.

[0043] The special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and displays a special symbol according to the result of the special symbol lottery depending on the lighting state of the LEDs. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described below), the special symbol display 81 displays a jackpot symbol consisting of the first, second, fifth, and sixth LEDs from the left lit, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special symbol lottery is a loss, the special symbol display 81 displays a loss symbol consisting of only the rightmost LED lit, such as "■■■■■■■□." The lighting state of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to indicate a loss symbol.

[0044] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static manner. The variable display of the special symbol is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The variable display of the special symbol is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static manner (illuminated in a specific manner).

[0045] In the pachinko gaming machine PY1, when a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (an example of numerical information or judgment information) for conducting a special drawing lottery or the like may be acquired. When a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (an example of numerical information or judgment information) for conducting a special drawing lottery or the like are acquired, which corresponds to "predetermined conditions being met." These various random numbers are temporarily stored as special drawing lottery in the special drawing lottery storage unit 105 described below. Hereinafter, the various random numbers acquired when a gaming ball enters the first starting hole 11 are referred to as "special drawing lottery 1-related random numbers," and the various random numbers acquired when a gaming ball enters the second starting hole 12 are referred to as "special drawing lottery 2-related random numbers." Here, the special chart 1 related random numbers are stored as special chart 1 reservations in the special chart 1 reservation memory unit 105a in the special chart reservation memory unit 105. On the other hand, the special chart 2 related random numbers are stored as special chart 2 reservations in the special chart 2 reservation memory unit 105b in the special chart reservation memory unit 105. An upper limit (for example, 4) can be set for the number of special chart 1 reservations (special chart 1 reservation number) that can be stored in the special chart 1 reservation memory unit 105a and the number of special chart 2 reservations (special chart 2 reservation number) that can be stored in the special chart 2 reservation memory unit 105b. Note that, hereinafter, special chart 1 reservations and special chart 2 reservations are collectively referred to as "special chart reservations," and the special chart 1 reservation number and special chart 2 reservation number are collectively referred to as "special chart reservation number." Furthermore, special chart 1 related random numbers and special chart 2 related random numbers are collectively referred to as "special chart related random numbers."

[0046] In the pachinko gaming machine PY1, if the variable display of the special symbol is not performed immediately after the gaming ball enters the first starting hole 11 or the second starting hole 12, specifically, if a prize is won while the variable display of the special symbol is being performed or during the execution of a jackpot game, the variable display of the special symbol (or the right to draw a special symbol) for that prize can be reserved. The reserved special symbol stored in the special symbol reservation memory unit 105 is consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. In other words, the consumption of the reserved special symbol means determining the special symbol-related random number, etc. corresponding to that reserved special symbol and executing the variable display of the special symbol to show the determination result.

[0047] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by lighting up the LEDs corresponding to the number of reserved special drawings.

[0048] Furthermore, the variable display of the normal map notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed variably and then stopped. The stopped and displayed normal map (stop normal map, normal map derived and displayed as a display result of the variable display) is one normal map selected from multiple types of normal maps by the normal map lottery. If the stopped and displayed normal map is a specific normal map determined in advance (a normal map with a predetermined stopping pattern, i.e., a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.

[0049] The normal map display 82 is composed of, for example, two LEDs, and displays a normal map according to the result of the normal map lottery depending on how they are lit. If the result of the normal map lottery is a win, the normal map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: unlit). If the result of the normal map lottery is a loss, the normal map display 82 displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are unlit may also be adopted to indicate a losing pattern. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate.

[0050] In addition, before the normal map is displayed as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display mode of the normal map is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode of the normal map is not particularly limited, and if each LED is not displayed as stopped (lighted up in a specific mode), it may be set appropriately, such as all LEDs flashing at once.

[0051] In the pachinko gaming machine PY1, when a gaming ball passes through gate 13, a normal symbol random number (an example of numerical information or judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve memory unit 106, which will be described later, on the condition that the normal symbol variable display or auxiliary game is not being executed. It is possible to set an upper limit (for example, four) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number acquired when a gaming ball passes through gate 13 is also referred to as a "normal symbol-related random number."

[0052] Next, the presentation unit 1U attached to the back of the game board 1 will be explained using Figure 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "above-board movable device") 55, and a second board movable device (hereinafter referred to as "below-board movable device") 56.

[0053] The image display device 50 is provided with a display unit 50a that is configured with, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, or the like, and is capable of displaying patterns and the like.

[0054] The above-board movable device 55 is disposed in front of the display unit 50a, is movable along the display unit 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed in front of the display unit 50a, is movable along the display unit 50a, and includes a decorated below-board movable body 56k.

[0055] 5(A) shows a schematic diagram of the state in which the above-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making the image display device 50 difficult to see.

[0056] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.

[0057] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 6-7. As shown in Figures 6-7, the pachinko gaming machine PY1 includes a game control board (hereinafter referred to as the "main control board") 100 that controls game profits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, game state setting (described later), normal symbol lottery, variable display of normal symbols, and supplemental game. A presentation control board (hereinafter referred to as the "sub-control board") 120 controls presentations such as game presentations (variable special symbol presentations, hold presentations, and jackpot game presentations) according to the progress of the game by the main control board 100, customer waiting presentations, and presentations encouraging operation during the valid period (valid operation period) when the normal button 40 or the special button 41 is operated. A payout control board 170 controls the payout of game balls, and other components are located behind the image display device 50 on the gaming board 1. The main control board 100 can be considered a game control unit that controls the game. The sub-control board 120 can be positioned as a performance control unit that controls the performance together with the image control board 140, lamp control circuit 151, and sound control circuit 161, which will be described later. The performance control unit is only required to have at least the sub-control board 120 and be able to control game performances, customer waiting performances, and operation promotion performances using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, etc.).

[0058] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power circuit 192 supplies power to a game RAM 104 of the main control board 100 and a performance RAM 124 of the sub-control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when power is cut off to the pachinko gaming machine PY1. In the first embodiment, the performance RAM 124 is provided with a notice performance memory unit 107 (information storage means) that stores the set reliability of the LOGO cut-in notice in the customer waiting performance described below, the winning occupancy rate of the LOGO cut-in notice, the set reliability of the LOGO background notice, the set winning occupancy rate of the LOGO background notice, a distribution table (see FIG. 32) of 100 types of LOGO cut-in notices created by the performance control microcomputer 121 in the table creation process (S4105) described below, and a distribution table (see FIG. 33) of 100 types of LOGO background notices created by the performance control microcomputer 121 in the table creation process (S4105) described below. Also, a power switch 191 is connected to the power supply board 190. The power is turned on and off by turning the power switch 191 on or off. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.

[0059] 6, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of a game on the pachinko game machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 (game control means, variable pattern selection means) includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of a game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0060] The gaming ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The gaming ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The gaming ROM 103 may be external. The gaming RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.

[0061] The main control board 100 also includes a gaming I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the gaming CPU 102 to clear the information stored in the gaming RAM 104.

[0062] The main control board 100 is connected to various sensors MS and various actuators MA via predetermined relay boards (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.

[0063] The various sensors MS connected to the main control board 100 include a first start gate sensor that detects game balls that have entered the first start gate 11, a second start gate sensor that detects game balls that have entered the second start gate 12, a general prize gate sensor that detects game balls that have entered the general prize gate 10, a gate sensor that detects game balls that have passed through the gate 13, a first large prize gate sensor that detects game balls that have entered the first large prize gate 14, a second large prize gate sensor 15a that detects game balls that have entered the second large prize gate 15, a specific area sensor 16a that detects game balls that have passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects game balls that have passed through the non-specific area 17 (entered the non-specific area 17). When each sensor detects a game ball, it outputs a signal to the main control board 100 according to the content of its detection. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0064] Furthermore, the various actuators MA connected to the main control board 100 include an electric chute solenoid that drives electric chute opening / closing member 12k of electric chute 12D, a first large prize opening solenoid that drives normal AT opening / closing member 14k of first large prize device 14D, a second large prize opening solenoid that drives VAT opening / closing member 15k of second large prize device 15D, and a distribution solenoid 16s that drives distribution member 16k of distribution device 16D. Note that the type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0065] Furthermore, displays 8 (special chart display 81, regular chart display 82, and special chart reserved display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.

[0066] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko gaming machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0067] Based on signals from the game control microcomputer 101 and signals from the connected card unit CU, the payout control board 170 pays out prize balls or pays out loan balls using the prize ball payout device 73 or loan ball payout device 74. The number of game balls to be paid out is output to the payout control board 170.

[0068] The launching device 72 is also provided with a touch switch capable of detecting contact of a player or other person with the handle 72k (see FIG. 1). When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives a launch solenoid so that gaming balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko gaming machine PY1, when the rotation operation of the handle 72k is maintained, one gaming ball is launched approximately every 0.6 seconds.

[0069] Furthermore, the main control board 100 transmits various commands containing information related to the game to the sub-control board 120 as the game progresses. The sub-control board 120 can grasp the progress of the game (the content of game control) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows signals to be sent from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 100 and the sub-control board 120 as a means for restricting the direction of communication.

[0070] 7, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the sub-control board 120. The performance control microcomputer 121 (performance control means) includes a performance ROM 123 that stores programs and the like for controlling performance as the game progresses using the main control board 100, a performance RAM 124 used as a work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.

[0071] The performance ROM 123 also stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc. The performance ROM 123 may be external.

[0072] The sub-control board 120 also includes a presentation I / O port 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. The RTC 139 operates on power supplied from a predetermined island power supply device (not shown) when the pachinko gaming machine PY1 is supplied with power. When power is not supplied from the island power supply device, the RTC 139 operates on power supplied from a backup power circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko gaming machine PY1 is not powered on. A backup power circuit for the RTC 139 may be provided on the sub-control board 120. The backup power circuit may include a circuit including a capacitor and an internal battery (such as a button battery).

[0073] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows signals to be transmitted both from the sub-control board 120 to the image control board 140 and from the image control board 140 to the sub-control board 120.

[0074] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing image data to be displayed on the image display device 50, a VRAM 146 used for expanding the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images on the image display device 50 (still image data and video data, specifically, image data for characters, items, figures, letters, numbers, symbols, etc. (including effect designs), background images, etc.).

[0075] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.

[0076] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0077] The performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100.

[0078] Audio data such as the sound output from the speaker 52 is stored in the performance ROM 123 of the sub-control board 120. The audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. In this case, a ROM may be mounted on the board and audio data may be stored in the ROM. The speaker 52 may also be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. In this case, the audio data may be stored in the image ROM 142 of the image control board 140.

[0079] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.

[0080] The various switches connected to the sub-control board 120 include a normal button detection switch 40a, a special button detection switch 41a, and a select button detection switch 42a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. The select button detection switch 42a detects when the select button 42 is pressed. Each of the detection switches 40a, 41a, 42a outputs a signal to the sub-control board 120 according to the detection content. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0081] The various actuators SA connected to the sub-control board 120 include motors that drive the above-board movable device 55, the below-board movable device 56, the frame movable device 58, etc., and can drive the motors to cause each movable device to perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0082] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, light color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.

[0083] A CPU may be mounted on the lamp control circuit 151 as a circuit board. In this case, the CPU may be configured to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may be mounted on the circuit board, and data related to lighting patterns and operation patterns may be stored in the ROM. The type and number of lamps connected to the sub-control board 120 may be changed as appropriate as long as it does not interfere with gameplay.

[0084] 3. Main games played on gaming machines Next, the main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.

[0085] 3-1. Games related to regular maps First, we will explain the game related to the normal map. When a launched game ball passes through gate 13, pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 displays a variable normal map (a variable display followed by a static display). Here, the statically displayed normal map includes winning and losing patterns. Note that the losing normal map patterns are also called "losing normal maps" to distinguish them from the losing special map patterns described below. When a winning pattern is statically displayed, an auxiliary game is executed, and the game related to passing through gate 13 ends. On the other hand, when a losing normal map is statically displayed, no auxiliary game is played, and the game related to passing through gate 13 ends. In addition, hereinafter, when a game ball passes through gate 13 when the variable normal map display or auxiliary game is not being performed, it is referred to as "the establishment of the normal map variation start condition."

[0086] When the pachinko gaming machine PY1 performs this series of games (regular symbol lottery, variable display of regular symbols, auxiliary games), it acquires regular symbol-related random numbers when the regular symbol variation start conditions are met. The acquired regular symbol-related random numbers include regular symbol random numbers, as shown in Figure 8(A). Regular symbol random numbers are random numbers (determination information) used to determine whether a win has occurred. Each random number has an appropriate range.

[0087] 3-1-1. Hit detection The hit determination is a determination to determine whether or not a win has occurred (whether or not a supplementary game is executed) using one or more hit determination tables as shown in FIG. 9(A). The hit determination table can be associated with the game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in the non-time-saving state (a non-time-saving hit determination table) and a hit determination table used in the time-saving state (a time-saving hit determination table). In each hit determination table, a determination value of the normal symbol random number (normal symbol random number value) is assigned to the hit determination result, which is a win or a miss. Therefore, the pachinko gaming machine PY1 compares the acquired normal symbol random number with the hit determination table to determine whether or not a win has occurred. Then, based on the hit determination result, a normal symbol variation pattern determination is performed to perform a variable display of the normal symbol. If the hit determination result is a win, the winning symbol is basically displayed stationary in the variable display of the normal symbol. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed as a static image on the variable display of the normal map. Also, the probability of winning can be changed as appropriate.

[0088] 3-1-2. Normal map changes The map fluctuation pattern determination is a determination to determine the map fluctuation pattern using one or more map fluctuation pattern determination tables as shown in Figure 9(B). The map fluctuation pattern is identification information regarding predetermined items related to the variable display of the map, such as the map fluctuation time.

[0089] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table used in a non-time-saving state (non-time-saving normal map fluctuation pattern determination table) and a normal map fluctuation pattern determination table used in a time-saving state (time-saving normal map fluctuation pattern determination table).

[0090] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY1 can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map. The variable display of the normal map with the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by this determination is performed by the normal map display 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit determination and map fluctuation pattern determination are performed, and the map display 82 displays the map in a variable manner.

[0091] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a stop symbol in the variable display of the normal symbol (the result of the normal symbol lottery).

[0092] The auxiliary game includes various elements that make up the auxiliary game (auxiliary game components), such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state. The pachinko gaming machine PY1 controls the auxiliary game using one or more auxiliary game control tables, such as those shown in FIG. 9(C), based on the game state. The auxiliary game control tables are associated with the game state. Each auxiliary game control table stores auxiliary game components. The number of times the electric chute 12D opens and the opening time for each of these elements can be changed as appropriate.

[0093] The pachinko gaming machine PY1 can vary the opening time of the electric chute 12D between the auxiliary game in the non-time-shortened state and the auxiliary game in the time-shortened state. For example, in the auxiliary game in the non-time-shortened state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (e.g., 0.08 seconds)). Note that, hereinafter, the auxiliary game in the non-time-shortened state is also referred to as a "short-open auxiliary game." Also, in the auxiliary game in the time-shortened state, the electric chute 12D is opened for a second opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (e.g., 3.00 seconds)) that is longer than the first opening time. Note that, hereinafter, the auxiliary game in the time-shortened state is also referred to as a "long-open auxiliary game."

[0094] 3-2. Games related to special charts Next, we will explain the game related to the special symbol. When a launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special symbol 1 lottery. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not performed, and the game based on that winning is ended.

[0095] Similarly, the pachinko gaming machine PY1 conducts a special drawing for the 2nd symbol when a launched game ball enters the second starting hole 12. When the special drawing for the 2nd symbol is conducted, the special drawing for the 2nd symbol is displayed variably (variably displayed and then statically displayed) on the special drawing for the 2nd symbol display 81b to notify the result of the special drawing for the 2nd symbol. Here, the statically displayed special drawing for the 2nd symbol includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing for the 2nd symbol include a jackpot symbol and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on the winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not conducted, and the game based on the winning is ended.

[0096] In the following, the entry of a game ball into the first start hole 11 is referred to as "the fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as "the fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as "the fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.

[0097] When the pachinko gaming machine PY1 performs this series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met and makes various judgments about the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 8(B). The special symbol random numbers are random numbers used to make jackpot judgments. The jackpot symbol type random numbers are random numbers used to make jackpot symbol type judgments. The reach random numbers are random numbers used to make reach judgments. The special symbol variation pattern random numbers are random numbers used to make special symbol variation pattern judgments. Each random number has an appropriate range. The random numbers are also sometimes called judgment information.

[0098] 3-2-1.Jackpot Judgment The jackpot determination is a determination to determine whether or not a jackpot has occurred (whether or not a jackpot game is executed) using one or more jackpot determination tables such as those shown in Fig. 10(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).

[0099] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko gaming machine PY1 compares the acquired special symbol random number with the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 10(A), the high-probability jackpot determination table has more special symbol random number determination values ​​that determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as needed.

[0100] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the content of the jackpot, in other words, the components of the jackpot that are made up of the gaming benefits given to the player.

[0101] The jackpot symbol type determination table can be associated with the type of special symbol that is variably displayed, in other words, the type of starting gate from which the winning that resulted from the jackpot symbol type determination (that generated the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.

[0102] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is assigned appropriately to various jackpot symbols. Also, the assignment rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.

[0103] For example, as shown in Figure 10(B), the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 1 can be set to 50% for jackpot symbol X and 50% for jackpot symbol Y, and the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 2 can be set to 100% for jackpot symbol Z. In this way, it is possible to make the allocation rate of the jackpot symbol type different between the special symbol 1 lottery, which is held when a gaming ball enters the first starting hole 11, and the special symbol 2 lottery, which is held when a gaming ball enters the second starting hole 12.

[0104] 3-2-3.Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described below when the result of the jackpot judgment is a miss, using one or more reach judgment tables such as those shown in Figure 10 (C).

[0105] The reach determination table can be associated with the game state. That is, it is possible to distinguish between a reach determination table used in a non-time-shortening state (a reach determination table for non-time-shortening) and a reach determination table used in a time-shortening state (a reach determination table for time-shortening).

[0106] In each reach determination table, reach random number determination values ​​(reach random number values) are assigned to the reach determination results of "reach (reach occurs)" and "not reach (reach does not occur)." Therefore, the pachinko gaming machine PY1 checks the acquired reach random number against the reach determination table to determine whether or not there is a reach (whether or not there is a reach). As shown in FIG. 10(C), it is possible to set different reach random number values ​​for determining "reach (reach occurs)" between the non-time-saving reach determination table and the time-saving reach determination table. Note that, hereinafter, "reach (reach occurs)" which is performed on the assumption that the result of the jackpot determination is a "miss" is referred to as "reach with miss," and "not reach (reach does not occur)" is sometimes referred to as "no reach with miss."

[0107] 3-2-4. Special chart changes The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using one or more special symbol variation pattern determination tables (special symbol variation pattern determination tables) as shown in Figures 11 and 12, and is performed whether the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items such as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation presentation described below. Note that the special symbol variation pattern can include identification information regarding the results of the jackpot determination and the reach determination, in addition to the special symbol variation time and the presentation flow (presentation content) of the special symbol variation presentation. It is possible to use multiple types of special symbol variation patterns, each with different identification information, as the special symbol variation pattern, and the number of such patterns can be changed as appropriate.

[0108] The special symbol variation pattern determination table can be associated with the type of special symbol that performs the variable display to be determined, in other words, the type of starting gate where the winning that resulted from the special symbol variation pattern determination was made. In other words, as the special symbol variation pattern determination table, it is possible to distinguish between the special symbol variation pattern determination table used when performing the variable display of special symbol 1 (special symbol 1 variation pattern determination table: Figure 11) and the special symbol variation pattern determination table used when performing the variable display of special symbol 2 (special symbol 2 variation pattern determination table: Figure 12).

[0109] Each special chart fluctuation pattern determination table can also be associated with a game state. That is, as the special chart 1 fluctuation pattern determination table, it is possible to distinguish between a special chart 1 fluctuation pattern determination table used in a non-time-saving state (special chart 1 fluctuation pattern determination table for non-time-saving) and a special chart 1 fluctuation pattern determination table used in a time-saving state (special chart 1 fluctuation pattern determination table for time-saving). On the other hand, as for the special chart 2 fluctuation pattern determination table, it is similarly possible to distinguish between a special chart 2 fluctuation pattern determination table used in a non-time-saving state (special chart 2 fluctuation pattern determination table for non-time-saving) and a special chart 2 fluctuation pattern determination table used in a time-saving state (special chart 2 fluctuation pattern determination table for time-saving).

