gaming machines

By integrating reserved and changing patterns with timed erasure in gaming machines, the entertainment value is enhanced by making the expectation of winning dependent on both display form and timing, thereby increasing player engagement.

JP7734907B2Active Publication Date: 2025-09-08TAKAO KK
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Patent Information

Application Number
JP2021119616
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-20
Publication Date
2025-09-08
Estimated Expiration
2041-07-20

AI Technical Summary

Technical Problem

Existing gaming machines lack effective methods to enhance the entertainment value by providing nuanced and engaging notifications of the degree of expectation during gameplay, particularly through the use of reserved and changing patterns.

Method used

The gaming machine incorporates a configuration where reserved patterns and changing patterns are displayed with varying expectation levels, and the timing of erasing the changing patterns influences the player's perception of winning probability, enhancing engagement by requiring close attention to the display dynamics.

Benefits of technology

This approach increases player interest and entertainment value by making the expectation of winning dependent on both the display form and timing of erasing the changing symbols, creating a more immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine for performing unprecedented notification of a degree of expectation.SOLUTION: A false performance is executed in accordance with a variation in a special pattern, a reserved pattern corresponding to an extracted random number value is displayed in a reserved pattern display area, and a reserved pattern corresponding to a random number value is erased each time determination is performed regarding the random number value, and a varying pattern is displayed in a varying pattern display area. Multiple display modes having different degrees of expectation as a reserved pattern and a varying pattern are provided, and a display mode of the varying pattern is related to a display mode of an erased reserved pattern. Multiple kinds exist as a false performance, and a varying pattern is erased by the time at least a varying special pattern is established and displayed. The time up to the erasure may be T1, or T2 longer than T1, and a probability of winning by determination is higher when the time is T1 than when the time is T2 even if a display mode of a varying pattern immediately before erasure is the same display mode.SELECTED DRAWING: Figure 19
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine, and more particularly to a pinball gaming machine (pachinko machine) capable of informing the probability of a winning judgment result. [Background technology]

[0002] Most pachinko machines (hereinafter referred to as gaming machines) currently installed are configured to store a random number value extracted when a gaming ball enters the starting hole, and use this stored random number value to determine whether the game has been won or not. In addition, recent gaming machines implement a so-called pre-reading reserved pattern presentation in which the stored random number value is checked before the judgment of whether it is a win or a loss is made, and the display form of the reserved pattern corresponding to the stored random number value is changed to another form based on the checking result, thereby showing the player in advance the expectation of the random number value being stored before the judgment of whether it is a win or a loss is made.

[0003] Then, when a judgment of whether the winning or losing is made based on the extracted random number value, a pseudo-pattern to indicate the result of the judgment begins to change, and a changing pattern that takes over the display form of the reserved pattern corresponding to the random number value is displayed. In addition, the changing pattern can also be changed to other display forms, and the difference in the display form of the changing pattern indicates the expectation for the lottery result during the change. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-97897 Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, in gaming machines that have reserved symbols and variable symbols, it is desirable to improve the entertainment value by more effectively notifying the degree of expectation.

[0006] The present invention has been made in consideration of the above points, and aims to provide a gaming machine that has reserved patterns and changing patterns and is capable of providing unprecedented expectation level notifications. [Means for solving the problem]

[0007] The gaming machine of the present invention comprises: an extracted random number storage means for extracting a random number when the ball enters the starting hole and storing the extracted random number up to a predetermined number; A means for determining whether the winning or losing is the winning or losing based on the stored random number value; A special symbol display device that displays the result of the determination after the special symbol is changed based on the determination, A gaming machine capable of executing a pseudo performance on a performance display device in response to the variation of the special symbol, A reserved pattern corresponding to the extracted random number is displayed in a reserved pattern display area that can appear on the performance display device, and every time the judgment is made regarding the random number stored in the extracted random number storage means, the reserved pattern corresponding to the random number for which the judgment is made is erased from the reserved pattern display area, and a changing pattern is displayed in a changing pattern display area that can appear on the performance display device, A plurality of display forms with different expectation levels can be displayed for the reserved pattern and the varying pattern, respectively, and the display form of the varying pattern displayed in the varying pattern display area when the determination is made is associated with the display form of the reserved pattern that was erased when the determination was made, The pseudo-effects include a plurality of types classified based on differences in effect specifying elements that can visually specify the effect content, The variable symbols are erased at the latest by the time the variable special symbols are confirmed and displayed. In a predetermined pseudo performance, the time from the start of the pseudo performance to the erasure of the changing pattern may be T1 time or may be T2 time longer than T1 time, and even if the display form of the changing pattern immediately before erasure is the same in the predetermined pseudo performance, the probability of winning in the judgment is higher when the time from the start of the pseudo performance to the erasure of the changing pattern is T1 time than when it is T2 time.

[0008] According to the present invention, in a gaming machine capable of displaying reserved symbols and changing symbols on a performance display device, the expectation (expectation of winning) varies not only depending on the display form of the changing symbols but also on the timing of erasing the changing symbols, so that the player can enjoy the game by paying more attention to the changing symbols than ever before, and the interest in the game can be increased.

[0009] In other words, in conventional gaming machines, the expectation level (the expectation level of being notified that the result of the judgment is a win (hit)) was indicated by differences in (a) the display form of the reserved pattern displayed in the reserved pattern display area corresponding to the random number value stored in the extracted random number value storage means (reserved storage means), and (b) the display form of the changing pattern displayed in the changing pattern display area corresponding to the extracted random number value that was the subject of judgment. In contrast to this, the present invention is provided with a configuration in which the variable symbols displayed in the variable symbol display area are hidden at the latest by the time the special symbol is confirmed and displayed (a configuration in which the variable symbols are erased and hidden (eliminated)). Therefore, according to the present invention, in addition to the display form of the reserved symbols and variable symbols, the degree of expectation can be indicated by differences in the timing of hiding the variable symbols.

[0010] In other words, while it has been conventional practice to indicate the degree of expectation by differences in the display format of reserved patterns and changing patterns, the present invention adopts a novel configuration in which the degree of expectation is expressed based on differences in the timing at which the changing patterns currently being displayed are erased. Therefore, according to the present invention, in a gaming machine equipped with reserved symbols and variable symbols, the player cannot relax until the variable symbols are no longer displayed. Therefore, the player must closely watch the variable symbols from multiple perspectives, such as what display form the reserved symbols and variable symbols will take, and when the variable symbols will be erased (disappeared). Therefore, the gaming machine of the present invention can improve the player's entertainment value and increase the player's interest in the game.

[0011] Here, in the present invention, the gaming machine may be configured to perform an effect in which, when a win / loss judgment (lottery) is executed for the random number value stored in the extracted random number value storage means, the reserved pattern displayed in the reserved pattern display area moves to the changing pattern display area and becomes a changing pattern. Even in such a gaming machine, the reserved pattern itself that was displayed in the reserved pattern display area will disappear. In other words, there is no difference in that the reserved pattern that was displayed in the reserved pattern display area disappears and, with this disappearance, the changing pattern is displayed in the changing pattern display area.

[0012] In this way, when "the effect of the reserved symbol in the reserved symbol display area moving to the changing symbol display area" is performed, the player gets the impression that the reserved symbol does not disappear from the effect display device (the screen of the effect display device), but rather that the reserved symbol moves to the changing symbol display area. However, even in such a case, there is no difference in that the reserved symbol that was displayed in the reserved symbol display area actually disappears, and as a result of this disappearance, the changing symbol is displayed in the changing symbol display area.

[0013] Furthermore, in the present invention, the "display form of the currently changing pattern displayed in the currently changing pattern display area" is associated with the "display form of the reserved pattern erased from the reserved pattern display area when a determination is made." Here, the association between the "display form of the displayed currently changing pattern" and the "display form of the erased reserved pattern" refers to, for example, their association in appearance. For example, (a) when the reserved pattern and the currently changing pattern are colored in a predetermined color, they are associated in terms of the color, or (b) when the reserved pattern and the currently changing pattern are displayed as characters, they are associated in terms of the character, etc., and this refers to their association in appearance, concept, etc. More specifically, when the color of the pattern indicates the level of expectation, examples include cases where the "displayed currently changing pattern" and the "erased reserved pattern" have the "same color," or when the "displayed currently changing pattern" has a color with a higher expectation than the "erased reserved pattern."

[0014] The "effect specifying element" of the present invention is an effect element that can visually identify the effect content. In other words, it is an element that allows a player facing a pseudo effect to classify (distinguish) the type of the pseudo effect at a glance based on the difference in the element. For example, (a) when a pseudo-effect is an effect accompanied by a reach display during the effect (hereinafter referred to as reach effect), and the reach effect is accompanied by the display of a character, the reach effect (pseudo-effect) can be classified into a plurality of reach effects (pseudo-effects) according to the action effect of the character (for example, the action effect performed by the character). For example, the pseudo-effect can be visually classified into a plurality of reach effects such as reach effect A, reach effect B, reach effect C, etc.

[0015] Furthermore, (b) in the case where the reach effect (pseudo effect) involves the display of a character, an example can be given in which the reach effect (pseudo effect) is classified according to the type of character displayed (such as a character representing a person, a character representing an animal, a character representing a vehicle, etc.). Other examples include (c) a case where the reach effect (pseudo effect) has multiple types of number patterns to be displayed (number patterns using Arabic numerals, number patterns using kanji numerals, types of number patterns identified by differences in font, etc.), and a case where the reach effect (pseudo effect) is classified according to the type of number pattern. Furthermore, (d) as a pseudo-effect, a case where multiple types of decorative elements such as background patterns (land, sea, mountains, anime theme, etc.) are provided can be exemplified.

[0016] Furthermore, (e) the reach performance (pseudo performance) may be classified depending on whether or not the reach performance (pseudo performance) is accompanied by the display of a character. For example, the reach performance (pseudo performance) may be classified depending on whether the reach performance (pseudo performance) is accompanied by the display of a character, or is not accompanied by the display of a character (for example, a normal reach performance that is executed using number symbols without the display of a character). It should be noted that it is also possible to classify a plurality of pseudo effects from the viewpoint of one or more of the above (a) to (e).

[0017] In the present invention, pseudo-effects classified into the same group (for example, pseudo-effects classified as A reach effects) do not necessarily have to have the same effect time (variable time), and may have multiple effects with different effect times (variable times). Furthermore, pseudo-effects classified into the same group (for example, A reach effect, B reach effect, C reach effect, etc.) may include patterns that transition to a development effect (for example, an effect in which the effect content suddenly switches) and patterns that do not transition to a development effect. For example, there are patterns that end with only the first half of the effect, and patterns in which the second half of the effect is performed after the first half of the effect, and both cases may be included in the type of the same pseudo-effect (for example, A reach effect).

[0018] Generally, a reach display is an "intermediate display" that is performed in the middle of a variable display when there are multiple display symbols (variable display and fixed display) on the display device. More specifically, when the stopping order of multiple display symbols is determined, a display symbol other than the one that is finally stopped and displayed is displayed, and depending on which display symbol is finally stopped and displayed, it is a display that indicates the possibility of a win (small win, big win) being displayed by all the displayed display symbols.

[0019] In addition, in the present invention, the "time from the start of a predetermined pseudo-effect until the changing symbols are erased" may be not only T1 time and T2 time, but also T3 time and T4 time (T3 time longer than T2 time, T4 time longer than T3 time), etc. However, in this case, when the time until the changing symbols are erased is T1 time, the configuration with the highest expectation is preferable. Furthermore, as in the present invention, it is not necessary that "the earlier the timing of the disappearance of the variable symbol, the higher the expectation" in all types of pseudo-effects, as "predetermined pseudo-effects". In other words, it is sufficient that there is at least one pseudo-effect that corresponds to the "predetermined pseudo-effect" among all pseudo-effects. The present invention may further include the following configuration. That is, the gaming machine of the present invention: "Before the judgment of success or failure is made based on the random number value extracted when the ball enters the starting hole, a confirmation means is provided to confirm the extracted random number value, The display format of the pending pattern to be displayed may be determined according to the confirmation result of the confirmation means, and the display format of the changing pattern to be displayed may be determined according to the confirmation result of the confirmation means (see the example described below). [Effects of the Invention]

[0020] As described above, according to the gaming machine of the present invention, it is possible to obtain a gaming machine that has reserved symbols and variable symbols and is capable of reporting the degree of expectation in a way that has not been possible before. [Brief explanation of the drawings]