[0110] In addition, each special symbol variation pattern determination table associated with a game state can also be associated with a jackpot determination result, a jackpot symbol type determination result, or a reach determination result. That is, the non-time-saving special symbol 1 variation pattern determination table and the non-time-saving special symbol 2 variation pattern determination table each have a jackpot (for each jackpot symbol type), a reach-with-miss, and a reach-without-miss, etc. Similarly, the time-saving special symbol 1 variation pattern determination table and the time-saving special symbol 2 variation pattern determination table each have a jackpot (for each jackpot symbol type), a reach-with-miss, and a reach-without-miss, etc.

[0111] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss can also be associated with the number of reserved special charts. For example, it is possible to distinguish between a special chart 1 variation pattern determination table for no-reach misses used when the number of reserved special charts (U1) is 0 to 2 and a special chart 1 variation pattern determination table for no-reach misses used when the number of reserved special charts (U1) is 3 to 4. Furthermore, the special chart 2 variation pattern determination table for each no-reach miss can also be associated with the number of reserved special charts. For example, it is possible to distinguish between a special chart 2 variation pattern determination table for no-reach misses used when the number of reserved special charts (U2) is 0 to 2 and a special chart 2 variation pattern determination table for no-reach misses used when the number of reserved special charts (U2) is 3 to 4.

[0112] Then, the special symbol display device 81 performs variable display of the special symbol for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination. Then, when the jackpot symbol is stopped and displayed as the display result (the result of the special symbol lottery) in the variable display of the special symbol, the next variable display of the special symbol is not immediately performed, and the jackpot game is subsequently executed.

[0113] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 11 to 12.

[0114] As shown in the rightmost columns of the tables in Figures 11 and 12, the special chart variation patterns are sometimes named in association with the special chart (jackpot determination result) and the content of the special chart variation presentation. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, a special chart variation pattern in which an SP reach, a type of reach, occurs among a reach-and-miss is called an "SP miss variation," a special chart variation pattern in which an L reach, a type of reach, occurs among a reach-and-miss is called an "L miss variation," a special chart variation pattern in which the special chart variation presentation ends with an N reach, a type of reach, among a reach-and-miss is called an "N miss variation," and a special chart variation pattern related to a no-reach miss is called a "normal miss variation."

[0115] 3-2-5. Prediction The pachinko gaming machine PY1 performs a look-ahead determination using one or more look-ahead determination tables as shown in FIG. 13 based on the acquired special symbol-related random numbers. Look-ahead determinations include, for example, determining whether a special symbol random number is determined to be a jackpot in a jackpot determination, determining which jackpot symbol type a jackpot symbol type a jackpot symbol type random number is determined to be, and determining which special symbol variation pattern a special symbol variation pattern random number is determined to be in a special symbol variation pattern determination. The look-ahead determination table can be associated with the type of start gate associated with the start winning. In other words, the look-ahead determination table can be distinguished between a look-ahead determination table (first look-ahead determination table) for when a winning ball enters the first start gate 11 and a look-ahead determination table (second look-ahead determination table) for when a winning ball enters the second start gate 12.

[0116] The look-ahead determination table can also be associated with the game state. That is, it is possible to distinguish between a look-ahead determination table used in a non-time-saving state (non-time-saving look-ahead determination table) and a look-ahead determination table used in a time-saving state (time-saving look-ahead determination table).

[0117] That is, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to change as appropriate what judgments are included in the look-ahead judgment.

[0118] 3-3. Jackpot games Next, we will explain the jackpot game. The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending. It is also possible to have no OP or ED. Note that, hereinafter, a predetermined number of rounds of play (in a predetermined order) will simply be referred to as a "round." For example, the first round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."

[0119] The elements that make up such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) opens during each round of play, the type of jackpot opening port and its opening time (opening pattern), the time it remains closed until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special symbol is displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables such as those shown in FIG. 14. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as jackpot games.

[0120] 14, from the first round to the tenth round, a round game is played in which the first major prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first major prize opening 14 is open for a maximum of 0.1 seconds. Then, in the tenth round (final round), a round game is played in which the second major prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second major prize opening 15 is open for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the major prize opening sensor, the round game is ended even before the maximum opening time of the major prize openings 14, 15 has elapsed.

[0121] The number of times and duration of each element can be changed as appropriate. The jackpot game can be played using both the first jackpot slot 14 and the second jackpot slot 15, or using only one of them.

[0122] Here, the specific area 16 will be described in detail. The specific area 16 is controlled by the distribution member 16k to assume a closed state in which a prize cannot be won and an open state in which a prize can be won. Therefore, the operating mode of the distribution member 16k can be referred to as the opening / closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k will also be referred to as the "opening / closing mode of the specific area 16." In this way, the distribution member 16k is controlled in a certain operating mode (the specific area 16 is in a certain opening / closing mode). The difficulty (ease) of allowing a gaming ball to enter the specific area 16 in a jackpot game is set by combining the certain operating mode of the distribution member 16k (the certain opening / closing mode of the specific area 16) with the opening / closing mode of the second large prize opening 15 in a jackpot game. Hereinafter, the open state of the specific area 16 will also be referred to as the "V-open state."

[0123] For 15 seconds after the second large prize opening begins to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is nearly impossible (difficult) for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the distribution member 16k is controlled to the second state. In this way, it is possible to execute two types of jackpot games: one in which the VAT opening / closing member 15k and the distributing member 16k operate in a first opening pattern (V-long opening pattern) that makes it easy for the gaming ball to pass through the specific area 16 (hereinafter also referred to as "V passage"), and another in which the VAT opening / closing member 15k and the distributing member 16k operate in a second opening pattern (V-short opening pattern) that makes it difficult or impossible for the gaming ball to pass through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distributing member 16k operate in the V-long opening pattern is called a "V-long jackpot." On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distributing member 16k operate in the V-short opening pattern is called a "V-short jackpot."

[0124] 3-4. Game status Next, the game states will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of a "low-probability low base game state," a "low-probability high base game state," a "high-probability low base game state," a "high-probability high base game state," and a "jackpot game state." The "low-probability low base game state" can be abbreviated as a "low-probability low base state," the "low-probability high base game state" as a "low-probability high base state," the "high-probability low base game state" as a "high-probability low base state," and the "high-probability high base game state" as a "high-probability high base state." The game states include a state related to the probability of determining a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. The latter includes a non-time-saving state and a time-saving state.

[0125] The normal probability state is set in a "low probability, low base game state" or a "low probability, high base game state," in which the probability of a jackpot being determined in a jackpot determination is normal. The high probability state is set in a "high probability, low base game state" or a "high probability, high base game state," in which the probability of a jackpot being determined in a jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a state that is more advantageous to the player than the normal probability state. When the pachinko gaming machine PY1 is first turned on, the normal probability state is set. Then, by winning a jackpot, it is possible to switch from the normal probability state to the high probability state. For example, during a jackpot game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. The high probability state can be switched from the high probability state to the normal probability state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.

[0126] The non-time-saving state is set in a "low-probability, low-base game state," a "high-probability, low-base game state," or a "jackpot game state." The time-saving state is set in a "low-probability, high-base game state" or a "high-probability, high-base game state," and is a game state in which the opening time of the electric chute 12D during one supplementary game is more likely to be longer than in a non-time-saving state. For example, in the time-saving state, the opening time of the electric chute 12D is longer (e.g., 3.00 seconds) than in a non-time-saving state (e.g., 0.08 seconds). In addition, in the time-saving state, a special symbol variation pattern determination table can be used to determine the special symbol variation pattern, which is determined so that a special symbol variation pattern with a shorter special symbol variation time is selected more frequently than in a non-time-saving state (see Figures 11 and 12). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for a valid win (a win that can be stored as reserved special symbols) to occur in the starting slot. This allows for smooth gameplay and the aim of winning a jackpot.

[0127] In addition, the time-saving state can make it easier for the normal map variation time to be shorter than the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state. Therefore, the time-saving state has more normal map lottery executions per unit time.

[0128] In addition, the time-saving state can be more likely to be determined as a hit in the hit determination than the non-time-saving state. For example, in the time-saving state, a hit is determined with a higher probability (e.g., 59936 / 65536) than the probability of a hit being determined in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state has a higher number of hits determined in the hit determination per unit time.

[0129] In this way, in the time-saving mode, the electric chute 12D is open for a longer period of time per unit of time than in the non-time-saving mode, making it easier for game balls to enter the second starting slot 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing the number of game balls they have. Therefore, it can be said that the time-saving mode is more advantageous to players than the non-time-saving mode.

[0130] When the pachinko gaming machine PY1 is first powered on, it is set to the non-time-shortening state. Then, for example, the time-shortening state can be set by winning a jackpot. The time-shortening state can be changed from the time-shortening state to the non-time-shortening state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.

[0131] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one supplementary game is more likely to be longer. There are three points about the game related to the normal map that are set to be advantageous to the player. However, these points that are set to be advantageous to the player may be only a part of them.

[0132] The gaming state after the pachinko gaming machine PY1 is first turned on is a "low probability, low base gaming state" in which a normal probability state and a non-time-saving state are set. This gaming state is also called the "normal gaming state." In the "jackpot gaming state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of a jackpot game. In addition, it is possible to use all or only some of the gaming states described above.

[0133] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.

[0134] 4-1.Performance mode First, we will explain the presentation mode. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.

[0135] The customer waiting mode can be set when special symbol variation effects are not being performed in the "low-probability low-base game state," "low-probability high-base game state," "high-probability low-base game state," and "high-probability high-base game state." This mode indicates a standby state in which special symbol variation effects are not being performed. When the customer waiting mode is set, a customer waiting effect (hereinafter also referred to as a demo effect) is performed. In the customer waiting effect, for example, as shown in FIG. 16 (A-1), a selection standby image G200 is displayed on the display unit 50a to allow for settings related to the effects of the pachinko gaming machine PY1 (such as volume adjustment and custom allocation of the LOGO effects (specific effects) described below). The settings related to the effects include setting the volume of the sound output from the speaker 52, customizing the reliability of the LOGO cut-in notice displayed on the display unit 50a, customizing the winning share of the LOGO cut-in notice displayed on the display unit 50a, customizing the reliability of the LOGO background notice displayed on the display unit 50a, and customizing the winning share of the LOGO background notice displayed on the display unit 50a. Other settings may include brightness settings ("light intensity settings") for the display unit 50a. Also, as shown in FIG. 16(A-2), a customer waiting demo image G202 different from the selection waiting image 200 may be displayed. The customer waiting demo image G202 is an image that can be used to create effects using the features of the pachinko gaming machine PY1, such as by featuring a main character or the like from the pachinko gaming machine PY1. This increases the interest in the customer waiting effect mode and makes it possible to make the pachinko gaming machine PY1 stand out in the gaming parlor where it is installed.

[0136] The normal presentation mode can be set when a special symbol variation presentation is being performed in a "low probability low base game state" or a "high probability low base game state," and is a presentation mode that indicates a non-time-saving state. The normal presentation mode includes, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in Fig. 16 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in Fig. 16 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in Fig. 16 (B-3), and can be switched based on one condition: the special symbol variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal early presentation mode before the reach is established in the special chart variation presentation, and a normal late presentation mode after the reach is established. In the normal early presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal late presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.

[0137] The probability variable presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "high probability, high base game state," and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variable presentation mode, for example, as shown in FIG. 16 (B-4), a background image representing space (probability variable background image G105) is displayed on the display unit 50a. Furthermore, the probability variable presentation mode includes a probability variable pre-stage presentation mode before a reach is established in the special symbol variation presentation, and a probability variable post-stage presentation mode after the reach is established. In the probability variable pre-stage presentation mode, the probability variable background image G105 is displayed on the display unit 50a, while in the probability variable post-stage presentation mode, a dedicated background image according to the type of reach is displayed.

[0138] The time-saving presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "low-probability, high-base game state," and is a presentation mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a first stage of time-saving presentation mode before a reach is achieved in the special symbol variation presentation, and a second stage of time-saving presentation mode after the reach is achieved. In the first stage of time-saving presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the second stage of time-saving presentation mode, a dedicated background image corresponding to the type of reach is displayed.

[0139] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state" and indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 16(C-1), the display unit 50a displays an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging a "right hit." During a round of a jackpot game, as shown in FIG. 16(C-2), the display unit 50a displays a round presentation in which a round image G109 indicating the number of rounds and a prize ball number image G110 indicating the number of prize balls paid out are displayed. During the ending of a jackpot game, as shown in FIG. 16(C-3), the display unit 50a displays a jackpot ending presentation in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 indicating the total number of prize balls paid out are displayed.

[0140] The types of presentation modes can be changed or added as appropriate.

[0141] 4-2. Special chart change performance Next, the special symbol variation effect (also simply referred to as "variation effect") will be explained. When the variable display of the special symbol begins, the pachinko gaming machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot determination result, jackpot symbol type determination result, reach determination result, and special symbol variation pattern determination result). In the special symbol variation effect, the display unit 50a displays a variation of the effect symbol superimposed on a predetermined background image. The effect symbol is composed of, for example, numeral symbols 1 to 9, and in the variable display of the effect symbol, the effect symbol varies with the start of the variable display of the special symbol and stops with the end of the variable display of the special symbol. In other words, after the variable display of the effect symbol is performed for the special symbol variation time, the variation stops and the effect symbol is displayed as a still image. The result of the special symbol lottery is then announced by the still image of the effect symbol.

[0142] In addition, in the special chart variation performance, in addition to the display of the variation of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other performances even after the display of the performance pattern has stopped.

[0143] 4-2-1.Performance pattern display area As shown in Figure 17(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections: left, center, and right. The left display area 50b1 is an area that displays the left display area EZ1 when the display area is stopped during the special display variation. Similarly, the center display area 50b2 and the right display area 50b3 are areas that display the center display area EZ2 and the right display area EZ3.

[0144] 17(A), a small symbol area 50c can be provided in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when variable display of special symbols is performed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.

[0145] In Figure 17(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.

[0146] 4-2-2.Normal fluctuations The pachinko gaming machine PY1 can first perform a normal variation in the special chart variation effect. The normal variation functions as an effect that indicates that the variable display of the special chart has begun.

[0147] When the variable display of the special symbol starts, for example, as shown in Fig. 17(A), on the display unit 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are displayed in a static state, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are displayed in a static state, and the variable display of the special symbol is not performed, and from a state in which the variable display of the special symbol is waiting, as shown in Fig. 17(B), with the start, the variable display of the effect symbols EZ1, EZ2, and EZ3 begins, and the variable display of the small symbols KZ1, KZ2, and KZ3 begins. Note that "↓" in Fig. 17 indicates that the variable display of the symbol is in progress. Then, when the special symbol variation pattern of the variable display of this special symbol is, for example, "normal miss variation," as shown in Figure 17(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 17(D), the effect symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6," in which the left and right symbols are not the same. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is a special symbol variation pattern with a reach, such as "N miss variation," as shown in Figure 17 (C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stopping mode (so-called reach eyes), and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the special symbol variation pattern. Note that the stopping order and stopping mode of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0148] 4-2-3.N Reach The pachinko gaming machine PY1 can perform N-reach when a reach is achieved during normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot," and functions as a presentation to make players look forward to a jackpot.

[0149] In the case of an N reach, as shown in FIG. 18(A), the reach-established state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 18(B), the fluctuation speed of the center effect symbol EZ2 gradually slows down. When the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N miss fluctuation," the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping mode suggesting a reach miss (a so-called reach miss), as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping mode suggesting a reach miss. There are several types of stopping modes suggesting a reach miss, such as "7·6·7" and "5·3·5," in which the left and right symbols are the same but the center symbol is different from the left and right symbols. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is, for example, "N jackpot variation," the symbol is displayed in a stop mode (so-called double numbers) that suggests a jackpot, as shown in Figure 18 (C-2). There are several types of stop modes that suggest a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stop mode that suggests a jackpot. Note that the effects of the N reach are not limited to the gradual deceleration of the center effect symbol EZ2, and can be changed or added as appropriate.

[0150] 4-2-4. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.

[0151] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image indicating the start of the SP reach (SP reach start title image) G1 is displayed in the center of the display unit 50a. After that, as shown in FIG. 19(B), a special SP reach effect (e.g., a battle effect) is performed. Then, when the final stage of the special reach effect is reached, if the special symbol variation pattern of the variable display of the special symbol is, for example, "SP jackpot variation," as shown in FIG. 19(C-1), an effect suggesting a jackpot (e.g., a display showing the main character rejoicing after winning the battle) is performed on the display unit 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a stop mode suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stop mode suggesting a jackpot. On the other hand, when the special chart variation pattern of the variable display of the special chart is, for example, "SP Miss Variation," as shown in FIG. 19 (C-2), an effect suggesting a miss (for example, a display in which the enemy character is happy about winning the battle) is performed, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a manner suggesting a miss. The effect content of the SP reach can be changed or added as appropriate.

[0152] Here, we will explain in detail the possibility (jackpot expectation) of the effect symbols EZ1, EZ2, and EZ3 for each reach stopping in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of an N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for an SP reach higher than the jackpot expectation for an N reach. Furthermore, if SP Reach A and SP Reach B are executable as SP reaches, and the execution probability of SP Reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP Reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation rate of SP Reach B higher than that of SP Reach A. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot determination.

[0153] 4-3. Hold icon display area As shown in Figure 20(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. A hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, or 50d4 depending on the number of reserved special drawings 1 or 2. For example, if the number of reserved special drawings 1 is "1," the hold icon HA is displayed in the first display area 50d1, and if the number of reserved special drawings 1 is "2," the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.

[0154] In addition, near the reserved icon display area 50d, it is possible to provide the icon display area 50e consisting of one display area, as shown in Fig. 20 (A). The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.

[0155] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. Also, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.

[0156] 4-3-1.Hold performance The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect can notify the player of the number of special chart 1 holds or special chart 2 holds.

[0157] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, as shown in Fig. 20 (C), the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation begins, as shown in Figure 20 (D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".

[0158] 4-4. Preview performance The pachinko gaming machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices 40, 41, etc., and can suggest the results of the jackpot determination and the special chart variation pattern determination.

[0159] 4-4-1. Movable object production The pachinko gaming machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are activated, and functions as an effect to make the player expect a big win.

[0160] In the movable body effect, for example, when an N reach progresses to an SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable body 55k and the under-board movable body 56k move so that they overlap on the display unit 50a as seen by the player, suggesting the progression to an SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. Then, as shown in FIG. 21(B), the on-board movable body 55k and the under-board movable body 56k return to their normal standby state (initial position), progressing to an SP reach. Note that the movable body effect is not limited to suggesting progression to an SP reach, and can be modified or added as appropriate. Furthermore, the operation of the movable device in the movable body effect can be modified or added as appropriate.

[0161] 4-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is an effect in which the player operates the normal button 40 or the special button 41, and functions as an effect to make the player expect a jackpot.

[0162] In the operation presentation, for example, in the case of an SP reach, a period (a button operation valid period) occurs during which pressing the special button 41 is valid, and with the occurrence of this button operation valid period, a presentation (a button operation prompt presentation) is performed to prompt the player to operate the special button 41, as shown in FIG. 22(A). In the button operation prompt presentation, a button operation prompt image G3 is displayed on the display unit 50a. The button operation prompt image G3 includes an image (a special button image G31) that resembles the special button 41, an image (a press operation image G32) that shows the operation mode of the special button 41 (i.e., the press operation), and an image (a remaining valid operation period image G33) that shows the remaining time of the button operation valid period. The remaining valid operation period image G33 is composed of a generally curved progress bar, and changes over time so that the player can easily understand the remaining time of the valid operation period. Thereafter, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated, the on-board movable device 55 is activated as shown in Fig. 22(B), and the on-board movable body 55k moves to overlap the display unit 50a as seen by the player, indicating the likelihood of a jackpot. Note that the operation effects are not limited to the activation of the on-board movable device 55, and can be changed or added as appropriate.

[0163] 4-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect for the special chart 1 reserve or special chart 2 reserve for which the special chart lottery has not yet been held as a notice effect. The pre-reading effect functions as an effect to suggest in advance the result of the special chart lottery for the special chart 1 reserve or special chart 2 reserve.

[0164] In the pre-reading effect, for example, if the result of the pre-reading judgment for the special chart 1 reserve is a "jackpot," the reserve icon HA, which is normally displayed as a "circle," may be displayed as a "☆" in the reserve icon display area 50d, as shown in FIG. 20(C). Also, if the result of the pre-reading judgment is a "miss," the reserve icon HA may be displayed as a "☆" as a so-called false effect. Note that the pre-reading effect can be performed on both or either the special chart 1 reserve and the special chart 2 reserve. Furthermore, it is not limited to changing the display mode of the reserve icon HA; it can be changed or added as appropriate. For example, it is also possible to change the stop mode of the effect symbols EZ1, EZ2, and EZ3 in the special chart variation effect.

[0165] 4-5. Customer waiting performance The pachinko gaming machine PY1 can perform a customer waiting effect when the customer waiting effect mode is set. The customer waiting effect may be performed before the special symbol change starts after the power is turned on, or when the next special symbol change does not start for a predetermined time after the special symbol change. For example, the customer waiting effect is performed as shown in Figure 23 when the next special symbol change does not occur for a predetermined time after the special symbol change. In this mode, the waiting image displayed by the customer waiting effect basically changes in four stages.

[0166] 23(A) shows the display unit 50a in which the display of the effect symbol EZ in the special symbol variable effect is stopped on the daytime normal background image G102 (a symbol stop image). In addition, in the upper left area, the small symbol KZ is also stopped and displayed.

[0167] 23(B) shows a state in which a selection standby image G200 is displayed. The selection standby image G200 is a standby image indicating that pressing the up or down button of the select button 42 will transition to a distribution custom effect for customizing the reliability and winning occupancy rate of the LOGO effect (LOGO cut-in notice, LOGO background notice). The selection standby image G200 is also a standby image indicating that pressing the left or right button of the select button 42 will change the set volume. The stopped-displayed effect pattern EZ and small pattern KZ are also shown.

[0168] 23(C) shows the state in which the hall code corresponding image G201 is displayed. The hall code corresponding image G201 is a standby image that shows the main character and the name of the gaming facility corresponding to the hall code information. The hall code information is information that can be displayed by entering a predetermined number of digits corresponding to each gaming facility.

[0169] 23(D) shows a state in which a customer waiting demo image G202 is displayed. The customer waiting demo image G202 in this embodiment is a waiting image showing a battle between a main character and an enemy character in the pachinko gaming machine PY1. This customer waiting demo image G202 can appropriately appeal to players who are unsure which gaming machine to play at the gaming parlor, about the pachinko gaming machine PY1.

[0170] In this embodiment, as shown in FIG. 23, the special pattern variation effect ends, and the effect pattern EZ stops. When the stop display continues for a predetermined time (approximately 30 seconds) (see FIG. 23(A)), a selection standby image G200 is displayed (see FIG. 23(B)). When the selection standby image G200 is displayed for a predetermined time (approximately 30 seconds), a hall code corresponding image G201 is displayed (see FIG. 23(C)). When the hall code corresponding image G201 is displayed for a predetermined time (approximately 30 seconds), a customer waiting demo image G202 is displayed (see FIG. 23(E)). When the customer waiting demo image G202 is displayed for a predetermined time (approximately 30 seconds), a selection standby image G200 is displayed (see FIG. 23(B)).

[0171] 23, in the customer waiting effect of this embodiment, during the period when the special chart change is not performed, it is possible to repeatedly execute a selection waiting demo effect capable of displaying a selection waiting image G200, a hall code corresponding demo effect capable of displaying a hall code corresponding image G201, and a specific demo effect capable of displaying a customer waiting demo image G202, in this order. Note that if the special chart change starts during the customer waiting effect, the customer waiting effect is terminated and the special chart change effect can be executed.

[0172] 5. Game control by game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 will be described with reference to Figures 24 to 27. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.

[0173] [1. Main control main processing] When the pachinko gaming machine PY1 is powered on, the gaming control microcomputer 101 provided on the main control board 100 reads out and executes the main control main processing program shown in Fig. 23 from the gaming ROM 103. As shown in the figure, the main control main processing first performs power-on processing (S001). The power-on processing performs settings such as permission to access the gaming RAM 104, settings for the gaming CPU 102, and settings for the SIO, PIO, and CTC (circuit for managing interrupt time).

[0174] Following the power-on process, interrupts are disabled (S002), and a normal / special symbol main random number update process (S003) is executed. In this normal / special symbol main random number update process (S003), the counter values ​​of the various random numbers shown in Figures 8(A) and 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

[0175] When the normal / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main timer interrupt process (S005) is executed at a 4 msec cycle. Then, between the end of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of the counter values ​​of various random numbers by the normal / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).

[0176] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands etc. set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, etc.

[0177] In the input processing (S102) that follows the output processing (S101), the game control microcomputer 101, for example, takes in a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.

[0178] The normal symbol / special symbol main random number update process (S103) that is carried out next is the same as the normal symbol / special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 23. That is, the update process of the counter values ​​of various random numbers shown in Fig. 8(A) and Fig. 8(B) is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0179] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, normal action process, and special action process will be described later.

[0180] Following the special operation process (S106), a sorting device control process for controlling the sorting device 16D is performed (S107).

[0181] Next, the game control microcomputer 101 executes other processing (S108) and ends the main timer interrupt processing (S005). Other processing (S108) includes power-off monitoring processing when the power is turned off, updating of the timer provided in the game RAM 104, and the like. Also included in other processing (S108) is payout control processing for paying out prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each winning slot. That is, the payout control board 170 pays out prize balls based on the prize ball request signal.

[0182] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process (see FIG. 23) until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the main timer interrupt process (S005). In the output process (S101) of the main timer interrupt process (S005) that has been executed again, the game control microcomputer 101 outputs the commands and the like that were set in the output buffer of the game RAM 104 in the previous main timer interrupt process (S005).

[0183] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning slot sensor process, the gate sensor process, the second starting slot sensor process, the first starting slot sensor process, the first large winning slot sensor process, the second large winning slot sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.

[0184] In the general prize opening sensor process, it is determined whether or not a gaming ball has been detected by the general prize opening sensor, and a command for the general prize opening sensor is generated according to the result of the process.

[0185] In the gate sensor processing, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (for example, four) have been stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Furthermore, a command for the gate sensor is generated according to the result of this processing.

[0186] In the second start hole sensor process, it is determined whether or not a gaming ball has been detected by the second start hole sensor. If it is determined that a gaming ball has been detected, a special symbol 2-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 2-related random number is stored in the special symbol 2 reserve memory unit 105b provided in the gaming RAM 104. The special symbol 2 reserve memory unit 105b has multiple storage areas from area 1 to area n (n is an integer of 2 or more), and the acquired special symbol 2-related random numbers are stored in order from area 1. Note that if special symbol 2-related random numbers have been stored up to area n, the newly acquired special symbol 2-related random number is not stored. In addition, a second look-ahead determination is performed using the acquired special symbol 2-related random number and a second look-ahead determination table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserve number command representing the number of special chart 2 related random numbers (special chart 2 reserve number) stored in the special chart 2 reserve memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.

[0187] In the first start gate sensor process, it is determined whether or not a gaming ball has been detected by the first start gate sensor. If it is determined that a gaming ball has been detected, a special symbol 1-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 1-related random number is stored in the special symbol 1 reserve memory unit 105a provided in the gaming RAM 104. The special symbol 1 reserve memory unit 105a has multiple storage areas from area 1 to area n (n is an integer of 2 or more), and the acquired special symbol 1-related random numbers are stored in order from area 1. Note that if special symbol 1-related random numbers have been stored up to area n, newly acquired special symbol 1-related random numbers are not stored. In addition, a first pre-reading judgment is performed using the acquired special symbol 1-related random number and a first pre-reading judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 hold number command representing the number of special chart 1 related random numbers (special chart 1 hold number) stored in the special chart 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.

[0188] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor, and a command for the first big prize opening sensor is generated according to the result of the process.

[0189] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor, and a command for the second large prize opening sensor is generated according to the result of the process.

[0190] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.

[0191] [2-2. Normal operation processing] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are performed in sequence. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.

[0192] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is made based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0193] The normal pattern change process is a process performed during the variable display of the normal map. In the normal pattern change process, the normal map is stopped based on the result of the hit determination as the normal map change time elapses since the variable display of the normal map started. Then, a normal map change stop command is generated to indicate the end of the variable display of the normal map.

[0194] The normal symbol determination process is a process that is performed when a normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on whether a predetermined stop time (for example, 0.8 seconds) has passed since the normal symbol display started. If a winning symbol is displayed, an auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.

[0195] The auxiliary game control process is performed when an auxiliary game is being played. The auxiliary game control process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, an auxiliary game control command is generated according to the result of the process.

[0196] [2-3. Special Action Processing] In the special operation processing (S106), as shown in Figure 26, the processing related to the special chart display 81 and the large prize device (first large prize device 14D and second large prize device 15D) is divided into four stages, and "special operation status 1, 2, 3, 4" is assigned to each stage. Then, if the "special operation status" is "1" (YES in S1301), the game control microcomputer 101 performs special symbol standby processing (S1302); if the "special operation status" is "2" (NO in S1301, YES in S1303), it performs special symbol changing processing (S1304); if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), it performs special symbol determination processing (S1306); and if the "special operation status" is "4" (NO in all of S1301, S1303, and S1305), it performs special electric accessory processing (S1307). The special operation status is initially set to "1".

[0197] In the special symbol standby process (S1302), random numbers such as jackpot random numbers acquired in the start port sensor detection process (see FIG. 27) are judged using a predetermined judgment table (see FIGS. 10, 11, and 12). Then, the display of a variable special symbol to notify the result of the jackpot lottery is started, and the special operation status is set to "2." The special symbol standby process (S1302) will be described in detail later.

[0198] In the special pattern variation processing (S1304), it is determined whether the variation time of the special pattern has elapsed, and if so, the special pattern is displayed in a stopped state, a variation stop command is set in the output buffer, and the special operation status is set to "3".

[0199] In the special symbol determination process (S1306), it is determined whether the stopped special symbol is a jackpot symbol. If it is, the special operation status is set to "4" to execute the special electric device process. At this time, the jackpot opening command is set in the output buffer. If it is not a jackpot symbol, the special operation status is set to "1" to execute the special symbol standby process again. In the special symbol determination process (S1306), to manage the control period of the high probability state, if the probability variable flag is ON, the value of the probability variable counter is decremented by 1, and if it becomes "0," the probability variable flag is turned OFF. Also, to manage the control period of the time-saving state (i.e., high base state), if the time-saving flag is ON, the value of the time-saving counter is decremented by 1, and if it becomes "0," the time-saving flag is turned OFF. Furthermore, when the special operation status is set to "4," if the probability variable flag or time-saving flag is ON, it is reset to OFF. In other words, during jackpot play, the game is controlled to a low probability, low base state.

[0200] In the special electric accessory processing (S1307), a jackpot game (special game) is performed in which the first large prize opening 14 and the second large prize opening 15 are opened according to a predetermined opening pattern (opening time and number of openings, see FIG. 19) corresponding to the type of jackpot won. The special electric accessory processing (S1307) will be described in detail later.

[0201] [2-3-1. Special pattern standby process] In the special symbol waiting process (S1302), as shown in FIG. 27, first, it is determined whether the number of reserved balls in the second starting port 12 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1401). If the number of reserved balls in the special symbol 2 is "0" (YES in S1401), that is, if there is no memory of a random number counter value group acquired as a result of winning in the second starting port 12, it is determined whether the number of reserved balls in the first starting port 11 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1407). Then, if the number of reserved balls in the special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of a random number counter value group acquired as a result of winning in the first starting port 11, it is determined whether the customer waiting waiting flag is ON (S1415). If it is ON, this process is terminated. If it is not ON, a customer waiting command is set in the output buffer (S1416), and the customer waiting waiting flag is turned ON (S1417).

[0202] In step S1401, if the number of reserved balls for special chart 2 is not "0" (NO in S1401), that is, if there is one or more memories of random number counter values ​​(reserved information for special chart 2) obtained due to winning at the second starting port 12, a special chart 2 jackpot determination process (S1402) and a special chart 2 variation pattern selection process (S1403) are performed.

[0203] In the special chart 2 jackpot determination process (S1402), a jackpot random number value is read out and a jackpot determination is made based on the jackpot determination table (see Figure 10(A)) corresponding to the current game state. If the result of the jackpot determination is a jackpot, a win type random number value is read out and the win type is determined based on the win type determination table (see Figure 10(B)). Then, special chart stop pattern data corresponding to the win type is set in the special chart buffer provided in the game RAM 104. If the result of the win / loss determination is a "lose", special chart stop pattern data corresponding to the lose pattern is set in the special chart buffer.

[0204] In the special chart 2 variation pattern selection process (S1403), the variation pattern random number value is read out and a variation pattern is selected based on the special chart variation pattern determination table (see Figure 12). In this process, if the result of the hit / miss determination is "miss", the reach random number value is read out and based on the reach determination table (see Figure 10 (C)), it is determined whether to use a reach miss variation pattern or a reach miss variation pattern.

[0205] As shown in Figure 12, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach) (see the remarks column in Figure 12). An SP reach is a reach with a longer fluctuation time after the reach than a normal reach, and the allocation rate of the table is set so that the winning expectation rate (expectation rate for winning a jackpot) is higher than that of a normal reach. In this form, an SP reach is executed in a progressive manner after a normal reach.

[0206] Returning to FIG. 27, following the special chart 2 variation pattern selection process (S1403), the game control microcomputer 101 decrements the number of reserved balls for the special chart 2 by 1 (S1404). Then, the storage location (storage area) of various counter values ​​in the special chart 2 reserved memory unit 105b is shifted one position from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the special chart 2 reserved memory unit 105b (the memory area farthest from the side to be read) is cleared (S1405). In this way, the second reserved special charts are consumed in the order in which they were reserved.

[0207] Next, the gaming control microcomputer 101 executes the special symbol 2 variation start process (S1406). In the special symbol 2 variation start process (S1406), the special operation status is set to "2" and a variation start command is set to start the display of the variation of the second special symbol. The variation start command (also referred to as the special symbol 2 variation start command) set in the special symbol 2 variation start process (S1406) includes information on the special symbol stop symbol data set in the special symbol 2 jackpot determination process (S1402) and information on the variation pattern (including information on the variation time) set in the special symbol 2 variation pattern selection process (S1403). The gaming control microcomputer 101 then determines whether the customer waiting flag is ON (S1413). If it is ON, the customer waiting flag is turned OFF (S1414), and this process ends. If it is not ON, this process ends without executing step S1414.

[0208] Also, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for special chart 2 but there is one or more memories of random number counter values ​​obtained due to winning at the first starting port 11 (reserved information for special chart 1), special chart 1 jackpot determination processing (S1408) and special chart 1 variation pattern selection processing (S1409) are performed. The special chart 1 jackpot determination processing (S1408) is the same processing as the special chart 2 jackpot determination processing (S1402), so its explanation is omitted. Also, the special chart 1 variation pattern selection processing (S1409) is the same processing as the special chart 2 variation pattern selection processing (S1403), so its explanation is omitted.

[0209] Next, the game control microcomputer 101 decrements the number of reserved balls for special symbol 1 by 1 (S1410). Then, the storage location (storage area) of various counter values ​​in the special symbol 1 reserved memory unit 105a is shifted by one from the current position to the side from which it is read, and the memory area corresponding to the fourth reserved ball in the special symbol 1 reserved memory unit 105a (the memory area farthest from the side from which it is read) is cleared (S1411). In this way, the first reserved special symbol is consumed in the order in which it was reserved.

[0210] Next, the game control microcomputer 101 executes the special symbol 1 variation start process (S1412). In the special symbol 1 variation start process (S1412), the special operation status is set to "2" and a variation start command is set to start the variation display of the first special symbol. The variation start command (also referred to as the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the special symbol 1 jackpot determination process (S1408) and information on the variation pattern (including information on the variation time) set in the special symbol 1 variation pattern selection process (S1409). The game control microcomputer 101 then determines whether the customer waiting flag is ON (S1413). If it is ON, the customer waiting flag is turned OFF (S1414), and this process ends. If it is not ON, this process ends without executing step S1414.

[0211] As described above, in this embodiment, the variable display of the special symbol based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1401). In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. And in this embodiment, the lottery based on the second special symbol reservation makes it easier for the player to win a jackpot that is more profitable for the player than the lottery based on the first special symbol reservation.

[0212] [2-3-2. Special pattern change processing] The special symbol variation processing (S1304) is processing performed during the variable display of the special symbol. In the special symbol variation processing, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command indicating the end of the variable display of the special symbol is generated.

[0213] [2-3-3. Special design confirmation process] The special symbol determination process (S1306) is a process that is performed when a special symbol is displayed in a stopped state. In the special symbol determination process, if the currently displayed special symbol is a jackpot symbol, a transition to a jackpot game state is made. An opening command indicating the start of a jackpot game is then generated. The opening command includes information regarding the result of the jackpot type determination. Furthermore, if the currently displayed special symbol is a losing symbol and the high probability state is to be ended, a normal probability state is set. A high probability end command indicating a transition to the normal probability state is then generated. Furthermore, if the currently displayed special symbol is a losing symbol and the time-saving state is to be ended, a non-time-saving state is set. A time-saving end command indicating a transition to a non-time-saving state is then generated.

[0214] [2-3-4. Jackpot game control processing] The special electric device processing (S1307) performs a jackpot game control process and a game state setting process. The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is performed using a jackpot game control table. After transitioning to the jackpot game state, each round of play begins according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round of play is generated. Furthermore, an ending is started according to the end of the final round of play. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination.

[0215] [2-3-5. Game status setting process] The gaming state setting process is a process that is performed when the jackpot gaming state ends. In the gaming state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot gaming state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special symbol is variable displayed that the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot gaming state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special symbol is variable displayed that the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.

[0216] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.

[0217] 6. Control of performance by performance control microcomputer 121 Next, the control of performance by the performance control microcomputer 121 will be described with reference to Figures 28 and 29. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of performance by the performance control microcomputer 121 are provided in the performance RAM 124.

[0218] [1. Sub-control main processing] When the pachinko gaming machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program for the sub-control main processing shown in Fig. 28 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc.

[0219] Next, interrupts are prohibited (S4002), and random number seed update processing is executed (S4003). In the random number seed update processing (S4003), the values ​​of various effect determination random number counters are updated to make judgments regarding various effects. The effect determination random numbers include a special symbol variation effect pattern determination random number for determining a special symbol variation pattern, a preview effect determination random number for determining various preview effects (such as LOGO preview effects (LOGO cut-in preview, LOGO background preview)), and a performance pattern determination random number for determining the stopping mode of the performance pattern. The method of updating the effect determination random number counters for various effects can be, for example, the same as the normal symbol / special symbol main random number update processing performed by the main control board 100 described above. Instead of incrementing the random number value by one, the update may be performed by incrementing by two. This also applies to the normal symbol / special symbol main random number update processing performed by the main control board 100 described above.

[0220] When the random number seed update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140, which has received the command, displays an image on the display unit 50a in accordance with the received command (executes various performances using images). In addition to the various performances performed by the image control board 140, the sub-control board 120 also outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances using sound), lights up the frame lamp 53 and the board lamp 54 via the lamp control circuit 151 (executes various light-emitting performances using light), and operates the movable devices 55, 56, and 58 (executes various movable body performances using movement).

[0221] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, reception interrupt processing (S4010) and sub-side timer interrupt processing (S4011) can be executed.

[0222] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011).

[0223] [2. Sub-side timer interrupt processing] The sub-side timer interrupt processing (S4011) is executed each time an interrupt pulse of a predetermined period (for example, 1 msec period) is input to the sub-control board 120. As shown in Fig. 29, the sub-side timer interrupt processing (S4011) sequentially executes input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), watchdog timer processing (S4104), table creation processing (S4105), received command analysis processing (S4106), performance timer update processing (S4107), sound control processing (S4108), and performance data creation processing (S4109).

[0224] The input process detects operations on player-operable operating elements such as the normal button detection switch 40a, special button detection switch 41a, and select button detection switch 42a. The input process also generates switch data (edge ​​data and level data) based on detection signals from the normal button detection switch 40a, special button detection switch 41a, and select button detection switch 42a. The light-emission data output process outputs light-emission data to the lamp control circuit 151 to illuminate lamps such as the frame lamp 53 and the board lamp 54 at timings that match the image effects, etc., based on the performance data created in the performance data creation process (described later). In other words, the performance control microcomputer 121 illuminates the frame lamp 53, the board lamp 54, etc. in a predetermined light-emission mode in accordance with the light-emission data. The movable device control process outputs drive data to perform movable object effects that operate movable devices such as movable devices 55, 56, and 58 at predetermined timings based on the performance data created in the performance data creation process. That is, the performance control microcomputer 121 performs a movable body performance by operating the movable devices 55, 56, 58, etc. in a predetermined operating mode in accordance with the drive data. In the watchdog timer process, a reset setting of the watchdog timer is performed.