[0021] [Figure 1] FIG. [Figure 2] Front view of the game board 1. [Figure 3] 1 is a rear view of the pachinko machine 50. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine 50. [Figure 5] 1 is a diagram showing the operation of pachinko machine 50. [Figure 6] A diagram showing the relationship between the jackpot pattern, the type of jackpot, and the game status after the jackpot game is executed on the pachinko machine 50. [Figure 7] 4 is a flowchart showing an outline of a main routine executed by a main control device 80 of a pachinko machine 50. [Figure 8] A flowchart of the start-up winning confirmation process for special patterns executed by the main control unit 80. [Figure 9] 10 is a flowchart of a read-ahead determination process. [Figure 10] 10 is a first flowchart of the process of determining whether a special symbol is a winning or losing symbol, which is executed by the main control device 80. [Figure 11] 10 is a second flowchart of the process of determining whether a special symbol is a winning or losing symbol, which is executed by the main control unit 80. [Figure 12] 10(a) is a diagram showing the relationship between the game state and the fluctuation pattern table, and FIG. 10(b) is a third flowchart of the win / loss determination process executed by the main control unit 80. [Figure 13] 4 is a fourth flowchart of the process of determining whether a special symbol is a winning or losing symbol, which is executed by the main control unit 80. [Figure 14] 10 is a first flowchart of the jackpot game processing executed by the main control device 80. [Figure 15] 10 is a second flowchart of the jackpot game processing executed by the main control device 80. [Figure 16] 10 is a third flowchart of the jackpot game processing executed by the main control device 80. [Figure 17] A schematic explanatory diagram showing the changing effects, pending patterns, and changing patterns displayed on the screen 6a of the effect pattern display device 6. [Figure 18] An explanatory diagram showing how the reserved pattern and the changing pattern shift as the reserved memory is consumed. [Figure 19] (a) is a time chart showing the fluctuation of the special pattern, (b) is a time chart showing the pseudo-effect (fluctuating effect) executed in response to the fluctuation of the special pattern, (c-1), (c-2) and (d) are time charts showing the display form of the fluctuating pattern, and (e) is an explanatory diagram showing the relationship between the type of pseudo-effect and the expected probability of a jackpot. [Figure 20] (a) is a diagram for explaining the reserved-related patterns (reserved patterns and changing patterns), and (b) is a diagram showing the display change patterns of the reserved-related patterns (reserved patterns and changing patterns). [Figure 21] 1 is a diagram showing a portion of a scenario selection table. [Figure 22] (a) and (b) are diagrams showing a part of the scenario selection table, and (c) is a diagram showing the relationship between the selection rate of each final display form (changing pattern) and the result of the win / loss judgment. [Figure 23] An explanatory diagram showing the contents of pseudo-performance A. [Figure 24] An explanatory diagram showing the contents of pseudo-performance A. [Figure 25] (a) is an explanatory diagram showing the content of pseudo-performance B, and (b) is an explanatory diagram showing the content of pseudo-performance C. [Figure 26] A flowchart showing the reserved pattern display process executed by the sub-integrated control device 83. [Figure 27] 10A is a diagram showing the probability of winning the lottery for executing the change effect, and FIG. 10B is a flowchart showing the pending number information receiving process executed by the sub-integrated control device 83. [Figure 28] 10 is a flowchart showing the performance start processing executed by the sub-integrated control device 83. [Figure 29] 10(a) and 10(b) are explanatory diagrams showing a part of a fluctuation pattern table. [Figure 30] 10(a) to 10(c) are explanatory diagrams showing a part of a performance pattern table. [Figure 31] (a) is a flowchart showing the process of selecting a variable symbol effect pattern, and (b) and (c) are diagrams showing a special effect pattern table. [Figure 32] (a) to (d) are diagrams showing special effect pattern tables, and (e) is a diagram showing a normal effect pattern table. [Figure 33] 33(a) is a flowchart showing the process of changing the varying symbol executed by the sub-integrated control device 83, and a diagram showing the contents of S1355 in FIG. 33(a). [Figure 34] 1A is a flowchart showing the effect stopping process executed by the sub-integrated control device 83, and FIG. 1B is a diagram showing the features of the present invention. [Figure 35] 4 is a time chart illustrating the features of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0022] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings. The present invention is not limited to the following embodiments, and various modifications are possible within the scope of the present invention.

[0023] (1) Example 1 As shown in Figure 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each component is held by an outer frame 51, which forms a vertically long fixed outer holding frame. Hinges 53 are provided on the top and bottom left sides of the outer frame 51, and an inner frame 70 shown in Figure 3 is attached to the other side of the hinge 53, and the inner frame 70 is configured to be able to open and close relative to the outer frame 51. A glass plate 61 is provided in the front frame 52 so that it can be removed, and a game board 1 shown in Figure 2 is attached to the inner frame 70 behind the glass plate 61.

[0024] The front frame 52 is configured to be openable and closable relative to the inner frame 70, with upper and lower hinges (not shown) on the left side as fulcrums. When the inner frame 70 is closed relative to the outer frame 51 and the front frame 52 is closed relative to the inner frame 70, a game can be played. When the front frame 52 is opened relative to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums, the front surface 1a of the game board 1 is exposed, allowing a pachinko parlor staff member or the like to perform work to resolve any malfunctions that have occurred on the front surface 1a (such as work to resolve ball jams in the game board 1). In the following description, the front frame 52 may also be referred to as a glass frame.

[0025] Speakers 66 are provided on the upper left and right sides of the front frame 52, and output game sounds generated by the pachinko machine 50, enhancing the player's enjoyment. In addition, to enhance the player's enjoyment, the front frame 52 is also provided with a plurality of frame-side decorative lamps 65 that light up depending on the game status. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A launch handle 64 is attached to the right side of the lower tray 63, and by rotating the launch handle 64 clockwise, a launch device (not shown) is operated, and game balls supplied from the upper tray 55 are launched toward the game board 1.

[0026] A performance button 67 that can be operated by a player is provided at approximately the center of the top of the upper tray 55. When the player operates the performance button 67 during its valid period, it changes the performance content displayed on the performance symbol display device 6 (described later) and changes the game sound output by the speaker 66. The performance button 67 also has a jog dial 68 around it, and is configured so that by rotating the jog dial 68, it is possible to change the image used for the performance. The pachinko machine 50 is a so-called CR machine, and is equipped with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and the pachinko machine 50 is equipped with a CR payment display device having a loan button 57, a payment button 58, and a balance display 59.

[0027] Figure 2 is a front view of the game board 1 of the pachinko machine 50 of this embodiment. The overall configuration of this pachinko machine 50 follows known technology, so illustrations and explanations are omitted. As shown in Figure 2, the game board 1 is provided with a substantially circular game area 3 surrounded by known guide rails 2a and 2b. A center case 5 is located in the approximate center of the game area 3. The center case 5, like known ones, is equipped with a warp entrance, a warp passage, a stage, and a window overlooking the screen 6a of a performance symbol display device 6 (a liquid crystal display device that displays performance symbols). A normal symbol activation gate 17 for normal symbols (hereinafter also referred to as normal symbols) through which gaming balls can pass (enter) is provided on the left side of the center case 5. When a gaming ball enters and passes through the normal symbol activation gate 17, a lottery for determining whether the normal symbol will be won or lost is executed.

[0028] Also, directly below the center case 5, a first start hole 11 and a second start hole 12 are arranged side by side, one above the other, and a jackpot lottery is held with a variable display of a special symbol (also referred to as a special symbol) when a gaming ball enters the hole. This pachinko machine 50 is equipped with two types of special symbols: a first special symbol (hereinafter also referred to as a first special symbol) that changes when a ball enters the first start hole 11, and a second special symbol (hereinafter also referred to as a second special symbol) that changes when a ball enters the second start hole 12. Also, the first start hole 11 is configured to allow gaming balls to enter at all times, but the second start hole 12 is configured as a normal electric device that is opened when a winning normal symbol lottery is won, and balls can enter only when it is open.

[0029] When a gaming ball enters the first starting hole 11, multiple types of random numbers such as a random number for determining a jackpot for the first special symbol, a random number for determining a jackpot symbol, and a random number for determining a variation pattern of the first special symbol are extracted and stored as a first reserved memory. In addition, a hit / miss determination of the first special symbol is performed according to these random numbers, and the result is determined as a hit or miss.

[0030] When the ball enters the second starting hole 12, multiple types of random numbers are extracted, such as a random number for determining a jackpot for the second special symbol, a random number for determining a jackpot symbol, and a random number for determining the variation pattern of the second special symbol, and these are stored as second reserved memory. In addition, a hit / miss determination of the second special symbol is performed according to these random numbers, and the result is determined to be either a hit or a miss.

[0031] In addition, the second starting hole 12 configured as a normal electric device is opened for a predetermined time when a normal symbol lottery is won. And, below the second starting hole 12, there is arranged a large prize opening 14 consisting of a special electric device that is opened when a jackpot game is played when a jackpot is won in the jackpot lottery. In addition, there are arranged a plurality of normal prize openings 13 in the lower left area of ​​the game area 3 (below the left hitting area where the game ball will reach when the shooting strength of the game ball in the game area 3 is equal to or less than a predetermined value).

[0032] In the lower right area of ​​the game board 1, there are installed a 7-segment first special symbol display device 9 and a second special symbol display device 10, a first special symbol reserved number display device 18 and a second special symbol reserved number display device 19 consisting of four LEDs, a normal symbol display device 7 consisting of two LEDs, and a normal symbol reserved number display device 8 consisting of four LEDs.

[0033] In addition, an LCD panel for a performance pattern display device 6 is arranged in the center of the center case 5 of the game board 1, and on the screen of the LCD panel (front surface 6a of the performance pattern display device 6), a pattern display is performed to announce the results of the jackpot lottery corresponding to the first and second special charts by displaying changes in the performance patterns, etc.

[0034] Here, the first special symbol display device 9 and the second special symbol display device 10 constitute a specific example of a means for performing a variable display of the special symbol and a stop display (determined display). In addition, the effect symbol display device 6 displays a notification symbol (a big win symbol or a miss symbol) that notifies the result of the hit / miss determination, after which the symbol changes (displays the change in the effect symbol) and then stops (determines) the display. The display of the special symbol variation table and the display of the performance symbol variation are started at the same time, and the stop display (determined display) is executed at the same time.

[0035] A large number of game nails 4 are planted in the game area 3 of the game board 1, and an outlet 2d is provided at the bottom of the board surface.

[0036] As shown in Figure 3, the back of the pachinko machine 50 has an inner frame 70, which is detachably attached to the game board 1, housed in the outer frame 51. From above, this inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73. With this configuration, if a game ball enters a winning slot on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 via the tank rail 72 to the upper tray 55 by the payout device 73. Also, on the back of the pachinko machine 50, a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided. The performance symbol control device 82 and the sub-integrated control device 83 correspond to sub-controllers.

[0037] The main control device 80, the effect symbol control device 82, and the sub-integrated control device 83 are mounted on the gaming board 1, while the payout control device 81, the launch control device 84, and the power supply board 85 are mounted on the inner frame 70. Although the launch control device 84 is not depicted in FIG. 3, it is mounted below the payout control device 81. An external connection terminal 78 is mounted on the right side of the ball tank 71, and signals indicating game status and game results are sent from this external connection terminal 78 to a hall computer (not shown). Conventionally, two types of external connection terminals 78 are used to transmit signals to the hall computer: one for the board (a terminal for outputting signals output from the gaming board to the hall computer) and one for the frame (a terminal for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). However, in this embodiment, signals indicating game status and game results are sent to the hall computer via a single external connection terminal 78.

[0038] The electrical configuration of this pachinko machine 50 is centered around the main control device 80, as shown in the block diagram of Figure 4. Although detailed illustrations are omitted, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 are all equipped with a CPU, ROM, RAM, input port, output port, etc., but in this embodiment, the firing control device 84 is not provided with a CPU, ROM, or RAM. However, this is not limited to this, and the firing control device 84 may be provided with a CPU, ROM, RAM, etc.

[0039] This pachinko machine 50 is equipped with a backup power supply and is configured to retain the contents of the RAMs provided in at least the main control device 80 and the payout control device 81. Note that in the pachinko machine 50, the contents of the RAM provided in the sub-integrated control device 83 are not retained.

[0040] The main control device 80 receives detection signals from a first start port switch 11a that detects game balls that have entered the first start port 11, a second start port switch 12a that detects game balls that have entered the second start port 12, a normal pattern activation switch 17a that detects game balls that have entered the normal pattern activation gate 17 that activates the normal pattern, a count switch 14a that counts game balls that have entered the big prize port 14, and a general prize port switch 13a that detects game balls that have entered the general prize port 13.

[0041] The main control unit 80 operates according to the installed program, and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs them to the payout control unit 81 and the sub-integrated control unit 83. In addition, the main control device 80 controls the display of the first special pattern display device 9 and the second special pattern display device 10, which are connected via the pattern display device relay terminal board 90, and the lighting of the first special pattern reserved number display device 18, the second special pattern reserved number display device 19, the normal pattern display device 7, and the normal pattern reserved display device 8.

[0042] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the normal electric device (second starting opening 12) by controlling the normal electric device solenoid 12b. The output signal from the main control device 80 is also output to the test signal terminal, and signals for managing symbol fluctuations, jackpots (also called special games), etc. are output to the external connection terminal 78 and sent to the hall's main computer 87. The main control device 80 and the payout control device 81 are capable of two-way communication.

[0043] Furthermore, detection signals are input to the main control device 80 from the glass frame opening switch 35 and the inner frame opening switch 36. Although specific illustration is omitted, the glass frame opening switch 35 is a retractable switch that can protrude from the front of the inner frame 70 and move forward and backward (in front of and behind the pachinko machine 50). When the front frame 52 is opened relative to the inner frame 70, the front end of the glass frame opening switch 35 is released, increasing the amount of protrusion of the glass frame opening switch 35 and turning the glass frame opening switch 35 to the OFF state. On the other hand, when the front frame 52 is closed relative to the inner frame 70, the front end of the glass frame opening switch 35 is pressed backward by the back surface of the front frame 52, reducing the amount of protrusion of the glass frame opening switch 35 and turning the glass frame opening switch 35 to the ON state. In this pachinko machine 50, even if the front frame 52 is actually opened, the glass frame opening switch 35 can be turned ON by pressing the front end of the glass frame opening switch 35 (towards the rear of the pachinko machine 50) with a finger (the finger of a pachinko parlor employee) or the like.

[0044] Furthermore, when the inner frame 70 is closed relative to the outer frame 51, the inner frame switch 36 (see FIG. 4) is turned on, and when the inner frame 70 is open relative to the outer frame 51, the inner frame switch 36 is turned off. Furthermore, a glass frame opening switch 35 can be provided on the back side of the inner frame 70.

[0045] The payout control device 81 operates the payout motor 20 to pay out prize balls in response to commands sent from the main control device 80. In this embodiment, a detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. Alternatively, a configuration may be used in which the detection signal from the payout switch 21 is input to both the main control device 80 and the payout control device 81, and the counting of prize balls is performed by both the main control device 80 and the payout control device 81.

[0046] The payout control device 81 stops the payout motor 20 and stops the payout operation of prize balls when signals are input from the full switch 22 and the out-of-ball switch 23, and when the full switch 22 inputs a signal indicating that the lower tray 63 is full, or when the out-of-ball switch 23 inputs a signal indicating that there are few or no game balls in the ball tank. The full switch 22 and the out-of-ball switch 23 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 resumes driving the payout motor 20 when the signal is no longer output.

[0047] The payout control device 81 also communicates with the prepaid card unit (CR unit) 56 via the CR unit terminal board 24 to activate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 so as to be able to communicate bidirectionally, and the settlement display board 25 is connected to a ball lending button for requesting the lending of game balls, a return button for requesting settlement, and a balance display.

[0048] In addition, the payout control device 81 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer 87 via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. Although this embodiment is configured to pay out game balls, it may also be configured to store game balls generated in response to winning or the like without paying them out. The launch control device 84 controls the launch motor 30 to launch the gaming balls into the gaming area 3. In addition to the payout control device 81, the launch control device 84 also receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29.

[0049] The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and when the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.

[0050] The sub-integrated control device 83 corresponds to the sub-control device, and receives data and commands sent from the main control device 80, sorts them into data for performance display control, sound control, and lamp control, and sends the commands for performance display control to the performance pattern control device 82, and distributes the commands for sound control and lamp control to each control part contained in itself (functional parts as sound control device and lamp control device).

[0051] The functional unit as a sound control device (represented as sound control unit 83a in FIG. 4) controls sound output from speaker 66 by operating a sound LSI based on sound control data, that is, controls the volume and type of sound (for example, type of notification sound, etc.) The functional unit as a lamp control device (represented as lamp control unit 83b in FIG. 4) controls various LEDs and lamps 26 by operating a lamp driver based on lamp control data.

[0052] In addition, the sub-integrated control device 83 is connected to the effect button 67 and the jog dial 68, and when the player operates the effect units 67, 68, the operation signal is input to the sub-integrated control device 83. The jog dial 68 may be configured to be connected to the effect symbol control device 82.

[0053] The sub-integrated control device 83 and the performance symbol control device 82 are capable of two-way communication. The performance pattern control device 82 controls the performance pattern display device 6 based on the data and commands received from the sub-integrated control device 83 (both of which are sent from the main control device 80 and generated by the sub-integrated control device 83), and displays performance images such as performance patterns on the screen 6a of the performance pattern display device 6. In this embodiment, the sub-integrated control device 83 and the performance symbol control device 82 are separated into separate devices, but they may also be configured to be integrated into one device.

[0054] Next, the operation and basic specifications of the pachinko machine 50 of this embodiment will be explained with reference to FIG.

[0055] In the pachinko machine 50, a hit / miss judgment (hereinafter referred to as the first hit / miss judgment) of the first special symbol is executed due to the ball entering the first starting hole 11, and a hit / miss judgment (hereinafter referred to as the second hit / miss judgment) of the second special symbol is executed due to the ball entering the second starting hole 12. In this embodiment, the first hit / miss judgment and the second hit / miss judgment constitute specific examples of the "hit / miss judgment (hit / miss judgment)" of the present invention. A jackpot determined by the "hit / miss judgment (hit / miss judgment)" constitutes a specific example of the "winning by hit / miss judgment" of the present invention.

[0056] Then, based on the execution of the first win / loss determination, the time for which the first special symbol changes is determined, and the first special symbol starts changing on the first special symbol display device 9. Similarly, based on the execution of the second win / loss determination, the time for which the second special symbol changes is determined, and the second special symbol starts changing on the second special symbol display device 10. In addition, when the first special pattern display device 9 starts to vary the first special pattern, or the second special pattern display device 10 starts to vary the second special pattern, a pseudo-variation (variation of the performance pattern, i.e., a variation performance) is started in the performance pattern display device 6 correspondingly (in response to the variation of the first special pattern or the variation of the second special pattern that starts).

[0057] In addition, when the first special symbol starts to vary or the second special symbol starts to vary, the effect symbol display device 6 starts to display the symbol that is currently varying. When the first special symbol starts to vary, after the variation time of the first special symbol has elapsed, the determined symbol of the first special symbol is displayed on the first special symbol display device 9, and the result of the first hit / miss judgment is announced. At the same time, the result of the hit / miss judgment of the special symbol is also announced by the determined display of the performance symbol corresponding to the first special symbol on the performance symbol display device 6.

[0058] Similarly, when the variation of the second special symbol starts, after the variation time of the second special symbol has elapsed, the confirmed symbol of the second special symbol is displayed on the second special symbol display device 10, and the result of the second hit / miss judgment is announced. At the same time, the result of the hit / miss judgment of the special symbol is also announced by the confirmed display of the performance symbol corresponding to the second special symbol on the performance symbol display device 6.

[0059] Furthermore, the display of the changing symbol that starts in response to the change of the first special symbol will end (the changing symbol will be erased and disappear) at the latest before the change time of the first special symbol that started the change has passed. Similarly, the display of the changing symbol that starts in response to the change of the second special symbol will end (the changing symbol will be erased and disappear) at the latest before the change time of the second special symbol that started the change has passed.

[0060] Furthermore, the pachinko machine 50 of this embodiment is a so-called "probability variable machine," and the probability of a jackpot for the first special symbol and the second special symbol in the high probability state is about 10 times the probability of a jackpot for the first special symbol and the second special symbol in the normal probability state (where the jackpot determination probability is normal). In other words, the jackpot determination probability in the normal probability state is "1 / 300," and the jackpot determination probability in the high probability state is "1 / 30."

[0061] Furthermore, when the result of the judgment of whether the first special pattern or the second special pattern is a jackpot and the special pattern (first special pattern, second special pattern) is displayed as a confirmed jackpot pattern, the condition device is activated, which activates the device for continuously operating the special device, and the jackpot game is executed in which the jackpot opening 14 is opened in a predetermined manner that is advantageous for winning prize balls.

[0062] If the confirmed jackpot pattern is a probability variable jackpot pattern, the game state of the pachinko machine 50 after the jackpot game ends is set to a high probability game state (high probability state) and an extended open state. This high probability game state (high probability state) and extended open state continues until the next jackpot occurs. Here, a probability variable jackpot pattern is a jackpot pattern that, when confirmed and displayed, will set the game state of the pachinko machine 50 to a high probability game state (high probability state) after the jackpot game ends.

[0063] Furthermore, if the jackpot symbol displayed as confirmed is a normal jackpot symbol, the game state of the pachinko machine 50 after the jackpot game ends will be the normal probability game state (normal probability state), and will also be in the extended open state. This normal probability state, and the extended open state, will end if the variable display is performed a predetermined number of times (100 times) without a jackpot occurring. Here, the normal jackpot symbol is a jackpot symbol that, when displayed as confirmed, will set the game state of the pachinko machine 50 to the normal probability game state (normal probability state) after the jackpot game ends.

[0064] Here, the high probability game state (high probability state or probability variable game state) refers to a state in which a probability variation function is activated that increases the probability of a jackpot being determined based on the hit / miss determination of the first special symbol and the hit / miss determination of the second special symbol (jackpot determination probability), and the normal probability state refers to a state in which the probability variation function is not activated. Also, the extended opening state (time-shortening state) refers to a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the time-shortening function that shortens the average fluctuation time of the special symbol and the normal symbol is activated, and the non-extended opening state (non-time-shortening state) refers to a state in which the opening extension function and the time-shortening function are not activated.

[0065] In the pachinko machine 50 of this embodiment, the number of winning balls awarded by balls entering the first starting hole 11 and the second starting hole 12 is four, and the number of winning balls awarded by balls entering the other winning hole 13 is ten. The number of winning balls awarded by balls entering the large winning hole 14 is ten. Furthermore, the specified number of winning balls awarded by the large winning hole 14 is ten, and the specified number of winning balls awarded by the normal electric device (second starting hole 12) is nine (not shown in FIG. 5).

[0066] The probability of winning a normal pattern is set to "1 / 6" in the non-extended open state (non-time-saving state), and "5 / 6" in the extended open state (time-saving state). The opening time of the normal electric device (second starting port 12) is "once every 0.3 seconds" in the non-open extension state (non-time-saving state), and "twice every 1 second" in the open extension state (time-saving state). The normal pattern change time is an average of 5 seconds in the closed extended state and 1 second in the open extended state.

[0067] Next, the content of the big win game executed by the pachinko machine 50 and the game state after the big win game ends will be described with reference to FIGS. 6(a) and 6(b). There are two types of jackpot games that are executed when the jackpot pattern is confirmed and displayed as a result of the first hit / miss judgment.

[0068] One jackpot game is a jackpot game that is executed when a probability variable jackpot symbol is confirmed as a result of the first hit / miss judgment, and after the jackpot game ends, the game enters a probability variable game state (high probability state) and an extended open state (time-shortened state). This probability variable game state (high probability state) continues until the number of hit / miss judgments reaches 10,000 or the result of the hit / miss judgment is a jackpot. In addition, the other jackpot game is a jackpot game that is executed when a normal jackpot pattern is confirmed as a result of the first hit / miss judgment, and after the jackpot game ends, the game does not enter a probability variable game state, but transitions to an extended open state (time-shortened state). This extended open state (time-shortened state) continues until a jackpot occurs or the number of hit / miss judgments reaches 100.

[0069] The jackpot game that is executed when a probability variable jackpot pattern is confirmed and displayed as a result of the first hit / miss judgment is the so-called "8R jackpot game", in which a round game (a maximum of 30 seconds of opening per round or 10 counts) to open the jackpot hole 14 is played eight times. Also, the jackpot game that is executed when a normal jackpot pattern is confirmed and displayed as a result of the first hit / miss judgment is the so-called "8R jackpot game", in which a round game (a maximum of 28 seconds of opening per round or 10 counts) to open the jackpot hole 14 is played eight times. If the result of the first hit / miss judgment is a hit, the hit symbols to be displayed are divided into probability hit symbols and normal hit symbols at a ratio of 50%.

[0070] There are also two types of jackpot games that are executed when the jackpot pattern is confirmed and displayed as a result of the second hit / miss judgment. One jackpot game is a jackpot game that is executed when the probability variable jackpot pattern is confirmed as a result of the second hit / miss judgment, and after the jackpot game ends, the game enters a probability variable game state (high probability state) and also transitions to an extended open state (time-shortened state). This probability variable game state (high probability state) also continues until the number of hit / miss judgments reaches 10,000 or the result of the hit / miss judgment is a jackpot.

[0071] In addition, the other jackpot game is a jackpot game that is executed when the normal jackpot pattern is confirmed as a result of the second hit / miss judgment, and after the jackpot game ends, it does not transition to a probability variable game state, but transitions to an extended open state (time-shortened state). This extended open state (time-shortened state) continues until a jackpot occurs or the number of hit / miss judgments reaches 100.

[0072] The jackpot game that is executed when the second hit / miss judgment is a jackpot is a "10R jackpot game," in which a round game (a maximum of 30 seconds per round or 10 counts) that opens the large prize opening 14 is played 10 times. Also, when the result of the second hit / miss judgment is a jackpot, the jackpot symbols that are confirmed and displayed are divided into probability jackpot symbols and normal jackpot symbols at a 50% ratio.

[0073] In the following explanation, a jackpot in which a special jackpot pattern is definitely displayed will be referred to as a "special jackpot," and a jackpot in which a normal jackpot pattern is definitely displayed will be referred to as a "normal jackpot."

[0074] In this pachinko machine 50, the game proceeds as follows. First, the main routine executed by the main control device 80 of the pachinko machine 50 will be described using the flowchart in Figure 7. This main routine is executed periodically by a hardware interrupt approximately every 2 ms. In this embodiment, the processing from S10 to S65, which is executed only once, is referred to as "main processing," and the processing of S70, which is executed repeatedly as long as time permits within the time remaining after executing this main processing, is referred to as "residual processing." The "main processing" is executed periodically by the above interrupt.

[0075] When a hardware interrupt is executed by the microcomputer, it is first determined whether or not the interrupt is normal (S10). This determination process is performed by determining whether or not a value in a predetermined area of ​​RAM (memory) is equal to a predetermined value, and is intended to determine whether or not normal processing can be executed when the processing executed by the microcomputer transitions to this processing. Possible cases of an abnormal interrupt include microcomputer runaway due to power-on or noise, but microcomputer runaway is considered to be almost uncommon due to recent technological advances, so it usually occurs when the power is turned on. When the power is turned on, the value in a predetermined area of ​​RAM is different from the predetermined value.

[0076] If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a predetermined value to a predetermined area of ​​the memory, writing each initial value to the working area of ​​the memory, etc., setting the special and normal patterns as the initial patterns, etc.) are made (S15), and the process moves to the remaining processing (S70).