[0225] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selection of a performance, setting of a performance mode, setting of a command, etc.) is performed. In the performance timer update process, the timer for measuring the time related to each performance is updated. In the audio control process, audio data (data for controlling the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing result of the received command analysis process. In the performance data creation process, performance data is created based on the processing result of the received command analysis process.

[0226] 7. LOGO preview A more detailed explanation of the features of the pachinko gaming machine PY1 of this embodiment will be given below. In the pachinko gaming machine PY1 of the first embodiment, a LOGO preview effect may be executed during the execution of a special chart variation effect. Here, the LOGO preview effect is a type of preview effect in which the main character LOGO is displayed on the display unit 50a. The LOGO preview effect includes a LOGO cut-in preview (first specific effect, suggestive effect) and a LOGO background preview (second specific effect).

[0227] Another feature of the pachinko game machine PY1 of this embodiment is that in the customer waiting performance, the reliability (reliability) of the LOGO cut-in notice, the winning occupancy rate (occupancy rate) of the LOGO cut-in notice, the reliability (reliability) of the LOGO background notice, and the winning occupancy rate (occupancy rate) of the LOGO background notice can be set by the performance control microcomputer 121 by operating the select button 42 and the normal button 40 to specify the reliability and winning occupancy rate that suit the player's preferences.

[0228] Here, the reliability (first rate, set value, reliability) indicates the probability that the result of the determination by the special chart jackpot determination process (special chart 1 jackpot determination process (S1408), special chart 2 jackpot determination process (S1402)) is a jackpot when a predetermined effect (for example, a logo cut-in notice, a logo background notice) is executed. Also, the hit occupancy rate (second rate, set value, hit occupancy rate) indicates the probability that the predetermined effect (logo cut-in notice, logo background notice) will be executed when the result of the determination by the special chart jackpot determination process (special chart 1 jackpot determination process (S1408), special chart 2 jackpot determination process (S1402)) is a jackpot.

[0229] In addition, in the pachinko gaming machine PY1 of the first embodiment, the reliability of the logo cut-in notice and the reliability of the logo background notice can each be set to one of 10 levels ("10%, "20%, "30%, "40%, "50%, "60%, "70%, "80%, "90%, or "100%"). Furthermore, the winning share of the logo cut-in notice and the winning share of the logo background notice can each be set to one of 10 levels ("10%, "20%, "30%, "40%, "50%, "60%, "70%, "80%, "90%, or "100%"). As a result, in the pachinko gaming machine PY1 of the first embodiment, the reliability and winning share of the logo cut-in notice and the reliability and winning share of the logo background notice can be finely set by the performance control microcomputer 121 to suit the player's preferences.

[0230] 8. Special Diagram 1 Variation Pattern of the First Embodiment In the first embodiment, the game control microcomputer 101 determines a special chart fluctuation pattern in the special chart fluctuation pattern selection process (special chart 1 fluctuation pattern selection process (S1409), special chart 2 fluctuation pattern selection process (S1403), see FIG. 27) based on the result of the jackpot determination performed in the special chart jackpot determination process (special chart 1 jackpot determination process (S1408), special chart 2 jackpot determination process (S1402), see FIG. 27), the result of the reach determination, and the special chart fluctuation pattern random number. If it is determined to be a jackpot, the number of special chart fluctuation patterns selectable by the game control microcomputer 101 in the special chart fluctuation pattern selection process (special chart 1 fluctuation pattern selection process (S1409), special chart 2 fluctuation pattern selection process (S1403), see FIG. 27) is "1000". In addition, when it is determined to be a miss, the number of special chart variation patterns that can be selected by the game control microcomputer 101 in the special chart variation pattern selection process (special chart 1 variation pattern selection process (S1409), special chart 2 variation pattern selection process (S1403), see Figure 27) is "1000".

[0231] Next, a partially excerpted special chart 1 variation pattern determination table in the non-time-shortened state will be explained using Figure 30. In addition, in the pachinko game machine PY1 of the first embodiment, since the number of special chart variation patterns is large, Figure 30 shows an excerpt of a part of the special chart 1 variation pattern determination table in the non-time-shortened state.

[0232] In the first embodiment, when the game control microcomputer 101 determines that a jackpot has been won in the special chart 1 jackpot determination process (S1408) in a non-time-saving state, it can determine the special chart 1 variation pattern as P01, P71, P72, P02, or P03. The special chart 1 variation pattern to be determined is determined by a special chart variation pattern random number. The allocation rate (selection rate) of the special chart 1 variation pattern can be changed as appropriate within the range that does not interfere with the game.

[0233] In addition, in the first embodiment, when the special chart 1 big win determination process (S1408) determines a miss in the non-time-saving state and the result of the reach determination is "reach," the game control microcomputer 101 can determine "P04," "P73," "P74," "P05," or "P06" as the special chart 1 variation pattern. Which special chart 1 variation pattern is determined is determined by a special chart variation pattern random number. The allocation rate (selection rate) of the special chart 1 variation pattern can be changed as appropriate within the range that does not interfere with the game.

[0234] In addition, in the first embodiment, when the special chart 1 big win determination process (S1408) determines a miss in the non-time-saving state and the result of the reach determination is "no reach," the game control microcomputer 101 can determine "P07" or "P08" as the special chart 1 variation pattern. The determination of these two types of special chart 1 variation patterns is determined by the number of special chart 1 reserved. When the number of special chart 1 reserved is 0 to 2, a special chart variation pattern with a relatively long special chart variation time is likely to be determined, and when the number of special chart 1 reserved is 3 to 4, a special chart variation pattern with a relatively short special chart variation time is likely to be determined.

[0235] Here, special chart 1 variation pattern "P01" is SP jackpot variation 1, in which normal variation → reach → N reach → development effect → SP reach takes place, and special chart 1 variation pattern "P04" is SP miss variation 1, in which normal variation → reach → N reach → development effect → SP reach takes place.

[0236] Here, the special chart 1 variation pattern "P71" is an SP jackpot variation 2 in which normal variation → reach → N reach → 1st development suggestion effect → development effect → SP reach is performed, and the special chart 1 variation pattern "P73" is an SP miss variation 2 in which normal variation → reach → N reach → 1st development suggestion effect → development effect → SP reach is performed. Here, the 1st development suggestion effect functions as an effect that suggests that a development effect will be performed while the special chart variation effect is being performed. Note that the 1st development suggestion effect is a different effect from the 2nd development suggestion effect described below.

[0237] Here, the special chart 1 variation pattern "P72" is an SP jackpot variation 3 in which a normal variation → reach → N reach → second development suggestion effect → development effect → SP reach is performed, and the special chart 1 variation pattern "P74" is an SP jackpot variation 3 in which a normal variation → reach → N reach → second development suggestion effect → development effect → SP reach is performed. Here, the second development suggestion effect functions as an effect that suggests that a development effect will be performed while the special chart variation effect is being performed. Note that the second development suggestion effect is a different effect from the first development suggestion effect.

[0238] Here, the special chart 1 variation pattern "P02" is an L jackpot variation in which normal variation → reach → N reach → development effect → L reach takes place, and the special chart 1 variation pattern "P05" is an L miss variation in which normal variation → reach → N reach → development effect → L reach takes place.

[0239] In addition, the special chart 1 variation pattern "P03" is an N jackpot variation in which the performance symbols EZ1, EZ2, and EZ3 become reaches, but L reaches or SP reaches do not occur, such as normal variation → reach → N reach. In addition, the special chart 1 variation pattern "P06" is an N miss variation in which the performance symbols EZ1, EZ2, and EZ3 become reaches, but L reaches or SP reaches do not occur, such as normal variation → reach → N reach.

[0240] In addition, the special chart 1 variation pattern "P07" is a normal miss variation in which the variation effect ends in 13 seconds without the performance symbols EZ1, EZ2, and EZ3 becoming reach. Also, the special chart 1 variation pattern "P08" shown in Figure 30 is a normal miss variation in which the variation effect ends in 4 seconds without the performance symbols EZ1, EZ2, and EZ3 becoming reach.

[0241] In the pachinko gaming machine PY1 of the first embodiment, even during the execution of a special chart variation effect based on any of the special chart 1 variation patterns, among SP jackpot variation 1, SP jackpot variation 2, SP jackpot variation 3, SP miss variation 1, SP miss variation 2, and SP miss variation 3, a logo preview effect (logo cut-in preview, logo background preview) may be performed. SP jackpot variation 1, SP jackpot variation 2, SP jackpot variation 3, SP miss variation 1, SP miss variation 2, and SP miss variation 3, which may be performed during the execution of a special chart variation effect, are referred to as specific special chart variation patterns. Also, SP jackpot variation 1, SP jackpot variation 2, and SP jackpot variation 3 are referred to as specific jackpot special chart variation patterns, and SP miss variation 1, SP miss variation 2, and SP miss variation 3 are referred to as specific miss special chart variation patterns.

[0242] 9. Performance control by the performance control microcomputer 121 of the first embodiment Next, the control process of the performance by the performance control microcomputer 121 of this embodiment will be described with reference to FIGS.

[0243] By the way, it is assumed that the number of times a specific jackpot special chart variation pattern is selected in the special chart 1 variation pattern selection process (S1409) by the game control microcomputer 101 and the number of times a specific losing special chart variation pattern is selected in the special chart 1 variation pattern selection process (S1409) will be extremely different. If such an extreme ratio occurs, the calculation by the performance control microcomputer 121 may not go well when determining whether or not to execute a notice performance in the special chart variation performance.

[0244] For example, in the special chart 1 variation pattern selection process (S1409), a specific jackpot special chart variation pattern is selected once as the special chart variation pattern selected by the game control microcomputer 101, but a specific loss special chart variation pattern is selected 1000 times, and the ratio of special chart variation patterns selected by the game control microcomputer 101 in the special chart 1 variation pattern selection process (S1409) may become 1 (specific jackpot special chart variation pattern): 1000 (specific loss special chart variation pattern). In this case, if a specific loss special chart variation pattern is selected in the special chart 1 variation pattern selection process (S1409), and a LOGO preview effect is executed at a rate of 10%, when a special chart variation effect based on a specific loss special chart variation pattern is executed 1000 times, the LOGO preview effect will be executed during the execution of 100 of the 1000 special chart variation effects. Also, if a LOGO preview effect with a reliability of 10% is attempted during the execution of a special symbol variation effect, the LOGO preview effect will always be executed if a specific jackpot special symbol variation pattern is selected. Furthermore, if the reliability of the LOGO preview effect is low (for example, 1%), the LOGO preview effect will always be executed if a specific jackpot special symbol variation pattern is selected. If the number of times the above-mentioned specific jackpot special symbol variation pattern is selected and the number of times a specific lose special symbol variation pattern is selected become extremely different, when a LOGO cut-in preview is executed during the special symbol variation effect, there is a risk that the result of the jackpot determination will be revealed to the player before the special symbol variation effect ends.

[0245] Therefore, the effect control microcomputer 121 of the first embodiment first performs the table creation process (S4105) of the sub-side timer interrupt process (S4011) shown in Figure 31 to create a distribution table for the LOGO preview effect. As a result, the effect control microcomputer 121 is configured to determine in advance whether to execute the LOGO preview effect in the special chart change effect based on a specific special chart change pattern that may reveal the result of the jackpot determination to the player before the special chart change effect ends due to the LOGO cut-in preview executed in the special chart change effect. Next, in the preview effect selection process (S5504) described below, the effect control microcomputer 121 is configured to select the LOGO preview effect (LOGO cut-in preview, LOGO background preview) based on the distribution table created in the table creation process (S4105). This makes it possible to execute a logo preview effect (logo cut-in preview, logo background preview) that indicates an accurate reliability, regardless of which of the 10 levels of reliability and hit occupancy rate of the logo preview effect that has been set. Therefore, it is possible to prevent the result of the jackpot determination from being revealed before the player's special chart variation effect has ended.

[0246] The table creation process (S4105) will be described with reference to Fig. 31. The table creation process (S4105) is a process in which the effect control microcomputer 121 creates a distribution table for the LOGO preview effects (LOGO cut-in preview, LOGO background preview) used in the preview effect selection process (S5504) when the reliability and hit occupancy rate of the LOGO preview effects (LOGO cut-in preview, LOGO background preview) are set.

[0247] The table creation process (S4105) will be described using Figure 31. First, in the table creation process (S4105), the performance control microcomputer 121 determines whether or not a distribution table for LOGO preview performances (LOGO cut-in preview, LOGO background preview) has been created, that is, whether or not a distribution table for LOGO preview performances (LOGO cut-in preview, LOGO background preview) is stored in the preview performance storage unit 107 (4201). If a distribution table for LOGO preview performances (LOGO cut-in preview, LOGO background preview) has been created (YES in S4201), the process proceeds to step S4202. If a distribution table for LOGO preview performances (LOGO cut-in preview, LOGO background preview) has not been created (NO in S4201), the process ends.

[0248] In step S4202, the effect control microcomputer 121 allocates in 1 / 1000 increments whether to execute a LOGO cut-in announcement in a special chart change effect based on a specific jackpot special chart change pattern, and whether to execute a LOGO background announcement during the execution of a special chart change effect based on a specific jackpot special chart change pattern, so that the winning occupancy rate of the set LOGO announcement effect (LOGO cut-in announcement, LOGO background announcement) is achieved (S4202).

[0249] Specifically, in step S4202, the performance control microcomputer 121 allocates a numerical value according to the hit occupancy rate of the set LOGO advance notice performance (LOGO cut-in advance notice, LOGO background advance notice) to the execution (with advance notice) of the LOGO advance notice performance (LOGO cut-in advance notice, LOGO background advance notice) in the special chart variation performance based on a specific jackpot special chart variation pattern. Subsequently, the performance control microcomputer 121 allocates the value obtained by subtracting the allocated value from the value of 1000 to the non-execution (without advance notice) of the LOGO advance notice performance (LOGO cut-in advance notice, LOGO background advance notice) in the special chart variation performance based on a specific jackpot special chart variation pattern.

[0250] For example, if the winning occupancy rate of the LOGO cut-in notice is set to "10%", in step S4202, the performance control microcomputer 121 allocates 100 to the execution of the LOGO cut-in notice in the special chart variation performance based on SP jackpot variation 1 (with notice, see Figure 32), and allocates 900, which is the value obtained by subtracting 100 from the value of 1000, to the non-execution of the LOGO cut-in notice in the special chart variation performance based on a specific jackpot special chart variation pattern (without notice, see Figure 32) (without notice:with notice = 900:100). Also, for example, if the winning occupancy rate of the LOGO background notice is set to "10%", in step S4202, the performance control microcomputer 121 allocates 100 to the execution of the LOGO background notice in the special chart change performance based on a specific jackpot special chart change pattern (with notice, see Figure 32), and allocates 900, which is the value obtained by subtracting 100 from the value of 1000, to the non-execution of the LOGO background notice in the special chart change performance based on a specific jackpot special chart change pattern (without notice, see Figure 32) (without notice:with notice = 900:100).

[0251] Next, in step S4203, the effect control microcomputer 121 calculates the execution probability (hereinafter also referred to as the appearance rate of the LOGO announcement effect) of the LOGO announcement effect (LOGO cut-in announcement, LOGO background announcement) in the special chart change effect based on a specific jackpot special chart change pattern from the number of special chart change patterns (1000) selected when a jackpot is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process). Note that the execution probability of the LOGO cut-in announcement in the special chart change effect based on a specific jackpot special chart change pattern is also referred to as the appearance rate of the LOGO cut-in announcement hereinafter. Also, the execution probability of the LOGO background announcement in the special chart change effect based on a specific jackpot special chart change pattern is also referred to as the appearance rate of the LOGO background announcement hereinafter.

[0252] Specifically, in step S4203, the effect control microcomputer 121 calculates the appearance rate of the LOGO preview effect by multiplying the probability that a specific jackpot special chart fluctuation pattern will be selected, calculated from the number of special chart fluctuation patterns (1000) selected when a jackpot is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process), by the value allocated in step S4201 to the execution (with preview) of the LOGO preview effect in the special chart fluctuation effect based on the specific jackpot special chart fluctuation pattern / 1000.

[0253] For example, in step S4203, the performance control microcomputer 121 calculates the appearance rate (0.0012) of the LOGO cut-in announcement by multiplying the probability (0.012) that SP jackpot variation 1 will be selected, calculated from the number of special chart variation patterns (1000) that will be selected when a jackpot is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process), by the value (100) / 1000 allocated in step S4201 to the execution of the LOGO cut-in announcement in the special chart variation performance based on SP jackpot variation 1 (see Figure 32). Also, for example, in step S4203, the performance control microcomputer 121 calculates the appearance rate (0.0012) of the LOGO background announcement by multiplying the probability (0.012) that SP jackpot variation 1 will be selected, calculated from the number of special chart variation patterns (1000) selected when a jackpot is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process), by the value (100) / 1000 allocated in step S4201 to the execution of the LOGO background announcement in the special chart variation performance based on SP jackpot variation 1 (see Figure 33).

[0254] Next, in step S4204, the performance control microcomputer 121 changes the allocation of whether or not to execute a logo preview performance (logo cut-in preview, logo background preview) in a special chart variation performance based on a specific losing special chart variation pattern in 1 / 1000 increments (S4204). Specifically, for example, in step S4204, if the performance control microcomputer 121 has assigned 1 to the execution (with preview) of a logo background preview in a special chart variation performance based on a specific losing special chart variation pattern and assigned 999 to the non-execution (with preview) of a logo background preview in a special chart variation performance based on a specific losing special chart variation pattern, the execution (with preview) of a logo background preview in a special chart variation performance based on a specific losing special chart variation pattern is increased to 2, and the non-execution (without preview) of a logo background preview in a special chart variation performance based on a specific losing special chart variation pattern is decreased to 998, thereby making the changes.

[0255] Next, in step S4205, the effect control microcomputer 121 calculates the execution probability (hereinafter also referred to as the appearance rate of the LOGO notice effect (appearance rate of the LOGO cut-in notice, appearance rate of the LOGO background notice)) of executing a LOGO notice effect (LOGO cut-in notice, appearance rate of the LOGO background notice) during the execution of a special chart change effect based on a specific jackpot special chart change pattern from the number of special chart change patterns (1000) selected when a miss is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process).

[0256] Specifically, in step S4205, the effect control microcomputer 121 calculates the appearance rate of the LOGO preview effect by multiplying the probability of a specific missing special chart variation pattern being selected, calculated from the number of special chart variation patterns (1000) selected when a miss is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process), by the value allocated in step S4204 to the execution of the LOGO preview effect (with preview) in the special chart variation effect based on the specific missing special chart variation pattern / 1000.

[0257] For example, in step S4205, the performance control microcomputer 121 calculates the appearance rate (0.010802, see Figure 32(A)) of the LOGO cut-in announcement by multiplying the probability (0.011, see Figure 32(A)) of selecting SP miss variation 1, calculated from the number of special chart variation patterns (1000) selected when a miss is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process), by the value (982, see Figure 32(A)) / 1000 allocated in step S4204 to the execution of the LOGO cut-in announcement in the special chart variation performance based on SP miss variation 1.

[0258] Also, for example, in step S4205, the performance control microcomputer 121 calculates the appearance rate (0.010802, see Figure 33(A)) of the LOGO background announcement by multiplying the probability (0.011, see Figure 33(A)) of selecting SP miss variation 1, calculated from the number of special chart variation patterns (1000) selected when a miss is determined in the special chart jackpot determination process (special chart 1 jackpot determination process, special chart 2 jackpot determination process), by the value allocated to the execution of the LOGO background announcement in the special chart variation performance based on SP miss variation 1 in step S4204 (982, see Figure 33(A)) / 1000.

[0259] Next, in step S4206, the performance control microcomputer 121 calculates the reliability of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) performed during the execution of the special chart variation performance based on a specific special chart variation pattern.

[0260] Specifically, in step S4206, the performance control microcomputer 121 calculates the reliability of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) by dividing the appearance rate of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) in the special chart variation performance based on the specific jackpot special chart variation pattern calculated in step S4203 by the sum of the appearance rate of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) in the special chart variation performance based on the specific jackpot special chart variation pattern calculated in step S4203 and the appearance rate of the LOGO preview performance in the special chart variation performance based on the specific loss special chart variation pattern calculated in step S4205, rounding up the result to the nearest whole number and multiplying it by 100. Note that in step S4206, the performance control microcomputer 121 may round up to the nearest whole number, or may round up or down to the first decimal place or beyond.

[0261] For example, in step S4206, the performance control microcomputer 121 calculates the reliability (10%) of the LOGO cut-in notice by rounding up the decimal point of the value (0.09998) obtained by dividing the appearance rate (0.0012, see Figure 32(A)) of the LOGO cut-in notice in the special chart variation performance based on the SP jackpot variation 1 calculated in step S4203 by the sum (0.01202) of the appearance rate (0.0012, see Figure 32(A)) of the LOGO cut-in notice in the special chart variation performance based on the SP miss variation 1 calculated in step S4205.

[0262] Also, for example, in step S4206, the performance control microcomputer 121 calculates the reliability (10%) of the LOGO cut-in notice by rounding up the decimal point of the value (0.09998) obtained by dividing the appearance rate (0.0012, see Figure 33(A)) of the LOGO background notice in the special chart change performance based on the SP jackpot variation 1 calculated in step S4203 by the sum (0.01202) of the appearance rate (0.0012, see Figure 33(A)) of the LOGO background notice in the special chart change performance based on the SP jackpot variation 1 calculated in step S4203 and the appearance rate (0.010802, see Figure 33(A)) of the LOGO notice performance in the special chart change performance based on the SP miss variation 1 calculated in step S4205, and multiplying the result by 100.

[0263] Next, in step S4207, the presentation control microcomputer 121 determines whether the reliability calculated in step S4206 is as close as possible to the reliability of the set LOGO preview presentation (LOGO cut-in preview, LOGO background preview) (the reliability selected and determined by the player using the normal button 40 (any between 10% and 100%)). If the reliability calculated in step S4206 is as close as possible to the set reliability (YES in S4207), the process proceeds to step S4208. If the reliability of the LOGO preview presentation (LOGO cut-in preview, LOGO background preview) calculated in step S4206 is not as close as possible to the reliability of the set LOGO preview presentation (LOGO cut-in preview, LOGO background preview) (NO in S4207), the process returns to step S4204 again. That is, in the table creation process (S4105) of the first embodiment, the processes of steps S4204 to S4207 are basically performed until the reliability calculated by the performance control microcomputer 121 in step S4205 becomes as close as possible to the set reliability (YES in step S4206) based on the allocation of whether or not to execute the LOGO preview effects (LOGO cut-in preview, LOGO background preview) changed in step S4204. Note that, in the table creation process (S4105) of the first embodiment, even if the performance control microcomputer 121 allocates whether or not to execute all the LOGO preview effects (LOGO cut-in preview, LOGO background preview), if the reliability of the LOGO preview effects (LOGO cut-in preview, LOGO background preview) calculated by the performance control microcomputer 121 in step S4205 does not become as close as possible to the set reliability, the process proceeds to step S4208.

[0264] Next, in step S4208, the performance control microcomputer 121 creates a distribution table for LOGO preview performances (LOGO cut-in preview, LOGO background preview) (S4207), stores the created distribution table in the preview performance memory unit 107 (S4208), and terminates this processing. Furthermore, if, as a result of repeating the processing from step S4204 to step S4207, even after allocating whether or not to execute all LOGO preview effects (LOGO cut-in preview, LOGO background preview), the reliability of the LOGO preview effects (LOGO cut-in preview, LOGO background preview) calculated by the performance control microcomputer 121 in step S4205 does not come as close as possible to the set reliability, the performance control microcomputer 121 creates a distribution table for LOGO preview effects (LOGO cut-in preview, LOGO background preview) corresponding to the reliability of the LOGO preview effect (LOGO cut-in preview, LOGO background preview) that is closest to the set reliability (S4208), stores the created distribution table in the preview effect memory unit 107 (S4208), and terminates this processing.

[0265] In the pachinko gaming machine PY1 of the first embodiment, there are 10 levels of winning occupancy rate for the LOGO cut-in notice and 10 levels of reliability for the LOGO cut-in notice, resulting in 100 combinations of winning occupancy rate for the LOGO cut-in notice and reliability for the LOGO cut-in notice. Therefore, in step S4108, the performance control microcomputer 121 creates 100 types of LOGO cut-in notice distribution tables corresponding to combinations of winning occupancy rate for the LOGO cut-in notice and reliability for the LOGO cut-in notice. Also, there are 10 levels of winning occupancy rate for the LOGO background notice and 10 levels of reliability for the LOGO background notice, resulting in 100 combinations of winning occupancy rate for the LOGO background notice and reliability for the LOGO background notice. Therefore, in step S4108, the performance control microcomputer 121 creates 100 types of LOGO background notice distribution tables corresponding to combinations of winning occupancy rate for the LOGO background notice and reliability for the LOGO background notice.

[0266] Next, the distribution table of the LOGO cut-in notice created in the table creation process (S4105) will be explained using Fig. 32. Note that Fig. 32 shows an excerpt of the distribution table of the LOGO cut-in notice according to the reliability of the LOGO cut-in notice (10%) and the winning occupancy rate of the LOGO cut-in notice (10%).

[0267] First, the logo cut-in notice in the special chart variation effect based on SP jackpot variation 1 and SP miss variation 1 will be explained using Figure 32(A). 100 is allocated to the execution (with notice) of the logo cut-in notice in the special chart variation effect based on SP jackpot variation 1, and 900, which is the value obtained by subtracting 100 from the value of 1000, is allocated to the non-execution (without notice) of the logo cut-in notice in the special chart variation effect based on SP jackpot variation 1. Also, as shown in Figure 32(A), the probability that SP jackpot variation 1 will be selected from the special chart variation patterns selected when a miss is determined is 0.012. As a result, as shown in Figure 32(A), the appearance rate of the logo cut-in notice in the special chart variation effect based on SP jackpot variation 1 is 0.0012.

[0268] Also, as shown in Figure 32(A), 982 is allocated to the execution of the LOGO cut-in notice (with notice) in the special chart variation effect based on SP Miss Variation 1, and 18, which is the value obtained by subtracting 982 from the value of 1000, is allocated to the non-execution of the LOGO cut-in notice (without notice) in the special chart variation effect based on the SP Miss Variation 1 pattern. Also, as shown in Figure 32(A), the probability that SP Miss Variation 1 will be selected from the special chart variation patterns selected when a miss is determined is 0.011. As a result, the appearance rate of the LOGO cut-in notice in the special chart variation effect based on SP Miss Variation 1 is 0.010802. As shown in Figure 32(A), the reliability of the LOGO cut-in notice in the special chart variation effect based on SP Miss Variation 1 and SP Big Win Variation 1 is shown to be 10%.

[0269] Next, we will use Figure 32(B) to explain the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 2 and SP miss variation 2. 100 is allocated to the execution of the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 2, and 900, which is the value obtained by subtracting 100 from the value of 1000, is allocated to the non-execution of the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 2. Also, as shown in Figure 32(B), the probability that SP jackpot variation 2 will be selected from the special chart variation patterns selected when a miss is determined is 0.012. As a result, the appearance rate of the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 2 is 0.0012.

[0270] Also, as shown in Figure 32(B), 720 is allocated to the execution (with announcement) of the logo cut-in announcement in the special chart variation effect based on SP miss variation 2, and 280, which is the value obtained by subtracting 720 from the value of 1000, is allocated to the non-execution (without announcement) of the logo cut-in announcement in the special chart variation effect based on the SP miss variation 1 pattern. Also, as shown in Figure 32(B), the probability that SP miss variation 2 will be selected from the special chart variation patterns selected when a miss is determined is 0.011. As a result, the appearance rate of the logo cut-in announcement in the special chart variation effect based on SP miss variation 2 is 0.0108. As shown in Figure 32(B), the reliability of the logo cut-in announcement in the special chart variation effect based on SP miss variation 2 and SP jackpot variation 2 is shown to be 10%.

[0271] Next, we will use Figure 32(C) to explain the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 3 and SP miss variation 3. 100 is allocated to the execution (with notice) of the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 3, and 900, which is the value obtained by subtracting 100 from the value of 1000, is allocated to the non-execution (without notice) of the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 3. Also, as shown in Figure 32(C), the probability that SP jackpot variation 3 will be selected from the special chart variation patterns selected when a miss is determined is 0.0097. As a result, the appearance rate of the LOGO cut-in notice in the special chart variation effect based on SP jackpot variation 3 is 0.00097.

[0272] Also, as shown in Figure 32(C), 1000 is assigned to the execution (with notice) of the logo cut-in notice in the special chart variation effect based on SP miss variation 3, and 0, which is the value obtained by subtracting 1000 from the value of 1000, is assigned to the non-execution (without notice) of the logo cut-in notice in the special chart variation effect based on the SP miss variation 3 pattern. Also, as shown in Figure 32(C), the probability that SP miss variation 3 will be selected from the special chart variation patterns selected when a miss is determined is 0.001. Also, the appearance rate of the logo cut-in notice in the special chart variation effect based on SP miss variation 3 is 0.001. As shown in Figure 32(C), it is shown that the reliability of the logo cut-in notice in the special chart variation effect based on SP miss variation 3 and SP jackpot variation 3 is 49%.

[0273] Next, the logo background announcement in the special chart variation effect based on SP jackpot variation 1 and SP miss variation 1 will be explained using Figure 33(A). 100 is allocated to the execution (with announcement) of the logo background announcement in the special chart variation effect based on SP jackpot variation 1, and 900, which is the value obtained by subtracting 100 from the value of 1000, is allocated to the non-execution (without announcement) of the logo background announcement in the special chart variation effect based on SP jackpot variation 1. Also, as shown in Figure 33(A), the probability that SP jackpot variation 1 will be selected from the special chart variation patterns selected when a miss is determined is 0.012. As a result, the appearance rate of the logo background announcement in the special chart variation effect based on SP jackpot variation 1 is 0.0012.

[0274] Also, as shown in Figure 33(A), 982 is allocated to the execution of the logo background announcement (with announcement) in the special chart variation effect based on SP Miss Variation 1, and 18, which is the value obtained by subtracting 982 from the value of 1000, is allocated to the non-execution of the logo background announcement (without announcement) in the special chart variation effect based on the SP Miss Variation 1 pattern. Also, as shown in Figure 33(A), the probability that SP Miss Variation 1 will be selected from the special chart variation patterns selected when a miss is determined is 0.011. As a result, the appearance rate of the logo background announcement in the special chart variation effect based on SP Miss Variation 1 is 0.010802. As shown in Figure 33(A), the reliability of the logo background announcement in the special chart variation effect based on SP Miss Variation 1 and SP Big Win Variation 1 is shown to be 10%.

[0275] Next, the logo background announcement in the special chart change presentation based on SP jackpot variation 2 and SP miss variation 2 will be explained using Figure 33(B). 100 is allocated to the execution (with announcement) of the logo background announcement in the special chart change presentation based on SP jackpot variation 2, and 900, which is the value obtained by subtracting 100 from the value of 1000, is allocated to the non-execution (without announcement) of the logo background announcement in the special chart change presentation based on SP jackpot variation 1. Also, as shown in Figure 33(B), the probability that SP jackpot variation 2 will be selected from the special chart change patterns selected when a miss is determined is 0.012. As a result, the appearance rate of the logo background announcement in the special chart change presentation based on SP jackpot variation 1 is 0.0012.

[0276] Also, as shown in Figure 33(B), 720 is allocated to the execution of the logo background announcement (with announcement) in the special chart change presentation based on SP Miss Change 2, and 280, which is the value obtained by subtracting 720 from the value of 1000, is allocated to the non-execution of the logo background announcement (without announcement) in the special chart change presentation based on the SP Miss Change 2 pattern. Also, as shown in Figure 33(B), the probability that SP Miss Change 2 will be selected from the special chart change patterns selected when a miss is determined is 0.015. As a result, the appearance rate of the logo background announcement in the special chart change presentation based on SP Miss Change 1 is 0.0108. As shown in Figure 33(B), the reliability of the logo background announcement in the special chart change presentation based on SP Miss Change 2 and SP Big Win Change 2 is shown to be 10%.

[0277] Next, we will use Figure 33(C) to explain the logo background announcement in the special chart change presentation based on SP jackpot variation 3 and SP miss variation 3. 100 is allocated to the execution (with announcement) of the logo background announcement in the special chart change presentation based on SP jackpot variation 3, and 900, which is the value obtained by subtracting 100 from the value of 1000, is allocated to the non-execution (without announcement) of the logo background announcement in the special chart change presentation based on SP jackpot variation 3. Also, as shown in Figure 33(C), the probability that SP jackpot variation 3 will be selected from the special chart change patterns selected when a jackpot is determined. As a result, the appearance rate of the logo background announcement in the special chart change presentation based on SP jackpot variation 3 is 0.00097.

[0278] Also, as shown in Figure 33(C), 1000 is assigned to the execution of the logo background announcement (with announcement) in the special chart change presentation based on SP Miss Change 3, and 0, which is the value obtained by subtracting 1000 from the value of 1000, is assigned to the non-execution of the logo background announcement (without announcement) in the special chart change presentation based on the SP Miss Change 3 pattern. Also, as shown in Figure 33(C), the probability that SP Miss Change 3 will be selected from the special chart change patterns selected when a miss is determined is 0.001. As a result, the appearance rate of the logo background announcement in the special chart change presentation based on SP Miss Change 3 is 0.001. As shown in Figure 33(C), the reliability of the logo background announcement in the special chart change presentation based on SP Miss Change 3 and SP Big Win Change 3 is shown to be 49%.

[0279] Next, the received command analysis process of this embodiment will be described in detail with reference to Fig. 34. As shown in Fig. 34, in the received command analysis process (S4105), first, it is determined whether or not a customer waiting command has been received from the main control board 100 (S5001), and if it has been received (YES in S5001), a customer waiting effect process (S5002) is performed, followed by a custom setting process (S5003) to be described later, and then the process proceeds to step S5004.

[0280] In the customer waiting effect processing (S5002), the effect control microcomputer 121 sets a waiting time (e.g., 30 seconds) in the customer waiting timer and sets the value of the customer waiting flag to "1." Here, the customer waiting timer is a counter that measures the display timing of various images (selection waiting image G200, hall code corresponding image G201, customer waiting demo image G202, see FIG. 23) that are displayed sequentially as customer waiting effects. Note that the period from when the sub-control board 120 receives a customer waiting command to when it receives the next fluctuation start command (i.e., the period during which the customer waiting waiting flag is ON in the main control board 100) is referred to as the customer waiting state.

[0281] The customer waiting flag is a flag that indicates the stage of the customer waiting state. In detail, as shown in the table in FIG. 31, a customer waiting flag of "0" indicates that the machine is not currently in a customer waiting state (i.e., not currently waiting for a customer). A customer waiting flag of "1" indicates that the machine is currently displaying a symbol stop image in which the performance symbol EZ has completely stopped (i.e., the machine has started to be in a customer waiting state). A customer waiting flag of "2" indicates that the machine is currently displaying a selection waiting image G200. A customer waiting flag of "3" indicates that the machine is currently displaying a hall code corresponding image G201. A customer waiting flag of "4" indicates that the machine is currently displaying a customer waiting demo image G202. A customer waiting flag of "5" indicates that the machine is currently displaying the allocation custom image G203, the first allocation custom image G204, the first setting content image G205, the second allocation custom image G206, and the second setting content image G207.

[0282] In the customer waiting effect processing (S5002), the effect control microcomputer 121 displays the symbol still image (showing the EZ symbol still) shown in FIG. 23(A). When the waiting time (e.g., 30 seconds) set in the customer waiting timer has elapsed, the effect control microcomputer 121 sets a new waiting time (e.g., 30 seconds) in the customer waiting timer and sets the value of the customer waiting flag to "2." When the effect control microcomputer 121 sets the value of the customer waiting flag to "2," it is time to switch from the symbol still image to the selection waiting image G200, so the effect control microcomputer 121 sets a selection waiting image display command to display the selection waiting image G200 in the output buffer of the effect RAM 124. The image CPU 141 of the image control board 140, which has received the selection waiting image display command, displays the selection waiting image G200 (see FIG. 23(B)) on the display unit 50a. This starts the customer waiting effect in this embodiment.

[0283] In the customer waiting effect processing (S5002), the effect control microcomputer 121 displays the selection waiting image G200 shown in FIG. 23(B). When the waiting time (e.g., 30 seconds) set in the customer waiting timer has elapsed, the effect control microcomputer 121 sets a new waiting time (e.g., 30 seconds) in the customer waiting timer and sets the value of the customer waiting flag to "3." Since it is time to switch from the selection waiting image G200 to the hall code-corresponding image G201, the effect control microcomputer 121 sets a hall code-corresponding image display command for displaying the hall code-corresponding image G201 in the output buffer of the effect RAM 124. Upon receiving the hall code-corresponding image display command, the image CPU 141 of the image control board 140 displays the hall code-corresponding image G201 (see FIG. 23(C)) on the display unit 50a.

[0284] Furthermore, in the customer waiting effect processing (S5002), the effect control microcomputer 121 displays the hall code corresponding image G201 shown in FIG. 23(C). When the waiting time (e.g., 30 seconds) set in the customer waiting timer has elapsed, the effect control microcomputer 121 sets a new waiting time (e.g., 30 seconds) in the customer waiting timer and sets the value of the customer waiting flag to "4." Because it is the timing to switch from the hall code corresponding image G201 to the customer waiting demo image G202, the effect control microcomputer 121 sets a customer waiting demo image display command for displaying the customer waiting demo image G202 in the output buffer of the effect RAM 124. Upon receiving the customer waiting demo image display command set here, the image CPU 141 of the image control board 140 displays the customer waiting demo image G202 (see FIG. 23(D)) on the display unit 50a.

[0285] Furthermore, in the customer waiting effect processing (S5002) of the first embodiment, when the selection standby image G200 shown in FIG. 23(B) is displayed, if the select button detection switch 42a detects that the up or down button of the select button 42 is pressed, the effect control microcomputer 121 resets the customer waiting timer to "0" and sets the customer waiting flag to "5" even if the waiting time set in the customer waiting timer (e.g., 30 seconds) has not yet elapsed. Since this is the timing to switch from the selection standby image G200 to the allocation custom image G203, the effect control microcomputer 121 sets an allocation custom image display command for displaying the allocation custom image G203 in the output buffer of the effect RAM 124. Upon receiving the allocation custom image display command set here, the image CPU 141 of the image control board 140 displays the allocation custom image G203 shown in FIG. 41(A) on the display unit 50a. This allows the player to press the select button 42 and the normal button 40 while the allocation custom image G203 is displayed on the display unit 50a, to select either the character image DK1 of the "first allocation custom" or the character image DK2 of the "second allocation custom image," and to confirm the selection.

[0286] Next, the performance control microcomputer 121 determines whether or not it has received a variation start command (special chart 1 variation start command or special chart 2 variation start command) from the main control board 100 (S5004), and if it has received it performs the variation performance start processing described below (S5005).

[0287] Next, the performance control microcomputer 121 determines whether or not a special chart variation stop command has been received from the main control board 100 (S5006), and if so (YES in S5006), performs a variation performance end process (S5007). In the variation performance end process (S5007), the variation stop command is analyzed, and based on the analysis result, a variation performance end command for ending the variation performance is set in the output buffer of the performance RAM 124.

[0288] Next, the effect control microcomputer 121 determines whether or not an opening command has been received from the main control board 100 (S5008), and if so (YES in S5008), performs opening effect selection processing (S5009). In the opening effect selection processing (S5009), the opening command is analyzed, and based on the analysis results, an opening effect pattern (contents) to be executed during the opening of the jackpot game is selected. Then, an opening effect start command for starting an opening effect with the selected opening effect pattern is set in the output buffer of the effect RAM 124.

[0289] Next, the effect control microcomputer 121 determines whether or not a round designation command has been received from the main control board 100 (S5010), and if so (YES in S5010), performs round effect selection processing (S5011). In the round effect selection processing (S5011), the round designation command is analyzed, and a round effect pattern (contents) to be executed during the round play of the jackpot game is selected based on the analysis result. Then, a round effect start command for starting the round effect with the selected round effect pattern is set in the output buffer of the effect RAM 124.

[0290] Next, the performance control microcomputer 121 determines whether an ending command has been received from the main control board 100 (S5012), and if so (YES in S5012), performs an ending performance selection process (S5013). In the ending performance selection process (S5013), the ending command is analyzed, and based on the analysis results, a pattern (content) of the ending performance to be executed during the ending of the jackpot game is selected. Then, an ending performance start command for starting the ending performance with the selected ending performance pattern is set in the output buffer of the performance RAM 124.

[0291] Next, the performance control microcomputer 121 performs other processing (S5014) based on received commands other than the above commands (for example, processing for performing performances associated with the variable display of normal symbols, etc.), and then ends the received command analysis processing (S4105).