[0077] If a positive determination is made that the interrupt is normal (S10: yes), the initial value random number update process is executed (S20). This process is an increment process that increments the value of the initial value random number by +1 each time this process is executed, and increments the value of the initial value random number before this process is executed by +1. However, if the random number value before this process is executed is the maximum value "3966", it will return to the initial value "0" in the next process, and 3967 integers from "0" to "3966" will be repeatedly generated in ascending order.

[0078] The random number update process for determining a jackpot (S25) following S20 is an increment process that adds +1 each time the process is executed, just like the initial value random number update process. When the maximum value, "3966," is reached, the next process returns to the initial value, "0," and 3967 integers from "0" to "3966" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set in the initial value random number setting process. If this value is 250, the random number for determining a jackpot will be updated as follows: "250," "251," "252," "3966," "0," "1," and so on.

[0079] When the random number for determining a jackpot completes one cycle (updated 3967 times), the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot, and the random number for determining a jackpot is incremented by +1 from its initial value. Then, when the random number for determining a jackpot completes another cycle, the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot. In other words, this series of operations continues to be repeated. In the example above, when the random number for determining a jackpot becomes "249," it is the first cycle, so the value after "249" will be the value of the initial random number. If the value of the initial random number was "87," it would change to "249," "87," "88," "3966," "0," "1," "86," and after "86" it would become a new value of the initial random number. The random number update process (S30) for determining the winning symbol is configured as a counter that repeatedly generates 100 integers from "0" to "99," and is incremented by +1 for each process, and when it exceeds the maximum value, it returns to the initial value of "0."

[0080] The random number update process for determining a win (S35) following S30 is configured as a counter that repeatedly generates 997 integers from "0" to "996", and is incremented by +1 for each process, returning to the initial value of "0" when the maximum value is exceeded. The random number update process for determining a win is used to draw normal patterns, while the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for reaching a reach, and random numbers for determining a variation pattern are used to draw special patterns.

[0081] The random number update process for reach determination (S40) following S35 is configured as a counter that repeatedly generates 229 integers from "0" to "228", and is incremented by 1 for each process, returning to the initial value of "0" when the maximum value is exceeded. Note that the number of values ​​that constitute a reach when the variable time shortening function is not activated in the normal probability state is 21, with values ​​between "0" and "20", the number of values ​​that constitute a reach when the variable time shortening function is activated in the normal probability state is 5, with values ​​between "0" and "4", and the number of values ​​that constitute a reach when the high probability state is 6, with values ​​between "0" and "5".

[0082] The random number update process for determining the variation pattern (S45) following S40 is configured as a counter that repeatedly creates 1021 integers from "0" to "1020", and is incremented by 1 for each process, returning to the initial value of "0" when it exceeds the maximum value.

[0083] In the subsequent winning confirmation process (S50), winnings at the first start port 11, the second start port 12, winnings at the large winning port 14, the general winning port 13, and balls entering the normal pattern activation gate 17 are confirmed, and input processing of each switch provided in the pachinko machine 50 and connected to the main control unit 80 is carried out. The process of confirming whether a ball has entered each starting port and operating port (starting winning process) will be described later.

[0084] In this embodiment, when a game ball enters the first start port 11 or the second start port 12, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a variation pattern, and a random number for determining whether or not there is a reach.However, the number of numbers that can be reserved and stored is limited to four for each of the first start port 11 and the second start port 12, and even if a game ball enters the first start port 11 or the second start port 12 when the reserved memory is full of four balls, only the prize balls (four balls) are paid out, and the multiple random numbers are not reserved and stored.

[0085] Next, a hit / miss determination process (S55) is performed as a condition establishment determination means for determining whether or not a jackpot has occurred. When this hit / miss determination process (S55) is completed, various output processes such as image output process (S60) are subsequently performed.

[0086] In each output process (S60), the main control device 80 executes output processes for the effect symbol control device 82, payout control device 81, launch control device 84, sub-integrated control device 83, large prize opening solenoid 14b, etc., depending on the progress of the game. That is, when the winning confirmation process (S50) detects that a game ball has entered each winning opening on the game board 1, it executes a process of outputting prize ball data to the payout control device 81 to pay out game balls as prize balls, a process of outputting sound data corresponding to the game status to the sub-integrated control device 83, and a process of outputting an error signal to the effect symbol control device 82 to notify that an error is occurring when there is an abnormality in the pachinko machine 50.

[0087] The subsequent fraud monitoring process (S65) is a process for monitoring whether or not fraud has been committed against the normal winning opening 13, and is a process for determining whether or not the number of game balls entering the winning opening within a predetermined time is more than a predetermined number, and if so, it is determined to be fraud and a notification to that effect is issued. In other words, the fraud determination means is provided in the main control device 80.

[0088] The residual process following this process consists of the initial random number update process (S70), which is identical to the aforementioned S20. This process forms an infinite loop and is executed repeatedly as long as time allows until the next interrupt is executed. The time required to execute the aforementioned processes from S10 to S65 varies for each interrupt, depending on whether or not a jackpot process is executed and the display mode of the special symbol. As a result, the number of times the residual process is executed also varies for each interrupt, and the value updated to the initial random number by one execution of the interrupt process shown in Figure 7 is not uniform. This minimizes the possibility of the initial random number synchronizing with the jackpot random number. If the values ​​of the initial random number (3967 combinations from 0 to 3966) are generated equally frequently after one cycle of the jackpot random number, the probability of synchronization is only 1 in 3967. The aforementioned jackpot random number update process (S35) may also be configured to be executed within the residual process.

[0089] Next, the winning confirmation process for the special symbol (hereinafter referred to as the special symbol winning confirmation process) will be described with reference to Fig. 8. This special symbol winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 7. When the special symbol winning confirmation process is started, the main control device 80 determines whether a gaming ball has entered the first start hole 11 based on the detection signal of the first start hole switch 11a (S200). If the determination is affirmative (S200: yes), the random numbers for determining a jackpot, for determining a jackpot symbol, for determining a reach, for determining a variation pattern, and for determining a losing symbol are read from the corresponding counters, and the reserve memory for the first special symbol (hereinafter referred to as the first reserve memory) is determined to be full (four in this embodiment) (S202). Also, if it is determined that a gaming ball has entered the first start hole 11 (S200: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout control device 81 to pay out four prize balls.

[0090] If the first reserved memory is not full (S202: no), the process proceeds to S204, where the above random numbers are stored in the memory area as first reserved memories, the number of lights on the first special symbol reserved number display device 18 is increased by 1, "1" is added to the counter indicating the number of first reserved memories, and the number of lights on the first special symbol reserved number display device 18 is increased. Then, a reserved number command (hereinafter referred to as the first reserved number command) indicating the number of reserved memories (hereinafter referred to as the first reserved memories) related to the first special pattern that have not been consumed (not subject to the win / loss judgment) is sent to the sub-integrated control device 83, and the process proceeds to S206.

[0091] In S206, the main control device 80 executes a look-ahead determination process for the reserved memory (first reserved memory) related to the newly generated first special symbol, and shifts the process to S210. The look-ahead determination process of S206 will be described later with reference to FIG. 9 together with the look-ahead determination process of S216. On the other hand, if it is determined in S202 that four first reserved memories have been stored (S202: yes), the reserved memory (first reserved memory) is not stored, and the process proceeds to S210 without increasing the counter indicating the number of first reserved memories or the number of lights on the first special pattern reserved number display device 18.

[0092] If it is determined that a game ball has not entered the first starting hole 11 (S200: no), or if a positive determination is made in S202 (S202: yes), after executing S206, the process proceeds to S210, and it is determined whether or not a game ball has entered the second starting hole 12 based on the detection signal of the second starting hole switch 12a. If the result is affirmative (S210: yes), the random numbers for determining a jackpot, for determining a jackpot symbol, for reaching a win, for determining a variation pattern, for determining a losing symbol, etc. are read from the corresponding counters, and it is determined whether the reserved memory for the second special symbol (hereinafter referred to as the second reserved memory) is full (four in this embodiment) (S212). Also, if it is determined that a game ball has entered the second starting hole 12 (S210: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout of four prize balls.

[0093] If the second reserved memory is not full (S212: no), the process proceeds to S214, where the above random numbers are stored as second reserved memories, "1" is added to the counter indicating the number of second reserved memories, and the number of lights on the second special symbol reserved number display device 19 is increased. Then, a reserved number command (hereinafter referred to as the second reserved number command) indicating the number of reserved memories (hereinafter referred to as the second reserved memories) related to the second special symbol that have not been consumed (not subject to the win / loss judgment) is sent to the sub-integrated control device 83, and the process proceeds to S216.

[0094] In S216, the main control device 80 executes a look-ahead determination process for the reserved memory (second reserved memory) related to the newly generated second special symbol. Then, after executing S216, this process ends (returns). On the other hand, if there are four second reserved memories in S212 (S212: yes), the reserved memories (second reserved memories) are not stored, and this process is terminated (returned) without increasing the counter indicating the number of second reserved memories or the number of lights on the second special symbol reserved number display device 18. Also, if no game ball has entered the second starting hole 12 (S210: no), this process is terminated.

[0095] Next, using Figure 9, we will explain the process of making a preliminary judgment (a preliminary judgment prior to the judgment of whether the newly generated reserved memory is a hit or not) for the value of the random number for determining the jackpot corresponding to the newly generated reserved memory (extracted random number), that is, the pre-read judgment process (S206, S216). Note that this process is called from the special symbol winning confirmation process.

[0096] When the look-ahead determination process is started, the main control device 80 determines whether the random number for determining a jackpot related to the newly generated reserved memory (the first reserved memory in S206, the second reserved memory in S216) is a specific value (a jackpot value that results in a jackpot) in S220. If the determination is affirmative (S220; yes), the process proceeds to S222, and if the determination is negative (S220; no), the process proceeds to S224.

[0097] Here, in S222, the main control unit 80 generates a look-ahead command 1 indicating that the random number for determining a jackpot related to the newly generated reserved memory (first reserved memory, second reserved memory) is a specific value (a jackpot value that results in a jackpot), sends it to the sub-integrated control unit 83, and returns this process.

[0098] In S224, which is reached after a negative determination in S220, the main control device 80 determines whether the reach determination random number related to the newly generated reserved memory (first reserved memory, second reserved memory) is a predetermined value (a value that will cause a reach-miss effect to be executed in the effect display). If a positive determination is made (S224; yes), the process proceeds to S226, and if a negative determination is made (S224; no), the process proceeds to S228.

[0099] Here, in S226, the main control unit 80 generates a look-ahead command 2 indicating that the newly generated reserved memory (first reserved memory, second reserved memory) is a predetermined value (a value indicating a reach), sends it to the sub-integrated control unit 83, and returns this process.

[0100] When the process proceeds to S228, the main control device 80 generates a look-ahead command 3 indicating that the random number for determining a jackpot related to the newly generated reserved memory (first reserved memory, second reserved memory) is not the specific value (the jackpot value that results in a jackpot) and is not the predetermined value (the value indicating that a reach is being made), sends this to the sub-integrated control device 83, and returns this process. Note that the main control device 80 may decide whether or not to output the look-ahead commands 1 to 3 before outputting them (for example, by random number lottery), and output the look-ahead commands 1 to 3 only if it is decided to output them.

[0101] In this embodiment, the pre-reading determination command and the hold number instruction command are sent to the sub-integrated control device 83 as separate commands, but it is also possible to configure the contents of these two commands to be generated into a single command and sent to the sub-integrated control device 83. In addition, when the sub-integrated control device 83 receives the first hold number command or the second hold number command (second hold memory number instruction command), it sends an instruction signal to the performance pattern control device 82 to change the number of hold memories displayed on the performance pattern display device 6 according to the hold memory number indicated by the received command.

[0102] Next, the winning / losing determination process for the special symbol (special symbol winning / losing determination process) will be described with reference to Figures 10 to 13. This special symbol winning / losing determination process is one of the subroutines of the winning / losing determination process (S55) of the main routine shown in Figure 8. When the special symbol hit / miss determination process is started, the main control device 80 determines whether the special electric device is operating based on the jackpot flag (S320). If the special electric device is operating (S320: yes), the process proceeds to the jackpot game process. If the determination in S320 is negative (S320: no), the special symbol is not changing (S322: no), and the fixed symbol is not being displayed (S324: no), the process proceeds to S330 in Figure 11, where it is determined whether or not there is a second reserved memory (reserved memory by S214 in Figure 8 above) (S330).

[0103] If this reserved memory exists (S330: yes), the second reserved memory number is decremented (S332), and the process proceeds to S338. On the other hand, if there is no second reserved memory (S330: no), it is determined whether there is a first reserved memory (reserved memory according to S204 in FIG. 8) (S334). If there is a first reserved memory (S334: yes), the number of first reserved memories is decremented (S336), and the process proceeds to S338.

[0104] If there is no first reserved memory (S334: no), a standby command is sent to the sub-integrated control device 83 (S337), and then the process proceeds to the jackpot game process. This standby command is a command indicating that the special symbol has not changed and the pachinko machine 50 is in a "standby state (a so-called "state waiting for customers")." In addition, in this pachinko machine 50, when neither the first reserved memory nor the second reserved memory is "zero," the second reserved memory is processed preferentially.

[0105] In S338, it is determined whether or not the probability variable flag is set (i.e., 1). Here, the probability variable flag being 1 means that the current pachinko machine 50 is in a high probability state. If the result of the processing of S338 is affirmative (S338: yes), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the probability change table (S340).

[0106] On the other hand, if the determination in the process of S338 is negative (S338: no), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the normal table (S344). Then, based on the determination in S340 or S344, it is determined whether or not a jackpot has occurred (S350).

[0107] If it is determined in S350 that a jackpot has occurred (S350: yes), the jackpot symbol is determined by random number lottery using the random numbers for determining the jackpot symbol (S352). Here, the main control device 80 compares the random number for determining a jackpot read by decrementing the first reserved memory with the winning value to determine whether or not a jackpot has occurred, which corresponds to the "first hit / miss determination." Also, the main control device 80 compares the random number for determining a jackpot read by decrementing the second reserved memory with the winning value to determine whether or not a jackpot has occurred, which corresponds to the "second hit / miss determination."

[0108] If the result of the "first hit / miss judgment" is a hit, the hit symbol is determined by random number lottery using the hit symbol determination random number read by decrementing the first reserved memory. In this case, as shown in Figure 6(a), the hit symbol is determined to be either the normal hit symbol (symbol B) or the probability hit symbol (symbol A) with a 50% probability of each. If the result of the "second hit / miss judgment" is a hit, the hit symbol is determined by random number lottery using the hit symbol determination random number read by decrementing the second reserved memory. In this case, as shown in Figure 6(b), the hit symbol is determined to be either the normal hit symbol (symbol D) or the probability hit symbol (symbol C) with a 50% probability of each.

[0109] Then, when the winning symbol is determined in the process of S352, the process proceeds to the variation pattern determination process (S354). In this variation pattern determination process (S354), a jackpot variation pattern is determined by a variation pattern determination random number. Here, the variation pattern specifies the variation time (variation time of the special symbol) until the jackpot symbol is stopped and displayed, but in the effect display (variation display of the effect symbol) corresponding to the variation executed when the result of the hit / miss judgment is a jackpot (hereinafter referred to as a jackpot variation), a reach (a reach display followed by a subsequent reach display effect) is uniformly performed. Therefore, regardless of the game state (open extension state, non-open extension state) of the pachinko machine 50, there is a high possibility that a longer variation time (longer than when the result of the hit / miss judgment is a miss) will be determined.

[0110] Then, after the fluctuation pattern determination process, the jackpot setting process is performed (S356), and then the process proceeds to S364. Here, the jackpot setting process is a process of obtaining the game state after the jackpot game is executed (whether it will be a high probability state or a time-saving state, etc.) and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) based on the determined jackpot pattern (see Figures 6(a)(b)).

[0111] If it is determined that the winning combination is a miss in S350 (S350: no), a losing symbol is determined (S358). Then, when the losing symbol is determined, a variation pattern is determined based on the reach determination random number and the variation pattern determination random number (S360). When the variation pattern is set in this way, a loss setting process is performed (S362), and then the process proceeds to S364.

[0112] Here, in S360, if the random number for reach judgment is judged to be a value that will cause a reach, a fluctuation pattern is determined using a fluctuation pattern table that takes into account the game state at that time and the random number for determining the fluctuation pattern. Here, if the result of the hit / miss judgment is a miss, the case where a reach (a reach display and a subsequent post-reach display performance) is performed in the variable display of the performance pattern is called a "reach miss", and the case where a reach is not performed is called a "simple miss". As shown in Figure 12(a), if the result of the hit / miss judgment is a miss and no reach is made (in the case of a simple miss), and the game state is in a non-open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for simple miss and non-open extension," and if the game state is in an open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for simple miss and open extension."

[0113] If the result of the hit / miss judgment is a miss and a reach is made (in the case of a reach miss) and the game state is in a non-open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for reach miss and non-open extension", and if the game state is in an open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for reach miss and open extension". In this case as well, as in the case where the result of the hit / miss judgment is a jackpot, the fluctuation time determined by referring to the fluctuation pattern table for open extension is made shorter than the fluctuation time determined by referring to the fluctuation pattern table for non-open extension.

[0114] Generally, when there is a simple miss, the fluctuation pattern determined by referring to the "fluctuation pattern table for simple miss and non-open extension" specifies a fluctuation time that is shorter than the fluctuation pattern determined by referring to the "fluctuation pattern table for reach miss and non-open extension" when there is a reach miss.

[0115] After S356 or S362, the process proceeds to S364, where a reservation number command indicating the number of reservation memories decremented in S332 or S336 is sent to the sub-integration device 83. Then, in S366 following S364, data indicating the above-mentioned lottery result (first hit / miss judgment or second hit / miss judgment) is output to the sub-integrated control device 83 (S366), and the process proceeds to big hit game processing.

[0116] Here, the data sent to the sub-integrated control device 83 in S366 is a fluctuation start command (display control command) which includes "data indicating the result of the hit / miss determination (data indicating a jackpot or a miss)", "data indicating the type of jackpot if the result of the hit / miss determination is a jackpot (data indicating that the jackpot that occurs is a normal jackpot or data indicating that it is a special jackpot)", "data indicating whether the miss is a reach miss or a simple miss if the result of the hit / miss determination is a miss", and "data on the fluctuation pattern that specifies the fluctuation time (fluctuation pattern command)". Furthermore, the processing of S366 causes the effect pattern display device 6 to start displaying the changing effect patterns, and almost at the same time, the main control device 80 also starts changing the special patterns.

[0117] If it is determined in S322 of FIG. 10 that the special symbol is changing (S322: yes), the process proceeds to S370 of FIG. 12(b), where it is determined whether the symbol change time (based on the change pattern of S354 or S360) has elapsed. If the determination is negative (S370: no), the process proceeds directly to the jackpot game processing. On the other hand, if the determination is positive (S370: yes), the jackpot game processing is performed after the fixed symbol display processing (S372). In the fixed symbol display processing, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the special symbol display devices 9, 10 to stop them at the fixed symbol.

[0118] If it is determined in S324 of Fig. 10 that the fixed symbol is being displayed (S324: yes), the process proceeds to S374 of Fig. 13, where it is determined whether the display time of the fixed symbol has ended. If the determination is negative (S374: no), a jackpot game process is performed. On the other hand, if the determination in S374 is affirmative (S374: yes), the display of the fixed symbols is terminated (S376), and it is determined whether the fixed and displayed special symbols are symbols that will result in a jackpot (S378).

[0119] If it is determined in S378 that the symbol will result in a jackpot (S378: yes), it is determined whether the probability variable flag is 1 or not (S380). If the probability variable flag is 1 (S380: yes), the probability variable flag is set to 0 in S382, and the process proceeds to S384. On the other hand, if the probability variable flag is not 1 (S380: no), the process proceeds directly to S384. Then, in S384, it is determined whether the time-saving flag is 1. If the time-saving flag is 1 (S384: yes), the time-saving flag is set to 0 in S386, and the process proceeds to S390. On the other hand, if the time-saving flag is not 1 (S384: no), the process proceeds directly to S390.

[0120] In this S390, a state designation command is transmitted. In this case, a command indicating that the gaming state is "normal probability non-open extended state", that is, the normal gaming state (a command indicating that the high probability non-open extended state will end) is transmitted to the sub-integrated control device 83. As a result, the gaming state becomes the normal probability non-open extended state (normal gaming state) during the execution of the jackpot game. Then, if the winning symbol displayed in S376 is a guaranteed winning jackpot, the winning game is executed based on the guaranteed winning jackpot, and then the game state shifts from a normal probability / non-open extension state to a high probability / open extension state.

[0121] Following S390, in S392, a jackpot flag is set by the conditional device activation start process, and in the following S394, the device for continuously operating the special device is activated. After S394 is performed, the jackpot game start process is performed in the following S396. In the jackpot game start process, a command to start the jackpot game (hereinafter referred to as the jackpot start command) and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are sent to the sub-integrated control device 83. When the jackpot game start process is completed, the jackpot game process is performed.

[0122] In S378, if it is determined that the special symbol that has been confirmed is not a symbol that will result in a jackpot (S378: no), it is determined in S400 whether the probability flag is "1" or not. If it is "1" (S400: yes), it is determined whether the number of chances is "0" (S404). If the number of chance changes is "0" (S404: yes), the chance change flag is set to "0" in S406 and the process proceeds to S410. On the other hand, if the chance change flag is not "1" (S400: no) or the number of chance changes is not "0" (S404: no), the process proceeds directly to S410.

[0123] In S410, it is determined whether the time-saving flag is "1", and if it is "1" (S410: yes), it is determined whether the number of time-saving times is "0" (S412). Then, if the number of time-saving times is "0" (S412: yes), the time-saving flag is set to "0" in S414, and the process proceeds to S416. Also, if the time-saving flag is not "1" (S410: no) or the number of time-saving times is not "0" (S412: no), the process proceeds directly to S416.

[0124] In S416, the main control unit 80 sends a state designation command indicating whether the current game state is in a special bonus state or a time-saving state, etc. to the sub-integrated control unit 83 after the special pattern determination time (600 ms), and then transitions to jackpot game processing. In this embodiment, the timing for sending a state designation command from the main control unit 80 to the sub-integrated control unit 83 in the special pattern win / loss determination process is after the special pattern is determined, but the configuration may also be such that the state designation command is sent when the special pattern starts to change and when the power is restored.

[0125] When the special probability flag is released in S406 and the time-saving flag is released in S414, a command (hereinafter referred to as the special probability end command) is sent in S416 indicating that the game state has transitioned from a high probability / extended open state (advantageous game state) to a normal probability / non-extended open state (normal game state).

[0126] Next, the big win game process will be described with reference to FIGS. 14, in the jackpot game processing, the main control device 80 determines whether the accessory continuous operation device is operating based on the jackpot flag (S500). If the accessory continuous operation device is operating (S500: yes), it determines whether the large prize opening 14 is open (S502). If it is determined that the large prize opening 14 is closed (S502: no), it determines whether the large prize opening 14 is closed due to the interval between rounds of play (S506).

[0127] If it is not during the interval between rounds of play (S506: no), it is determined whether the jackpot end presentation is in progress (S508). If this is also a negative determination (S508: no), it is determined whether the time required for the presentation to start the jackpot game has elapsed (S510). If the jackpot start presentation time has elapsed (S510: yes), the jackpot opening process (S512) is performed, and the jackpot game process is terminated (returned). In addition, if the accessory continuous operation device is not operating in S500 (S500: no), the jackpot game process ends. Also, in S510, if the jackpot start performance time has not elapsed (S510: no), the jackpot game process ends.

[0128] If it is determined that the large prize opening 14 is open (S502: yes), the process proceeds to S514 in Fig. 15 to determine whether or not 10 prizes have been won in the large prize opening 14. In this embodiment, the specified number of prizes that can be won in the large prize opening 14 is 10, but it may also be 8 or 9, and is not particularly limited. If 10 balls have not been won in the special prize opening 14 (S514: no), the process proceeds to S516, where it is determined whether the opening time of the special prize opening 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. If the opening time of the special prize opening 14 has not ended (S516: no), the special prize game process ends (returns) as is. In S514, if 10 game balls enter the big prize opening 14 (S514: yes), the big prize opening closing process (S518) is performed, the big prize interval process (S520) is performed, and the big prize game process is ended (returned).

[0129] Return to FIG. 14. If it is determined in S506 of FIG. 14 that an interval is in progress (S506: yes), the process proceeds to S522 of FIG. 15, where it is determined whether or not the interval time between rounds of play has elapsed. If the interval time between rounds of play has elapsed (S522: yes), it is determined whether or not the last round in which the jackpot opening 14 was opened was the final round (S524). If the interval time between rounds of play has not elapsed (S522: no), the jackpot game processing is terminated (returned) as is. If it is the final round in S524 (S524: yes), a jackpot end effect process (S526) is performed, and the jackpot game processing is terminated (returned).

[0130] In S524, if it is not the final round (S524: no), the process of opening the special prize opening 14 (S528) is performed, and the special prize opening 14 is ended (returned). In the process of opening and closing the special prize opening 14, a signal is also sent to the sub-integrated control device 83. Based on the signal, the sub-integrated control device 83 determines the current round and performs an effect according to the round.

[0131] Returning to Fig. 14. If it is determined in S508 of Fig. 14 that the jackpot end presentation is in progress (S508: yes), the process proceeds to S530 of Fig. 16, where it is determined whether the jackpot end presentation time has elapsed. If the jackpot end presentation time has not elapsed (S530: no), the jackpot game process is terminated (returned). On the other hand, if the jackpot end presentation time has elapsed (S530: yes), the operation of the accessory continuous operation device is stopped (S532), and the operation of the condition device is stopped (S534).

[0132] Then, in S536, the main control device 80 determines whether or not to transition to a probability variable mode in the next game state. If the determination is affirmative (S536: yes), the number of probability variable modes is set (S538), and the probability variable mode flag is set to 1 (S540). In this embodiment, when the probability variable mode flag is set to 1, the probability of winning the special symbol increases. The number of probability variable modes is set to 10,000.