[0292] Next, the custom setting process (S5003) of the first embodiment will be described in detail with reference to FIGS. 35 to 37. As shown in FIG. 35, in the custom setting process (S5003), first, it is determined whether the value of the customer waiting flag is "5" (S5101). If the value of the customer waiting flag is not "5" (NO in S5101), the process ends and proceeds to step S5004 in FIG. 34. If it is determined that the value of the customer waiting flag is "5" (YES in S5101), it is determined whether the sorting custom image G203 is being displayed on the display unit 50a (S5102). If it is determined that the sorting custom image G203 is being displayed on the display unit 50a (YES in S5102), the process proceeds to step S5103. If it is determined that the sorting custom image G203 is not being displayed on the display unit 50a (NO in S5102), the process proceeds to step S5105.

[0293] In step S5103, the performance control microcomputer 121 determines whether the selection of the "First Allocation Custom" item image shown in the allocation custom image G203 has been confirmed, that is, whether the normal button detection switch 40a has detected it while the arrow image YZ shown in the allocation custom image G203 is pointing to the "First Allocation Custom" item image (S5103). If the selection of the "First Allocation Custom" text image DK1 shown in the allocation custom image G203 has been confirmed (YES in S5103), the performance control microcomputer 121 sets a first allocation custom image display command for displaying the first allocation custom image G204 in the output buffer of the performance RAM 124. Upon receiving the first allocation custom image display command set here, the image CPU 141 of the image control board 140 causes the display unit 50a to display the first allocation custom image G204 shown in FIG. 42(A). Also, if the selection of the "first sorting custom" text image DK1 shown in sorting custom image G203 has not been confirmed (NO in S5103), the process proceeds to step S5110 in FIG.

[0294] Next, in step S5105, performance control microcomputer 121 determines whether or not first allocation custom image G204 is being displayed on display unit 50a (S5105). If first allocation custom image G204 is being displayed on display unit 50a (YES in S5105), then performance control microcomputer 121 determines whether or not the "Back" item image or the "Initialize" item image indicated by first allocation custom image G204 displayed on display unit 50a has been determined, that is, whether or not normal button detection switch 40a has detected the arrow image YZ indicated by first allocation custom image G204 while indicating the "Back" item image or the "Initialize" item image (S5106). If the "Back" item image or the "Initialize" item image has not been determined (NO in S5106), then the process proceeds to step S5107. Also, if the item image "Back" or the item image "Initialize" is determined (YES in S5106), the process proceeds to step S5117 in FIG.

[0295] Next, in step S5107, the effect control microcomputer 121 determines whether the normal button detection switch 40a has detected something, i.e., whether the normal button 40 has been pressed (predetermined operation). If the normal button detection switch 40a has detected something (YES in S5107), the settings of the reliability of the LOGO cut-in notice, the winning share of the LOGO cut-in notice, the reliability of the LOGO background notice, and the winning share of the LOGO background notice selected by the player by pressing the select button 42 are confirmed (S5108), and the process proceeds to step S5109. This makes it possible to change the reliability and winning share of the LOGO notice effects (LOGO cut-in notice, LOGO background notice) executed during the special chart variation effect to suit the player's own preferences.

[0296] Next, in step S5109, the presentation control microcomputer 121 sets a first setting content image display command in the output buffer of the presentation RAM 124 for displaying the first setting content image G205 on the display unit 50a, and proceeds to step S5121. The image CPU 141 of the image control board 140, which has received the set first setting content image display command, causes the display unit 50a to display, for example, the first setting content image G205 shown in Figure 43(B). By displaying the first setting content image G205 on the display unit 50a, it is possible to show the player the reliability of the logo preview effect (logo cut-in preview, logo background preview) selected by the player, and the winning occupancy rate of the logo preview effect (logo cut-in preview, logo background preview) (see Figure 43(B)). In addition, by displaying the first setting content image G205 on the display unit 50a, it is possible to show the player a password regarding the reliability of the current LOGO preview performance (LOGO cut-in preview, LOGO background preview) and the winning occupancy rate of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) (see Figure 43 (B)).

[0297] In step S5103, if the text image DK1 of "First Allocation Custom" in the allocation custom image G203 displayed on the display unit 50a is not selected (NO in S5103), then in step 5110 of FIG. 36, the performance control microcomputer 121 determines whether or not the selection of the text image DK2 of "Second Allocation Custom" shown in the allocation custom image G203 displayed on the display unit 50a has been decided, that is, whether or not the normal button detection switch 40a has detected a state in which the arrow image YZ shown in the allocation custom image G203 is pointing to the text image DK2 of "Second Allocation Custom." If the selection of the "second allocation custom" text image DK2 shown in the allocation custom image G203 is confirmed (YES in S5110), performance control microcomputer 121 sets a second allocation custom image display command for displaying second allocation custom image G206 in the output buffer of performance RAM 124 (S5111), and proceeds to step S5112. Image CPU 141 of image control board 140, which receives the second allocation custom image display command set here, causes display unit 50a to display second allocation custom image G206 shown in Fig. 44(A). If the selection of the "second allocation custom" text image DK2 shown in the allocation custom image G203 is not confirmed (NO in S5110), the process proceeds to step S5112.

[0298] Next, in step S5112, performance control microcomputer 121 determines whether or not second allocation custom image G206 is being displayed on display unit 50a. If second allocation custom image G206 is being displayed on display unit 50a (YES in S5112), performance control microcomputer 121 determines whether or not the "Back" item image or the "Initialize" item image indicated by second allocation custom image G206 displayed on display unit 50a has been determined, that is, whether or not normal button detection switch 40a has detected the arrow image YZ indicated by second allocation custom image G206 while it is indicating the "Back" item image or the "Initialize" item image (S5113). If the "Back" item image or the "Initialize" item image has not been determined (NO in S5113), the process proceeds to step S5114. Also, if the item image "Back" or the item image "Initialize" is determined (YES in S5113), the process proceeds to step S5117 in FIG.

[0299] Next, in step S5114, the performance control microcomputer 121 determines whether or not the normal button detection switch 40a has detected something, i.e., whether or not the normal button 40 has been pressed (predetermined operation). If the normal button detection switch 40a has detected something (YES in S5114), the performance control microcomputer 121 then determines whether or not the entered password is the correct password (S5115). Note that the password in step S5115 refers to a password that includes information on the reliability of the LOGO cut-in notice, the winning occupancy rate of the LOGO cut-in notice, the reliability of the LOGO background notice, and the winning occupancy rate of the LOGO background notice that are set by the performance control microcomputer 121 and indicated by the password image PS when the first setting content image G205 is displayed on the display unit 50a.

[0300] If the entered password is correct (YES in S5115), the performance control microcomputer 121 confirms the reliability and winning occupancy rate of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) in one go based on information about the reliability of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) contained in the entered password and the winning occupancy rate of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) (S5116), and proceeds to step S5121 in Figure 35. This eliminates the need to have the player press the select button 42 when the first allocation custom image G204 is displayed on the display unit 50a and select one by one the reliability of the LOGO cut-in notice, the winning occupancy rate of the LOGO cut-in notice, the reliability of the LOGO cut-in notice, and the winning occupancy rate of the LOGO cut-in notice that suits the player's preferences.By having the player enter a password and press the normal button 40, it becomes possible to provide the reliability of the LOGO cut-in notice, the winning occupancy rate of the LOGO cut-in notice, the reliability of the LOGO cut-in notice, and the winning occupancy rate of the LOGO cut-in notice that suits the player's preferences.

[0301] If the second sorting custom image G206 is not displayed on display unit 50a in step S5112 (NO in S5112), if the normal button detection switch 40a is not detected in step S5114 (NO in S5114), or if the correct password has not been entered in step S5115 (NO in S5115), then this processing ends.

[0302] 35, in step S5121, the performance control microcomputer 121 sets a selection standby image display command for displaying the selection standby image G200 in the output buffer of the performance RAM 124 (S5121). Here, in step S5121, the image CPU 141 of the image control board 140, which has received the set selection standby image display command, displays the selection standby image G200 (see FIG. 23(A)) on the display unit 50a.

[0303] If the "Back" item image or the "Initialize" item image is determined in step S5106 (YES in S5106), or if the "Back" item image or the "Initialize" item image is determined in step S5113 (YES in S5113), then in step S5117 of FIG. 37, the performance control microcomputer 121 determines whether the "Initialize" item image has been determined, that is, whether the normal button detection switch 40a has detected that the arrow image YZ shown in the first allocation custom image G204 or the second allocation custom image G206 is indicating the "Initialize" item image.

[0304] In step S5117, when the performance control microcomputer 121 determines that the "Initialize" item image has been determined (YES in S5117), it initializes the reliability and winning occupancy rate set for the LOGO preview performance (LOGO cut-in preview, LOGO background preview), changes the reliability and winning occupancy rate of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) to initial values ​​(default values) (S5118), and ends this processing as is. Note that the initial value of the reliability of the LOGO cut-in preview in the pachinko game machine PY1 of the first embodiment is, for example, "10%", the initial value of the reliability of the LOGO background preview is, for example, "10%, the initial value of the winning occupancy rate of the LOGO cut-in preview is, for example, "20%", and the initial value of the winning occupancy rate of the LOGO background preview is, for example, "20%".

[0305] Furthermore, in step S5117, if the performance control microcomputer 121 determines that the item image for "Initialize" has not been determined, that is, if it determines that the item image for "Back" displayed on the display unit 50a has been determined (NO in S5117), the process proceeds to step S5119. In S5119, the performance control microcomputer 121 sets a selection standby image display command for displaying the selection standby image G200 in the output buffer of the performance RAM 124, and sets the value of the customer waiting flag to "2" (S5120). Here, in step S5119, the image CPU 141 of the image control board 140, which has received the set selection standby image display command, causes the display unit 50a to display the selection standby image G200 (see FIG. 23(A)).

[0306] As shown in Fig. 38, in the variable effect start process (S5005), first, the effect control microcomputer 121 analyzes the variable effect start command (S5501). The variable effect start command includes information on the variable effect pattern (see Figs. 11, 12, and 30) and information on special symbol stop pattern data based on the determination of a jackpot, etc. Next, in the effect symbol selection process (S5502), the effect symbols EZ1, EZ2, and EZ3 that will ultimately be displayed as stopped symbols in the variable effect are determined by lottery using an effect symbol lottery table (not shown) based on the variable effect pattern.

[0307] Next, in the variable performance pattern selection process (S5503), the performance control microcomputer 121 determines (selects) a variable performance pattern, which is the content of the variable performance. Once the variable performance pattern is determined, the details of the variable performance, including the time of the variable performance, the variable display mode of the performance symbol, the presence or absence of a reach performance, the content of the reach performance, the presence or absence of an operation prompt performance, the content of the operation prompt performance, the performance development configuration, and the type of background of the performance symbol, are determined.

[0308] Next, the performance control microcomputer 121 performs a preview performance selection process (S5504), which will be described later. This determines the content of the preview performance, such as a so-called logo cut-in preview (see FIG. 45(E)), a logo background preview (see FIGS. 46(B) and 46(C)), a step-up preview performance, or a chance-up preview performance. Information about the preview performance selected in the preview performance selection process is stored in a predetermined storage area of ​​the performance RAM 124, and is also included in a preview performance start command and transmitted to the image control board 140. The image control board 140, which has received the preview performance start command, displays an image of the specified preview performance on the display unit 50a. Furthermore, the performance control microcomputer 121 appropriately controls the performance means (speaker 52, frame lamp 53, board lamp 54, movable device, input device, etc.) related to the preview performance, based on the preview performance information stored in the performance RAM 124.

[0309] Thereafter, the performance control microcomputer 121 sets a variable performance start command for starting a variable performance with the selected performance symbol, variable performance pattern, and preview performance in the output buffer of the performance RAM 124 (S5505), and ends the variable performance start processing (S5005). When the variable performance start command set in step (S5505) is sent to the image control board 140, the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142, and performs a variable performance on the display unit 50a of the image display device 50. Also, in the variable performance start processing (S5005), if the customer waiting timer is greater than "0", the performance control microcomputer 121 clears the value of the customer waiting timer to "0" and clears the value of the customer waiting flag to "0".

[0310] Next, the preview performance selection process (S5504) of the first embodiment will be described in detail with reference to Figures 39 and 40. First, in the preview performance selection process (S5504), the performance control microcomputer 121 extracts a random number for preview performance determination (S5601). The random number for preview performance determination ranges from 0 to 99. Next, the performance control microcomputer 121 determines whether the reliability or winning occupancy rate of the logo preview performance (logo cut-in preview, logo background preview) has been set (S5602). If it is determined that the reliability or winning occupancy rate of the logo preview performance (logo cut-in preview, logo background preview) has been set (YES in S5602), it determines whether the special chart variation pattern information included in the variation start command is information on a specific special chart variation pattern ("P01," "P71," "P72," "P04," "P73," or "P74"; see Figure 30) (S5603). Also, if it is determined that the reliability or hit occupancy rate of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) has not been set (NO in S5602), the process proceeds directly to step S5614 in FIG.

[0311] In step S5603, if the performance control microcomputer 121 determines that the information is a specific special chart fluctuation pattern ("P01", "P71", "P72", "P04", "P73", "P74", see FIG. 30) (YES in S5603), then the LOGO cut-in notice distribution table (see FIG. 32) created in the table creation process (S4105) is referenced based on the reliability and hit occupancy rate of the set LOGO cut-in notice (S5604), and proceeds to step S5605. Also, in step S5603, if the performance control microcomputer 121 determines that the information is not a specific special chart fluctuation pattern ("P01", "P71", "P72", "P04", "P73", "P74", see FIG. 30) (NO in S5603), proceeds directly to step S5614 in FIG. 40.

[0312] Next, in step S5605, the performance control microcomputer 121 determines whether the referenced distribution table for the LOGO cut-in notice is an appropriate distribution table. Here, an appropriate distribution table is a table in which the difference between the reliability of the set LOGO cut-in notice and the reliability of the LOGO cut-in notice distribution table is within a specific value (for example, 5%). In step S5605, if the performance control microcomputer 121 determines that the referenced distribution table for the LOGO cut-in notice is an appropriate distribution table (YES in S5605), it proceeds to step S5606. On the other hand, if the performance control microcomputer 121 determines that the referenced distribution table for the LOGO cut-in notice is not an appropriate distribution table (NO in S5605), it proceeds to step S5609 in FIG. 40.

[0313] Next, in step S5606, the performance control microcomputer 121 performs a lottery to determine whether or not to execute a LOGO cut-in notice during the execution of the special symbol variation performance, based on the LOGO cut-in notice allocation table (see FIG. 32) and the notice performance determination random number extracted in step S5601. Next, in step S5607, the performance control microcomputer 121 determines whether or not to execute a LOGO cut-in notice during the execution of the special symbol variation performance, based on the lottery result of step S5606. If the LOGO cut-in notice is to be executed during the execution of the special symbol variation performance (YES in S5606), the LOGO cut-in notice is selected (S5608), and the process proceeds to step S5609 in FIG. 40. Also, in step S5607, if the performance control microcomputer 121 does not execute a LOGO cut-in notice during the execution of the special symbol variation performance (NO in S5607), the process proceeds directly to step S5609 in FIG. 40.

[0314] Next, in step S5609 of FIG. 40, the performance control microcomputer 121 refers to the distribution table (see FIG. 33) of the logo background preview created in the table creation process (S4105), and proceeds to step S5610.

[0315] Next, in step S5610, the performance control microcomputer 121 determines whether the referenced distribution table for the LOGO background preview is an appropriate distribution table. An appropriate distribution table is a table in which the difference between the set reliability and the reliability in the distribution table for the LOGO background preview is within a specific value (for example, 5%). In step S5610, if the performance control microcomputer 121 determines that the referenced distribution table for the LOGO background preview is an appropriate distribution table (YES in S5610), the process proceeds to step S5611. On the other hand, if the performance control microcomputer 121 determines that the referenced distribution table for the LOGO cut-in preview is not an appropriate distribution table (NO in S5610), the process proceeds to step S5614.

[0316] Next, in step S5611, the performance control microcomputer 121 draws lots to determine whether or not to execute a logo background notice during execution of the special symbol variation performance, based on the logo background notice allocation table (see FIG. 33) and the notice performance determination random number extracted in step S5601. Next, in step S5612, based on the result of the drawing in step S5611, it is determined whether or not to execute a logo background notice during execution of the special symbol variation performance.

[0317] In step S5612, if the performance control microcomputer 121 determines that the LOGO background notice will be executed during the execution of the special chart variation performance (YES in S5612), the LOGO background notice will be selected (S5613), and then the process proceeds to step S5614. Also, if the performance control microcomputer 121 determines that the LOGO background notice will not be executed during the execution of the special chart variation performance (NO in S5612), the process proceeds directly to step S5614.

[0318] In step S5614, the performance control microcomputer 121 draws lots to determine whether to execute other preview performances based on the random number for determining preview performances extracted in step S5601.

[0319] Next, based on the lottery result in step S5615, the performance control microcomputer 121 determines whether or not to execute other preview performances in step S5615. If the performance control microcomputer 121 determines to execute other preview performances (YES in S5615), in step S5616, the performance control microcomputer 121 selects other preview performances and ends this processing. For example, if the reliability and winning occupancy rate of the LOGO preview performances (LOGO cut-in preview, LOGO background preview) have not been set, that is, if the reliability and winning occupancy rate of the LOGO preview performances (LOGO cut-in preview, LOGO background preview) are at their initial values, the performance control microcomputer 121 selects the LOGO preview performances (LOGO cut-in preview, LOGO background preview) in step S5616 based on the extracted preview performance determination random number.

[0320] In the pachinko gaming machine PY1 of the first embodiment, the effect control microcomputer 121 can execute a logo preview effect (logo cut-in preview, logo background preview) in the preview effect selection process (S5504) using the allocation table created in the table creation process (S4105). This allows the execution of a logo preview effect (logo cut-in preview, logo background preview) such that the reliability and winning occupancy rate of the logo preview effect (logo cut-in preview, logo background preview) designated by the player matches the reliability and winning occupancy rate of the logo preview effect (logo cut-in preview, logo background preview) experienced by the player while playing, making it possible to prevent a large discrepancy between the reliability and winning occupancy rate of the logo preview effect (logo cut-in preview, logo background preview) designated by the player.

[0321] 10.Logo preview settings Next, the allocation custom effect will be explained using Figures 41 to 44. When the up button or down button of select button 42 is pressed while selection standby image G200 shown in Figure 23(B) is displayed, the allocation custom effect is executed in the customer waiting effect, and as shown in Figure 41(A), the allocation custom image G203 is displayed on display unit 50a.

[0322] 41(A), an allocation custom image G203 is displayed on the display unit 50a. The allocation custom image G203 displayed on the display unit 50a includes a title image indicating "Allocation Custom," a text image DK1 indicating "First Allocation Custom," a text image DK2 indicating "Second Allocation Custom," an arrow image YZ, a first select button operation image SB1 consisting of an image imitating the select button 42 and a text image indicating "Select up or down," and a normal button operation image TB consisting of an image imitating the normal button 40 and a text image indicating "Confirm."

[0323] The first select button operation image SB1 of the allocation custom image G203 displayed on the display unit 50a allows the player to understand that by pressing the up or down button of the select button 42, the text image indicated by the arrow image YZ can be changed to a text image DK1 indicating "first allocation custom" or a text image DK2 indicating "second allocation custom." Furthermore, the normal button operation image TB of the allocation custom image G203 displayed on the display unit 50a allows the player to understand that by pressing the normal button 40, the text image indicated by the arrow image YZ will be selected to be a text image DK1 indicating "first allocation custom" or a text image DK2 indicating "second allocation custom." Furthermore, when the display unit 50a switches from the selection standby image G200 to the display of the allocation custom image G203, the arrow image YZ displayed on the display unit 50a changes to a state in which the text image DK1 indicating "first allocation custom" is displayed, as shown in FIG. 41(A).

[0324] For example, when the allocation custom image G203 is displayed on the display unit 50a and the arrow image YZ selects the text image DK1 indicating "first allocation custom" (see Figure 41 (B-1)), when the player presses the normal button 40, the first allocation custom is determined and the display proceeds to the example of Figure 42 (A).

[0325] On the other hand, when the allocation custom image G203 is displayed on the display unit 50a and the arrow image YZ selects the text image DK2 indicating "Second Allocation Custom" (see Figure 41 (B-2)), if the player presses the normal button 40, the game will proceed to the presentation example of Figure 44 (A).

[0326] For example, when proceeding to the performance example of Fig. 42(A), a first allocation custom image G204 is displayed on the display unit 50a. The first allocation custom image G204 displayed on the display unit 50a includes a title character image indicating "First allocation custom", a character image indicating "LOGO cut-in notice", a character image indicating the reliability of the LOGO cut-in notice, a character image indicating the selected reliability value, a first reliability numerical image area KS including 10 reliability numerical images, a character image indicating the "win occupancy rate" for the LOGO cut-in notice, a character image indicating the selected win occupancy value, a first win occupancy numerical image area KT including 10 win occupancy numerical images, a character image indicating "LOGO background notice", and a character image indicating the LOGO cut-in notice. The table includes a character image indicating the "reliability" of the background preview, a character image indicating the selected reliability value, a second reliability numerical image area HS containing 10 reliability numerical images, a character image indicating the "win occupancy rate" of the LOGO background preview, a character image indicating the set win occupancy value, a second win occupancy numerical image area HT containing 10 win occupancy numerical images, an item image indicating "back," an item image indicating "initialize," a second select button operation image SB2 consisting of an image imitating the select button 42 and a character image indicating "select with up and down, switch with left and right," and a normal button operation image TB.

[0327] The second select button operation image SB2 of the first allocation custom image G204 displayed on the display unit 50a can be changed to a text image indicating the "reliability" of the LOGO cut-in notice, a text image indicating the "hit occupancy rate" of the LOGO cut-in notice, a text image indicating the "reliability" of the LOGO background notice, a text image indicating the "hit occupancy rate" of the LOGO background notice, a text image DK2 indicating "second allocation custom," an item image "back," or an item image "initialization" by pressing the up button or the down button of the select button 42. In addition, the second select button operation image SB2 of the first allocation custom image G204 displayed on the display unit 50a can be changed to a text image indicating the "reliability" of the LOGO cut-in notice, a text image indicating the "hit occupancy rate" of the LOGO cut-in notice, a text image indicating the "reliability" of the LOGO background notice, a text image indicating the "hit occupancy rate" of the LOGO background notice, a text image DK2 indicating "second allocation custom," an item image "back," or an item image "initialization" by pressing the left button or the right button of the select button 42.

[0328] For example, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ is selecting a text image indicating the "reliability" of the LOGO cut-in announcement, each time the right direction button of the select button 42 is pressed once, the white reliability numerical image in the first reliability numerical image area KS displayed on the display unit 50a can be changed to a black reliability numerical image. Each time the reliability numerical image changes to a black reliability numerical image, the player can understand that the reliability of the LOGO cut-in announcement has increased by 10%.

[0329] Furthermore, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ selects a text image indicating the "reliability" of the LOGO cut-in announcement, each time the left direction button of the select button 42 is pressed once, the black reliability number image in the first reliability number image area KS can be changed to a white reliability number image. Each time the reliability number image changes to a white reliability number image, the player can understand that the reliability of the LOGO cut-in announcement has decreased by 10%.

[0330] For example, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ selects a text image indicating the "win occupancy rate" for the LOGO cut-in notice, each time the right button of the select button 42 is pressed once, the white win occupancy rate numerical image in the first win occupancy rate numerical image area KT can be changed to a black win occupancy rate numerical image. Each time the image changes to a black win occupancy rate numerical image, the player can understand that the win occupancy rate for the LOGO cut-in notice has increased by 10%.

[0331] Furthermore, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ selects a text image indicating the "win occupancy rate" for the LOGO cut-in notice, each time the left direction button of the select button 42 is pressed once, the black win occupancy rate numerical image in the first win occupancy rate numerical image area KT can be changed to a white win occupancy rate numerical image. Each time the image changes to a white win occupancy rate numerical image, the player can understand that the win occupancy rate for the LOGO cut-in notice has decreased by 10%.

[0332] For example, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ selects a character image indicating the "reliability" of the logo background announcement, each time the right direction button of the select button 42 is pressed once, the white reliability number image in the second reliability number image area HS can be changed to a black reliability number image. Each time the reliability number image changes to a black reliability number image, the player can understand that the reliability of the logo background announcement has increased by 10%.

[0333] Furthermore, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ selects a character image indicating the "reliability" of the LOGO background announcement, each time the left direction button of the select button 42 is pressed once, the black reliability value image in the second reliability value image area HS can be changed to a white reliability value image one by one. Each change to a white reliability value image allows the player to understand that the reliability of the LOGO background announcement has decreased by 10%.

[0334] For example, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ selects a text image indicating the "win occupancy rate" for the logo background preview, each time the right button of the select button 42 is pressed once, the white win occupancy rate numerical image in the second win occupancy rate numerical image area HT can be changed to a black win occupancy rate numerical image. Each time the image changes to a black win occupancy rate numerical image, the player can understand that the win occupancy rate for the logo background preview has increased by 10%.

[0335] Furthermore, when the first allocation custom image G204 is displayed on the display unit 50a and the arrow image YZ selects a text image indicating the "win occupancy rate" for the logo background preview, each time the left button of the select button 42 is pressed once, the black win occupancy rate numerical image in the second win occupancy rate numerical image area HT can be changed to a white win occupancy rate numerical image one by one. Each time the image changes to a white win occupancy rate numerical image, the player can understand that the win occupancy rate for the logo background preview has decreased by 10%.

[0336] For example, when the example presentation shown in Figure 42(A) is displayed and the arrow image YZ selects a text image indicating the "reliability" of the LOGO cut-in announcement, if the player presses the right direction button of the select button 42 once, the arrow image YZ selects a text image indicating the "hit occupancy rate" of the LOGO cut-in announcement, and then presses the right direction button of the select button 42 once, the presentation example shown in Figure 42(B) will be displayed.

[0337] As shown in FIG. 42(B), of the ten reliability numerical value images in the first reliability numerical value image area KS, the leftmost white reliability numerical value image changes to a black reliability numerical value image, and the character image indicating "DEF" changes to a character image indicating a reliability value of "10%." Note that "DEF" indicates an initial value (default value). Also, as shown in FIG. 42(B), of the ten winning occupancy rate numerical value images in the first winning occupancy rate numerical value image area KT, the leftmost white winning occupancy rate numerical image changes to a black winning occupancy rate numerical image, and the character image indicating "DEF" changes to a character image indicating a reliability value of "10%." The display of the first allocation custom image G204 shown in FIG. 42(B) allows the player to understand that by pressing the select button 42, the player has selected the reliability of the LOGO cut-in notice to "10%" and the winning occupancy rate of the LOGO cut-in notice to "10%."

[0338] Thereafter, for example, when the arrow image YZ selects a character image indicating the "reliability" of the logo background preview, if the player presses the right direction button of the select button 42 once, the leftmost white reliability numerical image among the ten reliability numerical image in the second reliability numerical image area HS displayed on the display unit 50a changes to a black reliability numerical image. Also, when the arrow image YZ selects a character image indicating the "win occupancy rate" of the logo background preview, if the player presses the right direction button of the select button 42 once, the leftmost white win occupancy rate numerical image among the ten win occupancy rate numerical image in the second win occupancy rate numerical image area HT displayed on the display unit 50a changes to a black win occupancy rate numerical image.

[0339] 43(A), one reliability numerical image located at the leftmost position in the second reliability numerical image area HS is displayed in black, and a text image indicating the set winning occupancy rate, which indicates "10%," is also displayed. Also, as shown in FIG. 43(A), one winning occupancy rate numerical image located at the leftmost position in the second winning occupancy rate numerical image area HT is displayed in black, and a text image indicating the set winning occupancy rate, which indicates "10%," is also displayed. The display of the first allocation custom image G204 shown in FIG. 43(A) allows the player to grasp that by pressing the select button 42, the reliability of the LOGO cut-in notice and the reliability of the LOGO background notice have been selected to "10%," and that the winning occupancy rate of the LOGO cut-in notice and the winning occupancy rate of the LOGO background notice have both been selected to "10%."

[0340] Next, when the player presses the normal button 40 once, the reliability of the LOGO cut-in notice selected by the player ("10%), the winning occupancy rate of the LOGO cut-in notice ("10%), the reliability of the LOGO background notice ("10%), and the winning occupancy rate of the LOGO background notice ("10%) are selected and determined, and are set by the performance control microcomputer 121. In this case, the process proceeds from Fig. 43(A) to Fig. 43(B).

[0341] As shown in Fig. 43(B), a first setting content image G205 is displayed on the display unit 50a. The first setting content image G205 displayed on the display unit 50a includes a text image indicating that the reliability of the LOGO cut-in notice selected and determined by the player is "10%," a text image indicating that the winning occupancy rate of the LOGO cut-in notice set by the player is "10%,," a text image indicating that the reliability of the LOGO background notice set by the player is "10%,," and a text image indicating that the winning occupancy rate of the LOGO background notice set by the player is "10%." Displaying the first setting content image G205 shown in Fig. 43(B) on the display unit 50a makes it possible for the player to grasp the reliability and winning occupancy rate of the LOGO notice effects (LOGO cut-in notice, LOGO background notice) selected and determined by the player.

[0342] 43(B), a password image PS is displayed which indicates a password including information on the reliability of the LOGO cut-in notice, the winning occupancy rate of the LOGO cut-in notice, the reliability of the LOGO background notice, and the winning occupancy rate of the LOGO background notice, which are set by the effect control microcomputer 121. By displaying the password image PS on the display unit 50a, the next time a game is played, the player can enter the password indicated by the password image PS shown in FIG. 43(A) to enjoy the reliability and winning occupancy rate of the LOGO notice effect (LOGO cut-in notice, LOGO background notice) selected by the player this time.

[0343] When a predetermined period of time (e.g., 30 seconds) has elapsed since the first setting content image G205 was displayed on the display unit 50a, the allocation customization effect will end and the first setting content image G205 displayed on the display unit 50a will be changed to the selection waiting image G200 (see Figure 23(B)).

[0344] 44(A), for example, the second allocation custom image G206 is displayed on the display unit 50a. The second allocation custom image G206 displayed on the display unit 50a displays a title text image indicating "Second Allocation Custom," a text image indicating "Please enter your password," an arrow image YZ, a password entry screen image PN, an item image for "Back," an item image for "Initialize," number images from "0" to "5," and a black arrow image YK indicating the upward direction.

[0345] With the second allocation custom image G206 shown in FIG. 44(A) displayed on display unit 50a, each time the down button of select button 42 is pressed once, the image showing arrow image YZ will switch between the password entry screen image PN, the “Back” item image, and the “Initialize” item image, in that order.

[0346] In the pachinko gaming machine PY1 of the first embodiment, when the second allocation custom image G206 shown in Fig. 44(A) is displayed on the display unit 50a and the arrow image YZ is pointing to the password entry screen image PN, pressing the left or right button of the select button 42 will switch the number indicated by the black arrow image YK. Also, when the black arrow image YK is indicated, each time the up button of the select button 42 is pressed once, the number indicated by the black arrow image YK will be entered from the left of the password entry screen image PN.

[0347] For example, when the right direction button of the select button 42 is pressed once while the black arrow image YK is indicating "0," the black arrow image YK changes to a state of indicating "1." When the up direction button of the select button 42 is pressed once while the black arrow image YK is indicating "1," "1" is first input from the left of the password entry screen image PN. When the right direction button of the select button 42 is pressed three times while the black arrow image YK is indicating "1," the black arrow image YK changes to a state of indicating "4." When the up direction button of the select button 42 is pressed once while the black arrow image YK is indicating "4," "4" is input to the password entry screen image PN. When the left direction button of the select button 42 is pressed three times while the black arrow image YK is indicating "4," the black arrow image YK changes to a state of indicating "1." Then, when the up button of the select button 42 is pressed once while the black arrow image YK is indicating "1," "1" is input into the password entry screen image PN. Furthermore, when the right button of the select button 42 is pressed four times while the black arrow image YK is indicating "1," the black arrow image YK changes to a state where it indicates "5." When the up button of the select button 42 is pressed once while the black arrow image YK is indicating "5," "5" is input into the password entry screen image PN. Then, as shown in FIG. 44(B), the password entry screen image PN displayed on the display unit 50a displays "1415" as the entered password. Note that the password shown in FIG. 44(B) is merely an example. It can be changed as appropriate depending on the information on the reliability of the LOGO cut-in preview, the reliability of the LOGO background preview, the winning occupancy rate of the LOGO cut-in preview, and the winning occupancy rate of the LOGO background preview.

[0348] When "1415" is input in the password input screen image PN on the display unit 50a, and the normal button 40 is pressed once and the input password ("1415" in FIG. 44(B)) is the correct password, the process proceeds to FIG. 44(C). If the password is not the correct password, the password displayed in the password input screen image PN on the display unit 50a is erased.

[0349] As shown in Figure 44(C), the second setting content image G207 is displayed on the display unit 50a. The second setting content image G207 displayed on the display unit 50a includes a text image indicating that the reliability of the LOGO cut-in notice is "10%," a text image indicating that the winning occupancy rate of the LOGO cut-in notice set by the player is "10%," a text image indicating that the reliability of the LOGO background notice set by the player is "10%," and a text image indicating that the winning occupancy rate of the LOGO background notice set by the player is "10%." By displaying the second setting content image G207 shown in Figure 42(C) on the display unit 50a, it is possible to let the player understand that the reliability of the LOGO cut-in notice is set to "10%," the winning occupancy rate of the LOGO cut-in notice is set to "10%,", the reliability of the LOGO background notice is set to "10%," and the winning occupancy rate of the LOGO background notice is set to "10%".

[0350] In the pachinko gaming machine PY1 of the first embodiment, when the first allocation custom image G204 is displayed on the display unit 50a, pressing the select button 42 allows the player to select the reliability and winning occupancy rate of the LOGO preview effects (LOGO cut-in preview, LOGO background preview) from 10 levels each, and then confirm the selection by pressing the normal button 40. However, since the reliability and winning occupancy rate of the LOGO preview effects (LOGO cut-in preview, LOGO background preview) must be selected from 10 levels each, it is expected that the player will find it troublesome to precisely specify the reliability and winning occupancy rate of the LOGO background preview from each of the 10 levels. Therefore, in the pachinko gaming machine PY1 of the first embodiment, when the second allocation custom image G206 is displayed on the display unit 50a, entering a password allows the player to set the reliability and winning occupancy rate of the LOGO cut-in preview all at once. This eliminates the need to press the select button 42 to select the reliability and hit occupancy rate of the logo cut-in preview, and then select the reliability and hit occupancy rate of the logo background preview. This prevents the user from feeling that it is troublesome to set the reliability and hit occupancy rate of the logo cut-in preview and the reliability and hit occupancy rate of the logo background preview.

[0351] In recent years, technology has become widespread that allows various people to communicate by sharing videos and still images taken with camera-equipped mobile phones via SNS (social networking services). By sharing the above-mentioned password with various people via SNS, various people can experience the reliability and winning rate of the logo preview effects (logo cut-in preview, logo background preview) set by the player. This can attract young people who use SNS to play pachinko machines.

[0352] Next, an example of the special chart change performance when the LOGO cut-in notice is executed will be explained using Figure 45. The change performance shown in Figure 45 is a case where the change performance is executed by the performance control microcomputer 121 based on the special chart change pattern "P01" or the special chart change pattern "P04".

[0353] When the variable display of the special symbol begins, the variable display of the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 also begins, and the variable display of the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 also begins (see Figure 45 (A)). A background image showing a daytime mountain view (normal daytime background image G102) is displayed on the display unit 50a.

[0354] After that, as shown in FIG. 45(B), on the display unit 50a, the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in a reach state ("5↓5"), and the game proceeds to an N reach.

[0355] Next, after the development effect is performed, a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image indicating that the SP reach has started (SP reach start title image) G1 is displayed in the center of the display unit 50a, as shown in Figure 45(C). After that, an effect dedicated to the SP reach (for example, a battle effect) is performed, as shown in Figure 45(D).

[0356] When a special SP reach effect (e.g., a battle effect) is being performed on the display unit 50a, a logo cut-in notice may be displayed as shown in FIG. 45(E). As shown in FIG. 45(E), when a logo cut-in notice is displayed, a logo cut-in notice image G208 consisting of the main character and a text image stating, "You've become a fine knight." For example, if the player himself / herself has set the reliability and winning share of the logo cut-in notice, the display unit 50a displays the logo cut-in notice image G208, allowing the player to understand that a logo cut-in notice has been performed, thereby enabling the player to clearly understand the reliability and winning share of the logo cut-in notice that the player has set according to their own preferences. Furthermore, if the player himself / herself has not set the reliability and winning share of the logo cut-in notice, the player can understand the reliability and winning share of the default logo cut-in notice of the pachinko gaming machine PY1.

[0357] The display of the LOGO cut-in preview image G208 on the display unit 50a ends, the LOGO cut-in preview in the special chart change performance ends, and the performance example shown in Figure 19 (C-1) or the performance example shown in Figure 19 (C-2) will be displayed.

[0358] Next, an example of the special chart change performance when the LOGO background notice is executed will be explained using Figure 46. The change performance shown in Figure 46 is a case where the change performance is executed by the performance control microcomputer 121 based on the special chart change pattern "P01" or the special chart change pattern "P04".

[0359] When the variable display of the special symbol begins, the variable display of the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 also begins, and the variable display of the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 also begins (see Figure 46 (A)). A background image showing a daytime mountain view (normal daytime background image G102) is displayed on the display unit 50a.

[0360] Subsequently, during the execution of the special chart change effect, a LOGO background announcement is made. When the LOGO background announcement is made, the normal daytime background image G102 displayed on the display unit 50a (see FIG. 46(A)) is replaced by a LOGO background announcement background image G209 showing the main character LOGO engaged in a battle (see FIGS. 46(B) and 46(C)). The LOGO background announcement background image G209 is composed of a video in which the main character LOGO is engaged in a battle. The story content of the video related to the LOGO background announcement background image G209 can be set appropriately. For example, if the player himself / herself sets the reliability and winning occupancy rate of the LOGO background announcement, the display unit 50a displays the LOGO background announcement background image G209, letting the player know that the LOGO background announcement has been made, thereby enabling the player to clearly understand the reliability and winning occupancy rate of the LOGO background announcement set according to the player's own preferences. In addition, if the player himself does not set the reliability or winning occupancy rate of the logo background prediction, it is possible to let him / her know the reliability and winning occupancy rate of the default logo background prediction.

[0361] The display of the background image G209 for the LOGO background announcement on the display unit 50a ends, the LOGO background announcement in the special chart change performance ends, and the game progresses to N Reach.

[0362] Some conventional pachinko gaming machines allow players to freely set the frequency of preview effects during the execution of special chart variation effects by pressing a performance button provided on the pachinko gaming machine. By pressing the performance button, players can freely set the frequency of preview effects during the execution of special chart variation effects to suit their preferences, making it possible to entertain them.

[0363] However, in recent years, there are machines that allow players to freely set the frequency of the preview effect during the execution of the special chart variation effect, but simply being able to set the frequency of the preview effect is not interesting. Therefore, there is room for improvement in order to allow players to enjoy preview effects that suit their preferences.

[0364] Therefore, in the pachinko gaming machine PY1 of the first embodiment, the player can set the reliability and winning occupancy rate for two types of preview effects, the LOGO cut-in preview and the LOGO background preview, in 10 stages by pressing the select button 42 and the normal button 40 (see Figures 42 and 43). This allows the player to finely set the reliability and winning occupancy rate for not only one type of preview effect executed during the execution of the special symbol variation effect, but also two types of preview effects to suit the player's preferences. Therefore, for example, if a LOGO preview effect is executed during the execution of the special symbol variation effect, a player who wants to confirm a jackpot can specify the reliability and winning occupancy rate of the LOGO cut-in preview to 100% and the reliability and winning occupancy rate of the LOGO background preview to 100%. A player who wants to see the LOGO cut-in preview and the LOGO background preview during the execution of various special symbol variation effects will specify a low reliability for the LOGO preview effects (LOGO cut-in preview, LOGO background preview). In this way, by providing players with LOGO preview effects (LOGO cut-in preview, LOGO background preview) with reliability and winning occupancy rates that suit the preferences of various players, it is possible to entertain players with the LOGO preview effects (LOGO cut-in preview, LOGO background preview).

[0365] 11. Effects of the First Embodiment As described above in detail, in the pachinko gaming machine PY1 of the first embodiment, when the first allocation custom image G204 is displayed on the display unit 50a during the customer waiting effect, the reliability and winning occupancy rate of the LOGO cut-in notice and the reliability and winning occupancy rate of the LOGO background notice can be set by the effect control microcomputer 121 by pressing the normal button 40. As a result, the pachinko gaming machine PY1 of the first embodiment can provide LOGO cut-in notices and LOGO background notices with reliability and winning occupancy rates selected by the player. This makes it possible to enjoy LOGO cut-in notices and LOGO background notices with reliability and winning occupancy rates that match the player's preferences, thereby increasing the player's interest in the game.