[0133] If a negative determination is made in S536 (S536: no), or if S540 is executed, the process proceeds to S544, where it is determined whether or not to transition to time-shortening mode in the next game state. In this embodiment, a positive determination is made across the board in S544, and then the process proceeds to S554 after performing a process to set the number of time-saving times (S546) and setting the time-saving flag to 1 (S548). In addition, when the time-saving flag is set to 1, the average fluctuation time of special symbols is shortened, the average fluctuation time of normal symbols is shortened, and an opening extension function that extends the opening time of normal electric devices is set. Here, if the jackpot game that has ended is based on the confirmed display of a special jackpot pattern, the number of time-saving times is set to 10,000 in S546, and if it is based on the confirmed display of a normal jackpot pattern, the number of time-saving times is set to 100 in S546. In S554, the main control device 80 performs processing to send a jackpot end command to the sub-integrated control device 83, and in the following S556, sends a state designation command to the sub-integrated control device 83. Then, the jackpot game processing is returned.

[0134] Next, an outline of the performance control executed in the pachinko machine 50 of this embodiment will be described with reference to FIGS. In the pachinko machine 50 of this embodiment, the sub-integrated control device 83 controls the performance pattern control device 82, etc. based on each command sent from the main control device 80, performs display performances on the screen 6a of the performance pattern display device 6, controls the sound effects generated from the speaker 66, and controls the light emission mode of the LED lamp 26 for electric decoration.

[0135] In the pachinko machine 50 of this embodiment, the sub-integrated control device 83 executes a pre-reading preview effect (hold preview effect) based on receiving a pre-reading judgment command sent from the main control device 80, as shown below. As shown in Figure 17, in addition to a number pattern display area 6H for displaying the result of the win / loss judgment regarding the special pattern, a first reserved pattern display area 6D, a second reserved pattern display area 6E, a changing pattern display area 6G, and a related matter display area 6F can appear on the screen 6a of the performance pattern display device 6.

[0136] Furthermore, the number pattern display area 6H for displaying number patterns (number patterns constituting the effect pattern) appears at a predetermined position, such as approximately the left center of the screen 6a of the effect pattern display device 6, or in a corner of the screen 6a. Then, an effect is executed in which the "number patterns constituting the effect pattern" vary. Furthermore, the related matter display area 6F causes a character 6f to appear while appropriately changing its range and position. The pseudo effect (hereinafter also referred to as a variation effect) is composed of the variation of the number patterns constituting the effect pattern, the appearance of the character 6f, the motion effect of the character 6f, etc. Furthermore, the appearance range and size of the number pattern display area 6H may be changed in accordance with changes in the appearance range and appearance position of the related matter display area 6F (such as expansion of the related matter display area 6F). Furthermore, the number pattern display area 6H may be displayed in a transparent state, and the related matter display area 6F may appear behind it.

[0137] In this number pattern display area 6H, when the fluctuation time (the fluctuation time of the special pattern) specified by the "fluctuation pattern corresponding to the random number for determining the fluctuation pattern related to the pending memory to be consumed" has elapsed, it stops at a combination that indicates the result of the win / loss judgment. In the following explanation, when a reserved memory is consumed, it means that a judgment is made regarding the special pattern in relation to that reserved memory, and based on that reserved memory being consumed, the display of the changing special pattern and the corresponding changing performance (pseudo performance) are started.

[0138] In the related matter display area 6F, not only the characters 6f but also videos, live-action images, etc. are used to perform variable effects (variations in the performance patterns made up of number patterns) and related effects to liven up the stopped display, and comments, warnings, etc. to be issued to the player are displayed. In this embodiment, the variation of the effect symbols (number symbols) is performed by varying the three-digit constituent symbols arranged horizontally in the number symbol display area 6H, and the constituent symbols are scrolled vertically, but the number of constituent symbols is not particularly important, and the scrolling direction is not particularly important, and for example, the three-digit constituent symbols may be scrolled horizontally. Also, in the following explanation, the constituent symbol displayed on the left side of the number symbol display area 6H will be referred to as the left effect symbol 6L, the constituent symbol displayed on the right side as the right effect symbol 6R, and the constituent symbol displayed in the center as the center effect symbol 6C.

[0139] The changing pattern display area 6G appears approximately in the center of the lower side of the screen 6a of the performance pattern display device 6 (below the changing display area 6H), the first reserved pattern display area 6D appears to the left of the changing pattern display area 6G on the lower side of the screen 6a, and the second reserved pattern display area 6E appears to the right of the changing pattern display area 6G on the lower side of the screen 6a. The first reserved symbol display area 6D is an area that can display up to four reserved symbols (hereinafter referred to as first reserved symbols) 6d corresponding to reserved memories (first reserved memories) acquired based on the game ball entering the first starting hole 11. The first reserved symbol display area 6D is a display corresponding to reserved memories that have not been consumed (before the winning / losing determination is performed), and the number of displayed symbols indicates the number of unconsumed first reserved memories (hereinafter referred to as the first reserved number).

[0140] The second reserved symbol display area 6E is an area that can display up to four reserved symbols (hereinafter referred to as second reserved symbols) 6e corresponding to reserved memories (second reserved memories) acquired based on the game ball entering the second starting hole 12. The second reserved symbol display area 6E is a display corresponding to reserved memories that have not been consumed (before the winning / losing determination is performed), and the number of displayed symbols indicates the number of unconsumed second reserved memories (hereinafter referred to as the second reserved number).

[0141] In the first reserved pattern display area 6D, the display positions of the reserved pattern 6d corresponding to the first reserved memory are assumed to be the first display position d1, the second display position d2, the third display position d3, and the fourth display position d4, in this order from right to left. In addition, in the second reserved pattern display area 6E, the display positions of the reserved pattern 6e corresponding to the second reserved memory are assumed to be the first display position e1, the second display position e2, the third display position e3, and the fourth display position e4, in this order from left to right.

[0142] Here, in this embodiment, the reserved pattern 6d corresponding to the first reserved memory is composed of a pattern with a round outer shape, and the reserved pattern 6e corresponding to the second reserved memory is composed of a pattern with a rectangular outer shape, making it possible to distinguish both reserved patterns 6d and 6e at a glance. In Figure 17, the first reserved pattern display area 6D displays three corresponding reserved patterns 6d, and the second reserved pattern display area 6E shows a state in which no corresponding reserved pattern (reserved pattern 6e) is displayed.

[0143] In either reserved symbol display area 6D, 6E, reserved symbols 6d, 6e can be additionally displayed in order from higher vacant positions based on the game ball entering the starting holes 11, 12. Here, higher positions are positions closer to the first display positions d1, e1, and vacant positions are display positions where reserved symbols 6d, 6e are not displayed (see display positions where reserved symbols 6d, 6e are not shown in solid lines, such as the fourth display position d4 and the first display position e1 to fourth display position e4 in FIG. 17).

[0144] In either reserved symbol display area 6D, 6E, the first display position d1, e1 is the top display position for displaying reserved symbols 6d, 6e corresponding to the reserved memory just before consumption, and the second display position d2, e2, the third display position d3, e3, and the fourth display position d4, e4 are the display positions in the order of later consumption. Note that the display positions in the later consumption order will be referred to as "lower display positions."

[0145] Furthermore, the reserved patterns 6d, 6e are erased from the reserved pattern display areas 6D, 6E as the corresponding reserved memories are processed, but if there were reserved patterns 6d, 6e (hereinafter referred to as subsequent reserved patterns 6d, 6e) displayed in the reserved pattern display areas 6D, 6E before the erasure, the reserved patterns 6d, 6e corresponding to the subsequent reserved memories will be shifted to a higher display position and displayed as the reserved patterns 6d, 6e are erased.

[0146] For example, as shown in Figure 18(a), if the first reserved pattern 6d (first reserved pattern 6d indicated by symbols a1 to a3) is displayed in each of the three display positions (first display position d1 to third display position d3) of the first reserved pattern display area 6D, as the first reserved pattern 6d (first reserved pattern 6d indicated by symbol a1) in the first display position is erased, the first reserved pattern 6d (first reserved pattern 6d indicated by a2 and a3) in the lower second display position d2 to third display position d3 is shifted to the next higher first display position d1 to second display position d2 and displayed, as shown in Figure 18(b).

[0147] Also, as shown in FIG. 18(a), when the "reserved memory corresponding to the reserved patterns 6d, 6e (reserved patterns indicated by symbol a1) that were displayed at the first display positions d1, e1" is consumed, as shown in FIG. 18(b), the reserved patterns 6d, 6e (reserved patterns indicated by symbol a1) are erased from the reserved pattern display areas 6D, 6E, and variable patterns 7d, 7e (variable patterns indicated by symbol a1) that have approximately the same shape as the erased reserved patterns 6d, 6e are displayed in the variable pattern display area 6G.

[0148] In this way, when a predetermined reserved memory is processed, "the corresponding reserved symbol is erased and the display of the variable symbol begins." In the present invention, this "erasure of the reserved symbol and the display of the variable symbol begin" may be performed as a dramatic effect. For example, as shown in FIG. 18(b), when the reserved symbols 6d and 6e (reserved symbols indicated by symbol a1) displayed at the first display positions d1 and e1 are erased, the erased reserved symbols 6d and 6e pass through a predetermined movement path 6g (see FIG. 18(b)), are displaced (shifted) to the variable symbol display area 6G, and are displayed as "variable symbols 7d and 7e related to the erased reserved symbols 6d and 6e." In other words, "the erasure of the reserved symbol and the display of the variable symbol begin" may be performed as if "the reserved symbol at the first display positions d1 and e1 were displaced (shifted) to the variable symbol display area 6G." Furthermore, even if such an effect (a shifting effect) is performed, it is nothing more than "erasing the reserved pattern and starting to display the changing pattern."

[0149] Then, the changing symbols 7d and 7e that have moved to the changing symbol display area 6G are erased (disappeared and become invisible) during the changing performance (pseudo performance) (at the latest before the changing performance is stopped), as shown in Figure 18(c). After the changing symbol 7e is erased, when the execution time (changing time of the special symbol) of the changing performance (pseudo performance) ends, the changing performance (pseudo performance) is stopped, as shown in Figure 18(d). In addition, before the changing pattern 7e is erased, as shown in Figure 18(e), the changing pattern 7e displayed in the changing pattern display area 6G may or may not change its display form.

[0150] Here, as shown in Figure 18(b), the outer shape of the changing patterns 7d, 7e that are displayed based on the pending patterns 6d, 6e being erased from the pending pattern display areas 6D, 6E is made equal to the pending patterns 6d, 6e that are being erased. 17 shows that since the first special symbol is undergoing a changing display, a changing symbol 7d (approximately circular changing symbol 7d) having a similar shape to the first reserved symbol 6d is being displayed in the changing symbol display area 6G. Therefore, when the second special symbol is undergoing a changing display, a changing symbol 7e (approximately rectangular changing symbol 7e) having a similar shape to the second reserved symbol 6e is displayed in the changing symbol display area 6G.

[0151] Furthermore, when the first special pattern change display and the second special pattern change display are not being executed, the changing patterns 7d and 7e are not displayed in the changing pattern display area 6G, so the player can understand at a glance that the special patterns are not changing at that time.

[0152] Furthermore, in this embodiment, for example, as shown in Figure 19, among the "pseudo performances that start when the target pending memory is processed (i.e., the variable performance (pseudo performance))," in those that are considered to be "predetermined pseudo performances" (hereinafter referred to as the predetermined pseudo performances), the suggested expectation level (the expectation level that the variable performance will notify the occurrence of a jackpot) differs depending on whether the predetermined variable patterns 7d, 7e are erased first or second.

[0153] That is, in this embodiment, as shown in Figures 19(a), (b) and (c-1), there is a case where the varying symbols 7d and 7e are erased at time T1 (for example, 14 seconds) after the start of the "predetermined pseudo-effect" (hereinafter referred to as case 1), and as shown in Figures 19(a), (b) and (c-2), there is a case where the varying symbols 7d and 7e are erased at time T2 (for example, 19 seconds) that is longer than time T1 after the start of the "predetermined pseudo-effect" (hereinafter referred to as case 2). Case 1 is said to suggest a higher degree of expectation than case 2.

[0154] In addition, if the pseudo-effect (variable effect) is not a "predetermined pseudo-effect," the varying patterns 7d and 7e will be erased at a certain time (for example, T3 time (for example, 12 seconds) which arrives earlier than T1 time) after starting this "non-predetermined pseudo-effect." In addition, in this embodiment, as shown in Figure 19(e), pseudo-effect A (described later) and pseudo-effect E are provided as "predetermined pseudo-effects," and pseudo-effects B to D and F are provided as "pseudo-effects other than the predetermined pseudo-effects."

[0155] In the pachinko machine 50 of this embodiment, when the reserved patterns 6d and 6e are additionally displayed in the reserved pattern display areas 6D and 6E (when the reserved memory corresponding to the reserved patterns 6d and 6e is acquired), the sub-integrated control device 83 conducts a lottery to execute the reserved change performance. If the result of the lottery for executing the reserved change effect is a failure, the reserved patterns 6d, 6e and the changing patterns 7d, 7e are additionally displayed in the reserved pattern display areas 6D, 6E, and maintain the same display form from start to finish until the changing patterns 7d, 7e are erased from the changing pattern display area 6G.

[0156] On the other hand, if the result of the lottery for executing the reserved change effect is a win, the reserved patterns 6d, 6e and the changing patterns 7d, 7e are additionally displayed in the reserved pattern display areas 6D, 6E, and then the display form is changed appropriately until the changing patterns 7d, 7e are erased from the changing pattern display area 6G.

[0157] Next, the display form of reserved symbols 6d, 6e and variable symbols 7d, 7e will be explained using Figure 20 (a). Here, in the following explanation, reserved symbols and corresponding variable symbols may be referred to as reserved related symbols. In this embodiment, the pending relationship patterns (pending patterns 6d, 6e, changing patterns 7d, 7e) include a pending relationship pattern related to the first display form (hereinafter referred to as pending relationship pattern A), a pending relationship pattern related to the second display form (hereinafter referred to as pending relationship pattern B), and a pending relationship pattern related to the third display form (hereinafter referred to as pending relationship pattern C).

[0158] In this embodiment, the display form of the reserved relationship patterns (reserved patterns 6d, 6e, changing patterns 7d, 7e) can be changed from reserved relationship pattern A to reserved relationship pattern B, and from reserved relationship pattern B to reserved relationship pattern C, respectively. Here, the reserved-relationship symbol A is a symbol that does not indicate (is unknown) the expectation (hereinafter simply referred to as "expectation") that the result of the hit / miss judgment regarding the special symbol will be a jackpot. This reserved-relationship symbol A is a standard display form (default standard display form) that is always displayed when the reserved symbol is additionally displayed in the reserved symbol display areas 6D and 6E at the time of starting winning. In other words, the reserved-relationship symbol A is a display form that is uniformly displayed as the primary display form (initial display form) regardless of the result of the aforementioned "reserved change performance execution lottery."

[0159] The display form of this reserved related pattern A is configured using a "circular frame with the interior colored blue" for the one corresponding to the first reserved memory, and a "rectangular frame with the interior colored blue" for the one corresponding to the second reserved memory. In this embodiment, the reserved related pattern A is provided with a reserved pattern A and a variable pattern A, and for convenience of illustration, the coloring in blue is indicated by the kanji character "blue". In addition, the expectation level means the probability (expectation level of a jackpot) that the result of the hit / miss judgment regarding the reserved memory corresponding to the reserved related pattern will be notified.

[0160] In addition, the reserved relationship pattern B and the reserved relationship pattern C are display forms that are displayed as secondary or subsequent display forms only if the aforementioned "change performance execution lottery" is won. The reserved relationship pattern B and the reserved relationship pattern C are display forms that reflect the results of the pre-reading judgment (pre-judgment).

[0161] The reserved relationship pattern B is a display form that suggests a higher expectation level than the reserved relationship pattern A and a lower expectation level than the reserved relationship pattern C (a medium expectation level among the reserved relationship patterns A to C), and the one corresponding to the first reserved memory is configured using a "circular frame with a yellow interior", and the one corresponding to the second reserved memory is configured using a "rectangular frame with a yellow interior". Note that the reserved relationship pattern B in the figure shows the reserved pattern B and the fluctuating pattern B, and for convenience of illustration, the yellow coloring is indicated by the kanji character "yellow".

[0162] Furthermore, the reserved relationship pattern C is the reserved relationship pattern that suggests the highest expectation among the reserved relationship patterns A to C, and the one corresponding to the first reserved memory is configured using a "circular frame with the inside colored red", and the one corresponding to the second reserved memory is configured using a "rectangular frame with the inside colored red". Note that the reserved relationship pattern C in the figure is equipped with the reserved pattern C and the variable pattern C, and for convenience of illustration, the fact that it is colored red is indicated by the kanji character "red". Here, in this embodiment, the reserved-related pattern C is a pattern (called a "super hot pattern") that suggests that the result of the hit / miss judgment is very likely to be a jackpot, but the reserved-related pattern C may also be a pattern (called a "jackpot confirmation pattern") that suggests that the result of the hit / miss judgment is confirmed to be a jackpot. Alternatively, a "jackpot confirmation pattern" (for example, a reserved-related pattern D consisting of a "circular frame with the interior colored in rainbow colors" or a "rectangular frame with the interior colored in rainbow colors") may be provided in addition to the reserved-related pattern C.

[0163] In this embodiment, when the reserved pattern is additionally displayed in the reserved pattern display areas 6D and 6E at the time of the start winning (when the reserved pattern is entered into the start openings 11 and 12), the reserved pattern related pattern A (reserved pattern A) is additionally displayed uniformly as the primary display form of the reserved pattern related pattern. However, if the above-mentioned "reserved change performance execution lottery" is won, there may be a case where the reserved pattern B or reserved pattern C reflecting the result of the pre-reading judgment (pre-judgment) is additionally displayed as the primary display form.

[0164] Hereinafter, in order to explain the series of processes in which reserved symbol-related symbols corresponding to reserved memories acquired based on balls entering the first reserved port 11 or the second reserved port 13 are additionally displayed in the reserved symbol display areas 6D and 6E, and finally displayed as changing symbols in the changing symbol display area 6G, and then erased, the explanation will be focused on "a predetermined reserved memory (hereinafter referred to as the target reserved memory)" for convenience. However, this target reserved memory is not a special reserved memory, but is merely a reserved memory acquired sequentially based on game balls entering the first reserved port 11 or the second reserved port 13.

[0165] Next, the display change mode of the reserved related symbols will be explained using FIG. 20(b). Pattern 1 is a pattern in which reserved pattern A is displayed when a reserved pattern is additionally displayed in reserved pattern display areas 6D and 6E at the time of initial winning, and without changing the display form, it is displayed in the changing pattern display area 6G as a variable pattern A with an appearance substantially identical to reserved pattern A, and then erased.

[0166] In pattern 11, reserved pattern A is displayed when reserved patterns are additionally displayed in reserved pattern display areas 6D and 6E at the time of starting winning, and then reserved pattern A changes its display form to reserved pattern B, and then reserved pattern B is erased when the variable performance related to the reserved pattern starts, and variable pattern B related to the erased reserved pattern B is displayed in variable pattern display area 6G. Then, variable pattern B is erased before the variable performance ends.

[0167] As shown in patterns 12 to 15, the reserved pattern A that is additionally displayed in the reserved pattern display areas 6D and 6E at the time of the initial winning may change to another reserved pattern (B or C) in the reserved pattern display areas 6D and 6E, or may change to another variable pattern (B or C) in the variable pattern display area 6G.

[0168] In addition, the sub-integrated control device 83 executes a lottery (the above-mentioned hold change effect execution lottery) as to whether or not to execute a hold change effect when the reserved symbols 6d, 6e are additionally displayed in the reserved symbol display areas 6D, 6E. Then, if the result of the hold change effect execution lottery is a win, the sub-integrated control device 83 is able to gradually change the display form of the reserved related symbols (reserved symbols 6d, 6e and varying symbols 7d, 7e) according to the received look-ahead commands 1 to 3 (see FIG. 9) and the scenario set when the reserved symbols 6d, 6e are additionally displayed in the reserved symbol display areas 6D, 6E.

[0169] In other words, if the result of the variation effect execution lottery is a win, the sub-integrated control device 83 gradually changes the display form of the reserved symbols according to a scenario (see Figures 21 and 22, etc., described later) until the reserved symbols reach their final display form (the display form immediately before they disappear as varying symbols, hereinafter referred to as the final display form). This executes an effect (hereinafter also referred to as the expectation degree change effect) that gradually notifies the expectation degree that the result of the hit / miss judgment regarding the special symbols will be a jackpot.

[0170] On the other hand, if the result of the lottery for executing the reserved change effect is not successful, the sub-integrated control device 83 will display the reserved related pattern A (reserved pattern A) related to the final display form when the reserved patterns 6d and 6e are additionally displayed in the reserved pattern display areas 6D and 6E, and will not execute an effect that changes the display form of the reserved related patterns (i.e., the change effect described above). In this case, the display form of the reserved related pattern A (reserved pattern A) related to the final display form will be maintained until the changing pattern disappears.

[0171] Here, the scenario is a scenario that defines the change process by which the display form of the pending related pattern changes when a pending change performance is performed, from the pending pattern A that is additionally displayed in the pending pattern display areas 6D, 6E as the primary display form of the pending related pattern until it disappears as a changing pattern in the changing pattern display area 6G. In this embodiment, multiple scenarios are provided corresponding to the type of special pattern (first special pattern and second special pattern), the type of look-ahead command (any of look-ahead commands 1 to 3), the number of reserved patterns when reserved pattern A is additionally displayed in reserved pattern display areas 6D and 6E, and the final display form, etc.

[0172] Next, the scenarios stored in the storage means (reserved related symbol display buffer) of the sub-integrated control device 83 will be briefly described with reference to FIGS. 21 and 22 show a part of the scenario selection table that the sub-integrated control device 83 refers to when executing the reserve change effect final display form (expectation degree change effect). Here, the scenario is determined based on (1) the type of look-ahead command received when determining the scenario, (2) the number of holds that are the target when determining the scenario, and (3) the final display form (final display form of the hold-related pattern) that is determined when referencing the scenario selection table.

[0173] Figure 21(a) is a scenario selection table that is selected when the received look-ahead command is look-ahead command 1, the number of reserved balls when the target reserved memory is acquired (when a game ball enters the first start port 11 or the second start port 12 and the reserved memory is stored) is 3, and the final display form of the reserved related pattern is "reserved related pattern B or C." This scenario selection table has a plurality of scenarios (scenarios SA11 to 14). Below, the contents of scenarios SA11 to 14 will be briefly explained. When scenario SA11 is selected, when the game ball enters the starting holes 11, 12 (hereinafter referred to as the starting winning time), reserved pattern A is additionally displayed at the "corresponding display position of the corresponding reserved pattern display area 6D, 6E."

[0174] In the following description, the reserved symbol that is additionally displayed as the reserved symbol corresponding to the target reserved memory is referred to as the primary reserved symbol. In this embodiment, the reserved symbol A is uniformly referred to as the "primary reserved symbol." In addition, when the number of reserved balls is "3", the "corresponding display position" refers to the fourth display position d4 in the first reserved pattern display area 6D when the game ball enters the first start hole 11 (hereinafter referred to as the first start winning), and refers to the fourth display position e4 in the second reserved pattern display area 6E when the game ball enters the second start hole 12 (hereinafter referred to as the second start winning).

[0175] Then, the first shift is performed by processing the reserved memory (hereinafter referred to as the preceding reserved memory) that was stored prior to the target reserved memory and that has not been processed. Here, if the target reserved memory is the first reserved memory, the first shift is performed by processing the first reserved memory that was acquired next, and if the target reserved memory is the second reserved memory, the first shift is performed by processing the second reserved memory that was acquired next. When this first shift is performed, the reserved pattern A (reserved pattern A corresponding to the target reserved memory) that was displayed at the fourth display position d4 (fourth display position e4) is shifted and displayed at the third display position d3 (third display position e3). Note that even after this first shift is performed, the display form of the reserved pattern corresponding to the target reserved memory is maintained as the display form of the reserved pattern A. Note that in the following description, "shifting and displaying the reserved pattern" refers to the reserved pattern being displayed by changing its display position to the next higher display position (for example, from the fourth display position to the third display position, which is one higher).

[0176] Subsequently, after the first shift, the reserved symbol A (reserved symbol A corresponding to the target reserved memory) displayed at the third display position d3 (third display position e3) is shifted to the second display position d2 (second display position e2) and displayed. Then, even if this second shift is performed, the display form of the reserved symbol A is maintained as the display form of the reserved symbol A.

[0177] Furthermore, when a third shift is made, reserved pattern A (reserved pattern A corresponding to the target reserved memory) that was displayed at second display position d2 (second display position e2) is shifted to first display position d1 (second display position e1) and displayed. However, when this third shift is made, the display form of reserved pattern A is changed to the display form of reserved pattern B. Note that the "first", "second", and "third" shifts shown here refer to those made in the same reserved pattern display areas 6E, 6E as the first shift.

[0178] In scenario SA11, when the time comes to process the reserved memory (i.e., the target reserved memory) corresponding to the reserved pattern B displayed at the first display position (d1, e1), the reserved pattern B displayed at the first display position (d1, e1) is erased, and the changing pattern B corresponding to the erased reserved pattern B is displayed in the changing pattern display area 6G. Then, the changing pattern B displayed in the changing pattern display area 6G is erased at the latest after changing to the changing pattern C, before the change performance (pseudo performance executed by consuming the target reserved memory) ends.

[0179] Although detailed explanation will be omitted, scenario SA12 is a scenario in which the final display form of the reserved related symbols is variable symbol B, and scenarios SA13 and SA14 are scenarios in which the final display form of the reserved related symbols is variable symbol C. Also, scenarios SA11 and SA14 are scenarios in which the display form of the variable symbol is changed when the variable symbol is displayed, and scenarios SA12 and SA13 are scenarios in which the display form of the variable symbol is not changed when the variable symbol is displayed. Note that the other scenarios shown in Figures 21 and 22 also include a scenario in which the display form of the variable symbol is changed when the variable symbol is displayed, and a scenario in which it is not changed. In either scenario shown in Figure 21 or Figure 22, there are differences in the timing of changing the display form and the number of times it is changed, but in either scenario, the target reserved memory is processed, and the reserved pattern displayed in the first display position (d1, e1) when the variable performance begins is erased, and the reserved pattern is displayed in the variable pattern display area 6G as a variable pattern. And, in either scenario, the changing symbol is erased at the latest before the pseudo performance (the changing performance) ends.

[0180] Although detailed explanation will be omitted, even if the number of reserved items when the target reserved memory is acquired is other than 3, it is possible to execute an expectation level change effect in which the final display form of the changing pattern is changing pattern B or changing pattern C. In other words, if the received look-ahead command is look-ahead command 1 and the number of reserved items when the target reserved memory is acquired is 2, the scenario selection table shown in Figure 21(b) is referenced, if the number of reserved items is 1, the scenario selection table shown in Figure 21(c) is referenced, and if the number of reserved items is "0", the scenario selection table shown in Figure 21(d) is referenced.