[0366] Furthermore, in the pachinko gaming machine PY1 of the first embodiment, when the first allocation custom image G204 is displayed on the display unit 50a during the customer waiting effect, pressing the normal button 40 makes it possible for the effect control microcomputer 121 to provide the player with a logo cut-in notice with a set reliability and a win occupancy rate, and a logo background notice with a set reliability and a win occupancy rate. This makes it possible to fully enjoy logo cut-in notices and logo background notices with a set reliability and a win occupancy rate that more precisely correspond to the player's preferences, thereby increasing the player's interest in the game.

[0367] Furthermore, in the pachinko gaming machine PY1 of the first embodiment, when the first allocation custom image G204 is displayed on the display unit 50a during the customer waiting effect, one of the ten levels of reliability of the LOGO cut-in notice can be selected by pressing the upper left button or the upper right button of the select buttons 42, and it can be set by pressing the normal button 40. Furthermore, when the first allocation custom image G204 is displayed on the display unit 50a, one of the ten levels of winning occupancy rate of the LOGO background notice can be selected by pressing the upper left button or the upper right button of the select buttons 42, and it can be set by pressing the normal button 40. This allows the reliability of the LOGO cut-in notice and the winning occupancy rate of the LOGO background notice to be set in detail, making it less likely that the player will feel uncomfortable with the set reliability of the LOGO cut-in notice and the winning occupancy rate of the LOGO background notice. Therefore, it is possible to enjoy the executed LOGO cut-in announcement and LOGO background announcement without any sense of incongruity, and it is possible to increase the interest in the game.

[0368] Furthermore, in the pachinko gaming machine PY1 of the first embodiment, when the first allocation custom image G204 is displayed on the display unit 50a during the customer waiting effect, the reliability and winning occupancy rate of the LOGO cut-in notice and the reliability and winning occupancy rate of the LOGO background notice can be set by the effect control microcomputer 121 by pressing the normal button 40. However, separately setting the reliability and winning occupancy rate of the LOGO cut-in notice and the reliability and winning occupancy rate of the LOGO background notice can be time-consuming, and the setting process itself can seem tedious. Therefore, in the pachinko gaming machine PY1 of the first embodiment, when the second allocation custom image G206 is displayed on the display unit 50a during the customer waiting effect, the reliability and winning occupancy rate of the LOGO cut-in notice and the reliability and winning occupancy rate of the LOGO background notice can be set collectively by the effect control microcomputer 121 by pressing the select button 42 and then pressing the normal button 40. This simplifies the setting of the reliability and hit occupancy rate of the LOGO cut-in notice and the reliability and hit occupancy rate of the LOGO background notice, making it less time-consuming to separately set the reliability and hit occupancy rate of the LOGO cut-in notice and the reliability and hit occupancy rate of the LOGO background notice, and makes it less likely that the setting itself will be perceived as troublesome.

[0369] 12. Example of changes Next, modified examples of the pachinko gaming machine PY1 of the above embodiment will be described. In the description of the modified examples, the same components as those of the pachinko gaming machine PY1 of the first embodiment will be assigned the same reference numerals and will not be described again. Of course, the components of the modified examples may be appropriately combined. Furthermore, technical features in the above first embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0370] Second Embodiment Next, a pachinko gaming machine PY1 of a second embodiment, which is a modified example of the pachinko gaming machine PY1 of the first embodiment, will be described. In the pachinko gaming machine PY1 of the first embodiment, the reliability of the LOGO preview effects (LOGO cut-in preview, LOGO background preview) was 10 levels, and the winning occupancy rate of the LOGO preview effects (LOGO cut-in preview, LOGO background preview) was also 10 levels. Therefore, in the table creation process (S4105) of the pachinko gaming machine PY1 of the first embodiment, the effect control microcomputer 121 had to create 100 types of allocation tables corresponding to 100 combinations of the reliability of the LOGO cut-in preview and the winning occupancy rate of the LOGO cut-in preview, and create 100 types of allocation tables corresponding to 100 combinations of the reliability of the LOGO background preview and the winning occupancy rate of the LOGO background preview. Therefore, in the pachinko gaming machine PY1 of the first embodiment, it becomes necessary to create 200 types of allocation tables for LOGO cut-in announcements and LOGO background announcements, and by storing 200 types of allocation tables in the announcement performance memory unit 107 of the performance RAM 124, the load on the memory capacity of the performance RAM 124 may become a problem.

[0371] Therefore, in the pachinko game machine PY1 of the second embodiment, the appearance frequency of the LOGO preview effect (LOGO cut-in preview, LOGO background) is calculated each time a special chart variation effect based on a specific special chart variation pattern is executed, and whether or not to execute the LOGO preview effect is selected can be considered based on the number of times a specific special chart variation pattern selected by the game control microcomputer 101 since the pachinko game machine PY1 is first powered on, the result of the jackpot determination, the number of times a LOGO preview effect has been executed in a special chart variation effect based on a miss variation in the pachinko game machine PY1 since the pachinko game machine PY1 is first powered on, the number of times a LOGO preview effect has been executed in a special chart variation effect based on a jackpot variation in the pachinko game machine PY1 since the pachinko game machine PY1 is first powered on, and the reliability and hit occupancy rate of the LOGO preview effect currently set. This eliminates the need for the performance control microcomputer 121 to create a distribution table according to the combination of the reliability of the LOGO preview performance (LOGO cut-in preview, LOGO background preview) and the winning occupancy rate, thereby reducing the load on the storage capacity of the performance RAM 124.

[0372] The configuration of the second embodiment described above will be explained using Fig. 47 to Fig. 51. First, the sub-side timer interrupt processing (S4011) of the second embodiment will be explained. First, the sub-side timer interrupt processing (S4011) of the second embodiment is executed each time an interrupt pulse is input at a predetermined period (for example, 1 msec period) to the sub-control board 120. In the sub-side timer interrupt processing (S4011), as shown in Fig. 47, input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), watchdog timer processing (S4104), received command analysis processing (S4106), performance timer update processing (S4107), audio control processing (S4108), and performance data creation processing (S4109) are performed in this order. In other words, in the pachinko gaming machine PY1 of the second embodiment, the table creation process (S105) performed in the sub-side timer interrupt process (S4011) of the pachinko gaming machine PY1 of the first embodiment is not performed, and the process proceeds from step S4104 to step S4106.

[0373] Next, the contents stored in the preview effect storage unit 107 of the second embodiment will be described with reference to Fig. 48. Note that the preview effect storage unit 107 of the second embodiment does not store a distribution table (see Figs. 32 and 33) for LOGO preview effects (LOGO cut-in preview, LOGO background preview).

[0374] First, information about the LOGO cut-in notice stored in the notice effect storage unit 107 will be explained using Fig. 48(A). Note that the notice effect storage unit 107 shown in Fig. 48(A) stores information about the number of selections of a specific special symbol variation pattern selected by the game control microcomputer 101 in the special symbol 1 variation pattern selection process (S1409, see Fig. 27) of the pachinko game machine PY1 of the second embodiment since the pachinko game machine PY1 is first powered on (number of times information, judgment result information), and information about the number of times the LOGO cut-in notice is executed in the special symbol variation effect based on the specific special symbol variation pattern (suggested effect number information).

[0375] In the notice effect memory unit 107 of the second embodiment, since the pachinko gaming machine PY1 was first powered on, in the special drawing variation pattern selection process (S1409, see FIG. 27) of the pachinko gaming machine PY1, the number of selections (3) of the SP jackpot variation 1 (special drawing variation pattern "P01", see FIG. 30) selected by the game control microcomputer 101, the number of selections (10) of the SP loss variation 1 (special drawing variation pattern "P04", see FIG. 30) selected by the game control microcomputer 101 since the pachinko gaming machine PY1 was first powered on, the number of selections (4) of the SP jackpot variation 2 (special drawing variation pattern "P071", see FIG. 30) selected by the game control microcomputer 101 since the pachinko gaming machine PY1 was first powered on, the number of selections (15) of the SP loss variation 2 (special drawing variation pattern "P73", see FIG. 30) selected by the game control microcomputer 101 since the pachinko gaming machine PY1 was first powered on, the number of selections (5) of the SP jackpot variation 3 (special drawing variation pattern "P072", see FIG. 30) selected by the game control microcomputer 101 since the pachinko gaming machine PY1 was first powered on, and the number of selections (20) of the SP loss variation 3 (special drawing variation pattern "P74", see FIG. 30) selected by the game control microcomputer 101 since the pachinko gaming machine PY1 was first powered on are stored (see FIGS. 30 and 48(A)).

[0376] 48(A), the notice effect storage unit 107 of the second embodiment stores information on the number of times (1) a LOGO cut-in notice has been executed in a special chart change effect based on SP jackpot variation 1 (special chart variation pattern "P01", see FIG. 30) since the pachinko gaming machine PY1 was first powered on, information on the number of times (2) a LOGO cut-in notice has been executed in a special chart change effect based on SP miss variation 1 (special chart variation pattern "P04", see FIG. 30) since the pachinko gaming machine PY1 was first powered on, information on the number of times (3) a LOGO cut-in notice has been executed in a special chart change effect based on SP jackpot variation 2 (special chart variation pattern "P71", see FIG. 30) since the pachinko gaming machine PY1 was first powered on, and Information on the number of rows (2), the number of times the LOGO cut-in notice has been executed (information on 4) in the special chart change performance based on SP miss variation 2 (special chart change pattern "P73", see Figure 30) since the pachinko gaming machine PY1 was first powered on, information on the number of times the LOGO cut-in notice has been executed (6) in the special chart change performance based on SP jackpot variation 3 (special chart change pattern "P72", see Figure 30) since the pachinko gaming machine PY1 was first powered on, and information on the number of times the LOGO cut-in notice has been executed (8) in the special chart change performance based on SP miss variation 3 (special chart change pattern "P74", see Figure 30) since the pachinko gaming machine PY1 was first powered on are stored (see Figure 48(A)).

[0377] Next, information about the LOGO background notice stored in the notice effect storage unit 107 will be explained using Figure 48 (B). Note that the notice effect storage unit 107 shown in Figure 48 (B) stores information about the number of times a specific special chart variation pattern selected by the game control microcomputer 101 has been selected in the special chart 1 variation pattern selection process (S1409, see Figure 27) since the pachinko gaming machine PY1 was first powered on, and information about the number of times the LOGO background notice has been executed since the pachinko gaming machine PY1 was first powered on.

[0378] The notice performance storage unit 107 of the second embodiment stores information on the number of selections (4) in which the game control microcomputer 101 has selected SP big win variation 1 (special chart variation pattern "P01", see FIG. 30) in the special chart 1 variation pattern selection process (S1409, see FIG. 27) since the pachinko game machine PY1 was first powered on, information on the number of selections (15) in which the game control microcomputer 101 has selected SP miss variation 1 (special chart variation pattern "P04", see FIG. 30) since the pachinko game machine PY1 was first powered on, and information on the number of selections (15) in which the game control microcomputer 101 has selected SP big win variation 2 (special chart variation pattern "P071", see FIG. 30) since the pachinko game machine PY1 was first powered on. The information stored in the memory includes information on the number of selections (5) that have been made by the game control microcomputer 101 since the pachinko game machine PY1 was first powered on, information on the number of selections (20) that have been made by the game control microcomputer 101 since the pachinko game machine PY1 was first powered on to select SP miss variation 2 (special chart variation pattern "P73", see Figure 30), information on the number of selections (3) that have been made by the game control microcomputer 101 since the pachinko game machine PY1 was first powered on to select SP jackpot variation 3 (special chart variation pattern "P072", see Figure 30), and information on the number of selections (10) that have been made by the game control microcomputer 101 since the pachinko game machine PY1 was first powered on (see Figures 30 and 48(B)).

[0379] 48(B), the notice effect storage unit 107 of the second embodiment stores information on the number of times (2) the LOGO background notice has been executed in the special chart change effect based on the SP big win variation 1 (special chart variation pattern "P01", see FIG. 30) since the pachinko gaming machine PY1 was first powered on, information on the number of times (4) the LOGO background notice has been executed in the special chart change effect based on the SP miss variation 1 (special chart variation pattern "P04", see FIG. 30) since the pachinko gaming machine PY1 was first powered on, information on the number of times (5) the LOGO background notice has been executed in the special chart change effect based on the SP big win variation 2 (special chart variation pattern "P71", see FIG. 30) since the pachinko gaming machine PY1 was first powered on. Information on the number of lines (6), information on the number of times (8) the LOGO background announcement has been executed in the special chart change performance based on SP miss variation 2 (special chart variation pattern "P73", see Figure 30) since the pachinko gaming machine PY1 was first powered on, information on the number of times (1) the LOGO background announcement has been executed in the special chart change performance based on SP jackpot variation 3 (special chart variation pattern "P72", see Figure 30) since the pachinko gaming machine PY1 was first powered on, and information on the number of times (2) the LOGO background announcement has been executed in the special chart change performance based on SP miss variation 3 (special chart variation pattern "P74", see Figure 30) since the pachinko gaming machine PY1 was first powered on are stored (see Figure 48(B)).

[0380] Next, the preview effect selection process (S5504) of the second embodiment will be described with reference to FIGS. 49 to 51. First, in the preview effect selection process (S5504) of the second embodiment, the effect control microcomputer 121 extracts a random number for determining the preview effect (S5701). Next, in step S5702, if the information included in the received special symbol variation start command is a specific special symbol variation pattern ("P01," "P71," "P72," "P04," "P73," "P74," see FIG. 30), the effect control microcomputer 121 counts the number of times each special symbol variation pattern has been selected by the game control microcomputer 101 (S5702). In step S5702, each time the effect control microcomputer 121 counts a special symbol variation pattern, the information of the counted special symbol variation pattern is written to the preview effect storage unit 107. As a result, the information on the number of selections in which SP jackpot variation 1 (special chart variation pattern "P01", see Figure 30) was selected, the information on the number of selections in which SP miss variation 1 (special chart variation pattern "P04", see Figure 30) was selected, the information on the number of selections in which SP jackpot variation 2 (special chart variation pattern "P71", see Figure 30) was selected, the information on the number of selections in which SP miss variation 2 (special chart variation pattern "P73", see Figure 30) was selected, the information on the number of selections in which SP jackpot variation 3 (special chart variation pattern "P72", see Figure 30) was selected, or the information on the number of selections in which SP miss variation 3 (special chart variation pattern "P74", see Figure 30) was selected, which is stored in the preview performance memory unit 107, will increase by one the information on the number of selections in which the counted special chart variation pattern was selected.

[0381] Next, the performance control microcomputer 121 performs a LOGO cut-in preview selection process (S5703) described later, and then performs a LOGO background preview selection process (S5704) described later. Next, the performance control microcomputer 121 performs a lottery for other preview performances (S5705), and then ends this process. In step S5705, the performance control microcomputer 121 performs a lottery using the preview performance determination random number extracted in step S5701 to determine whether or not to execute a preview performance other than the LOGO preview performance (LOGO cut-in preview, LOGO background preview).

[0382] Next, the LOGO cut-in notice selection process (S5703) will be described with reference to Figure 50. First, in the LOGO cut-in notice selection process (S5703), the performance control microcomputer 121 determines whether or not to execute the LOGO cut-in notice (S5801). It should be noted that the reliability of the LOGO cut-in notice is set to 10%, and the winning occupancy rate of the LOGO cut-in notice is set to 20%. Specifically, in step S5801, if the information contained in the received special chart variation start command is a specific special chart variation pattern ("P01", "P71", "P72", "P04", "P73", "P74", see Figure 30), the performance control microcomputer 121 determines whether or not to execute a LOGO cut-in notice in the special chart variation performance based on the SP jackpot variation based on the information on the number of selections (see Figure 48(A)) in which the SP jackpot variation stored in the notice performance memory unit 107 was selected, the set LOGO cut-in notice winning occupancy rate, and the notice performance determination random number extracted in step S5701.

[0383] For example, in step S5801, if the information contained in the received special chart change start command is SP jackpot change 1, the performance control microcomputer 121 determines whether or not to execute a LOGO cut-in notice in the special chart change performance based on SP jackpot change 1 with the probability of the set LOGO cut-in notice winning occupancy rate (20%) based on the random number for determining the notice performance extracted in step S5701.

[0384] Also, for example, in step S5801, when the information included in the received special symbol variation start command is SP miss variation 1, the performance control microcomputer 121 calculates a miss occupancy rate (54%), which is the execution probability of the LOGO cut-in notice in the special symbol variation performance based on the SP miss variation 1, according to the calculation method of the miss occupancy rate of the LOGO cut-in notice shown in Fig. 50, based on the information on the number of SP miss variations 1 (for example, 10 times, see Fig. 48(A)) stored in the notice performance storage unit 107 and the information on the number of SP jackpot variations 1 (for example, 3 times, see Fig. 48(A)) stored in the notice performance storage unit 107. Next, the performance control microcomputer 121 determines whether or not to execute the LOGO cut-in notice in the special symbol variation performance based on the SP miss variation 1 with the probability of the calculated miss occupancy rate (54%) based on the notice performance determination random number extracted in step S5701.

[0385] Also, if the reliability and winning occupancy rate of the LOGO cut-in notice are not set, and if the information contained in the received special chart change start command is a specific special chart change pattern ("P01", "P71", "P72", "P04", "P73", "P74", see Figure 30), the performance control microcomputer 121 determines whether to execute the LOGO cut-in notice in a special chart change performance based on a specific special chart change pattern based on the initial value (default value) winning occupancy rate (for example, 10%) or the probability of the initial value losing occupancy rate calculated by the calculation method shown in Figure 50, based on the random number for determining the notice performance extracted in step S5701.

[0386] Next, the performance control microcomputer 121 calculates the current reliability of the LOGO cut-in notice in the special chart variation performance based on the SP jackpot variation (S5802). Here, the current reliability of the LOGO cut-in notice (current reliability) is not the reliability of the LOGO cut-in notice that has been set or the initial value of the reliability of the LOGO cut-in notice, but the reliability of the LOGO cut-in notice calculated based on the number of times the LOGO cut-in notice has been executed since the pachinko game machine PY1 was first powered on until the current special chart variation performance. Specifically, in step S5802, the performance control microcomputer 121 divides the total number of times that the LOGO cut-in notice has been executed in the special chart variation performance based on the SP jackpot variation from when the pachinko gaming machine PY1 was first powered on to when the special chart variation performance was current, by the total number of times that the LOGO cut-in notice has been executed in the special chart variation performance based on the SP jackpot variation from when the pachinko gaming machine PY1 was first powered on to when the special chart variation performance was current, and multiplies the number of times that the LOGO cut-in notice has been executed in the special chart variation performance based on the SP miss variation from when the pachinko gaming machine PY1 was first powered on to when the special chart variation performance was current by 100. Also, if the performance control microcomputer 121 has not set the reliability of the LOGO cut-in notice, the processing of step S5802 is performed based on the initial reliability of the LOGO cut-in notice. In step S5802, the performance control microcomputer 121 may round up to the nearest decimal point, or may round up or round down to the nearest decimal point or beyond.

[0387] For example, if it is determined in step S5801 that a LOGO cut-in notice is to be executed in the special chart variation effect based on the SP jackpot variation 1, in step S5802, the effect control microcomputer 12...

Claims

1. a game control means capable of controlling the game to a special game state; A gaming machine equipped with a performance control means capable of executing a specific performance that suggests the possibility of being controlled to the special gaming state, The specific effects include a first specific effect and a second specific effect different from the first specific effect, The percentages related to the specific effects include a first percentage and a second percentage different from the first percentage, The performance control means A first ratio selected from a plurality of first ratio stages can be set based on a predetermined operation by a player; A second ratio selected from a plurality of stages of second ratios can be set based on a predetermined operation by a player; A gaming machine characterized in that, when the setting of one selected first ratio and one selected second ratio is completed based on a single specified operation by a player, it is possible to start executing a specific display based on the set first ratio and second ratio.

2. 2. The gaming machine according to claim 1, The performance control means The first specific effect set to the first ratio can be executed, A gaming machine characterized in that the second specific effect set at the second rate can be executed.

3. 3. The gaming machine according to claim 2, The performance control means The second specific effect set to the first rate can be executed, A gaming machine characterized in that the first specific effect set to the second rate can be executed.

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