[0181] 22(a) shows a scenario selection table that is selected when the received look-ahead command is look-ahead command 2, the number of reserved items when the target reserved memory is acquired is 3, and the final display form of the variable symbol is "variable symbol B or C." Also, FIG. 22(b) shows a scenario selection table that is selected when the received look-ahead command is look-ahead command 2, the number of reserved items when the target reserved memory is acquired is 2, and the final display form of the variable symbol is "variable symbol B or C." Although not shown, this pachinko machine 50 also has a scenario selection table that is selected when the received look-ahead command is look-ahead command 2, the number of reserved items when the target reserved memory is acquired is 1 or 0, and the final display form of the variable symbol is "variable symbol B or C."

[0182] Here, the relationship between the probability that each varying symbol will be selected as the final display form and the result of the win / loss judgment will be explained using FIG. 22(c). In this embodiment, if the result of the hit / miss judgment is a jackpot, the probability that the reserve change presentation will be executed is "70%" (see Figure 27(a) described later), and therefore the probability that the changing pattern A will be selected as the final display form is "30%". Also, in this embodiment, if the result of the hit / miss judgment is a jackpot, the probability that the changing pattern B will be selected as the final display form is "20% (approximately 30% of the time when the reserve change presentation is executed)", and the probability that the changing pattern C will be selected as the final display form is "50% (approximately 70% of the time when the reserve change presentation is executed)".

[0183] In addition, in this embodiment, if the result of the hit / miss judgment is a miss, the probability that the reserve change presentation will be executed is "10%", and therefore the probability that the changing pattern A will be selected as the final display form is "90%" (see Figure 27(a) described below), so the probability that the changing pattern A will be selected as the final display form is "90%". Furthermore, in this embodiment, if the result of the hit / miss judgment is a miss, the probability that the changing pattern B will be selected as the final display form is "8% (90% of the time when the reserve change presentation is executed)", and the probability that the changing pattern C will be selected as the final display form is "2% (10% of the time when the reserve change presentation is executed)". Furthermore, in this embodiment, if the result of the hit / miss judgment is a simple miss, the probability that the hold change effect will be executed is "0%" (see Figure 27(a) described below), so the probability that the changing pattern A will be selected as the final display form is "100"%, and the probability that the changing pattern B will be the final display form and the probability that the changing pattern C will be the final display form are "0%".

[0184] Next, a specific example of the variable effects (pseudo effects) executed in the pachinko machine 50 of this embodiment will be described with reference to FIGS. Here, Figures 23 and 24 show pseudo-effect A, which constitutes one specific example of a variable effect (pseudo-effect), and Figure 25 shows pseudo-effect B and pseudo-effect C, which constitute another specific example of a variable effect (pseudo-effect).

[0185] The pseudo-effects A and B are reach effects that accompany reach displays during the pseudo-effects (variation effects). Here, the reach effects include a number symbol variation effect before the reach display and a "reach display post-effect" that is executed after the reach display is displayed until it ends. Furthermore, pseudo effect A (reach effect A), pseudo effect B (reach effect B), and pseudo effect C (reach effect C) are all pseudo effects (reach effects) whose effect contents can be visually identified (specified), and a player can classify (identify) any of the pseudo effects (reach effects) at a glance when confronted with them. In this embodiment, pseudo effect A (reach effect A) and pseudo effect E (reach effect E), the details of which are not shown, constitute specific examples of "predetermined pseudo effects" (see FIG. 19(e)). Note that the characters appearing in pseudo effect E (reach effect E) are different from those in pseudo effect A (reach effect A).

[0186] First, pseudo effect A (reach effect A) will be described with reference to FIGS. FIG. 23 shows a case where, when pseudo performance A (reach performance A) is executed as the variable performance (pseudo performance), "the time from the start of the variable performance (pseudo performance) to the erasure of the variable pattern 7a (7b) corresponding to the target reserved memory" is T1 time (when it is erased by T1 time after the performance starts). On the other hand, FIG. 24 shows a case where, when pseudo performance A (reach performance A) is executed as the variable performance, "the time from the start of the variable performance (pseudo performance) to the erasure of the variable pattern 7a (7b) corresponding to the target reserved memory" is T2 time, which is longer than T1 time (when it is erased by T2 time after the performance starts). However, in both the case shown in FIG. 23 and the case shown in FIG. 24, the display form immediately before erasure of the variable pattern 7a (7b) is the same (both are illustrated as variable pattern B).

[0187] Figure 23(a) shows the state in which the pending memory that is the subject of the change effect, i.e., the subject pending memory (in Figure 23, the first pending memory), is consumed, the pending pattern A displayed in the first pending pattern display area 6D is erased, the changing pattern A is displayed in the changing pattern display area 6G, and the left, right, and center effect patterns in the number pattern display area 6H have begun to change. Figure 23 (b) shows the case where the timing for the reach display to be executed has arrived and the reach display is executed. In this case, the left effect pattern 6L and the right effect pattern 6R are stopped and displayed with the same numbers to execute the reach display. Also, when the reach display is executed (or before the reach display is executed), the variable pattern A changes its display form and becomes the variable pattern B.

[0188] Then, as shown in Fig. 23(c), after the reach display, when a predetermined time has passed, an action presentation is made in which the ally character K1, which represents a karate practitioner, and the fighting object character K2, which represents a sturdy rock, face each other. Then, after the action presentation in which the ally character K1 and the fighting object character K2 face each other, when a predetermined time has passed, an action presentation in which the ally character K1 looks up at the sky and thinks deeply begins, as shown in Fig. 23(d). At this time, the changing pattern B, which had been displayed as the changing pattern, is erased and disappears. After that, as shown in FIG. 23(e), the ally character K1 faces the fighting object character K2 again, and an effect (action effect) is performed in which the ally character K1 destroys the fighting object character K2.

[0189] If the execution time of this pseudo-effect A (reach effect A) is relatively short (for example, 20 seconds), the result of the win / loss judgment is announced (see Figure 23(h)) without any development effect being performed (see Figure 23(g)). On the other hand, if the execution time of this pseudo-effect A (reach effect A) is relatively long (for example, 40 seconds), after an advanced effect (for example, a cut-in effect) is performed (see Figure 23(f)), the result of the win / loss judgment is announced (see Figure 23(h)).

[0190] In the case shown in Fig. 24, similarly to the case shown in Fig. 23, pseudo performance A (reach performance A) progresses according to Fig. 24(a) to (h). However, in the case shown in Fig. 24 (hereinafter referred to as case 2), in the pseudo performance A (reach performance A) that starts when the target reserved memory is consumed, the period (time) from the start of the pseudo performance A to the erasure of the changing pattern 7a (7b) is longer (longer than time T1) than in the case shown in Fig. 23 (hereinafter referred to as case 1). Specifically, as shown in Fig. 24(c), after the action performance in which the ally character K1 and the fighting object character K2 face each other, a predetermined time has passed and the action performance in which the ally character K1 looks up at the sky and thinks deeply has started, but the changing pattern B remains displayed. Then, the performance proceeds further, and as shown in FIG. 24(e), when the performance (action performance) in which the ally character K1 destroys the fighting object character K2 is performed, the varying symbol 7a (7b) is erased.

[0191] In addition, in case 2 shown in Figure 24, if the execution time of pseudo performance A (reach performance A) is relatively short (for example, 20 seconds), the result of the hit / miss judgment is announced (see Figure 24(h)) without performing the extended performance (see Figure 24(g)). Also, if the execution time of pseudo performance A (reach performance A) is relatively long (for example, 40 seconds), the result of the hit / miss judgment is announced (see Figure 24(h)) after performing the extended performance (see Figure 24(f)).

[0192] As shown in Case 1 of Figure 23, when pseudo-effect A (reach effect A) is executed, if the time until the changing pattern 7a (7b) corresponding to the target pending memory is erased is short (for example, if it is 14 seconds after the pseudo-effect A starts), there is a high possibility that the result of the hit / miss judgment will be announced as a jackpot. In contrast, as in case 2 shown in Figure 24, when executing pseudo performance A (reach performance A), if it takes a long time for the changing pattern 7a (7b) corresponding to the target reserved memory to be erased (for example, 19 seconds after the start of pseudo performance A), the possibility of announcing that the result of the hit / miss judgment is a jackpot is low. In other words, even if the display form of the changing pattern 7a (7b) just before it disappears is the same (for example, even if both are pre-reading pattern B), the jackpot expectation is high in case 1 and low in case 2.

[0193] In addition, in both cases of Case 1 and Case 2, the pseudo-effect A (reach effect A) may or may not be accompanied by a development effect, but when it is accompanied by a development effect, the probability of a big win is higher than when it is not accompanied by a development effect. In other words, it can be said that the probability of a development effect being executed is higher when the timing at which the varying symbols are erased is earlier. In addition, if the time until the changing pattern 7a (7b) is erased is long, the time may arrive before the pseudo-performance ends, or the time may arrive when the pseudo-performance ends.

[0194] Next, pseudo effect B (reach effect B) and pseudo effect C (reach effect C) will be briefly described with reference to FIG. As shown in Figure 25 (a) to (d), when executing pseudo performance B (reach performance B) as the variable performance (pseudo performance), the time for erasing the variable pattern 7a (7b) corresponding to the target reserved memory is set to a certain time. For example, after the pseudo performance starts (after the variable performance starts), the variable pattern 7a (7b) is always erased in 12 seconds.

[0195] Figure 25(a) shows a state in which the target reserved memory (in Figure 25(a), the first reserved memory) has been consumed, the reserved pattern A displayed in the first reserved pattern display area 6D has disappeared, the changing pattern A is displayed in the changing pattern display area 6G, and the left, right, and center performance patterns (number patterns) have started to change in the number pattern display area 6H.

[0196] 25(b) shows a case where the timing for executing the reach display has arrived and the reach display is executed. Also, when the reach display is executed (or before the reach display is executed), the variable symbol A changes its display form and becomes the variable symbol B. Then, as shown in FIG. 25(c), after the reach display, when a predetermined time has passed, a character K1 representing the karateka's ally and a character K3 representing the karateka's enemy appear, and they face each other and glare at each other. After that, as shown in Figure 25 (d), when the action production that the ally character K1 and the enemy character K3 start a battle is performed, the changing pattern 7a (7b) corresponding to the target reserved memory is erased. After that, the result of the hit / miss judgment is announced.

[0197] As shown in Figure 25 (e) to (h), when executing the pseudo performance C (reach performance C) as the variable performance (pseudo performance), the time for erasing the variable pattern 7a (7b) corresponding to the target reserved memory is fixed. For example, it is always set to T3 time (12 seconds after the pseudo performance starts) after the pseudo performance starts (after the variable performance starts).

[0198] Figure 25(e) shows a state in which the target reserved memory (in Figure 25(e), the first reserved memory) has been consumed, the reserved pattern A displayed in the first reserved pattern display area 6D has been erased, the changing pattern A is displayed in the changing pattern display area 6G, and the left, right, and center performance patterns (number patterns) have started to change in the changing display area 6H.

[0199] 25(f) shows a case where the timing for executing the reach display has arrived and the reach display is executed. Also, when the reach display is executed (or before the reach display is executed), the variable symbol A changes its display form and becomes the variable symbol B. Then, as shown in FIG. 25(g), after the reach display, when a predetermined time has passed, a motion presentation is performed in which a cat character K5 appears holding a microphone M1. After that, as shown in Figure 25 (h), when the cat character K5 starts singing, the changing pattern 7a (7b) corresponding to the target reserved memory is erased. After that, the result of the hit / miss judgment is announced. In pseudo-effects other than "prescribed pseudo-effects" (hereinafter referred to as normal pseudo-effects), such as pseudo-effect B (reach effect B) and pseudo-effect C (reach effect C) exemplified above, the changing pattern 7a (7b) is always erased 12 seconds after the start of the pseudo-effect (after the start of the changing effect).

[0200] 25 illustrates a case where the display form of the variable symbol 7a (7b) just before it is erased in the normal pseudo performance is the second display form, but even if this display form is another display form (first display form or third display form), the variable symbol 7a (7b) is erased in a certain time (12 seconds is illustrated) after the start of the pseudo performance (after the start of the variable performance). That is, in this embodiment, in reach performances other than the predetermined pseudo performance, the timing of erasure is constant regardless of the variable symbol.

[0201] As described above, the pachinko machine 50 of this embodiment is provided with a plurality of types of reach effects (pseudo effects) including reach effect A (pseudo effect A), reach effect B (pseudo effect B), and reach effect C (pseudo effect C). Of these, reach effect A (pseudo effect A) and reach effect E (pseudo effect E) are the "predetermined pseudo effects" of the present invention. In addition, the reach effect A (pseudo effect A), reach effect B (pseudo effect B), reach effect C (pseudo effect C), reach effect D (pseudo effect D), reach effect E (pseudo effect E), and reach effect F (pseudo effect F) shown in FIG. 19(e) all have different motion effects of the characters being displayed, so the player can understand at a glance which reach effect (pseudo effect) has started.

[0202] Next, the reserved symbol display process executed by the sub-integrated control device 83 will be described using the flowchart of Fig. 26. This process is executed periodically (for example, every 2 ms) by the sub-integrated control device 83. When this process starts, it is determined whether or not a reserved number instruction command has been received (S1000). If the process of S1000 determines that the command is negative (S1000: no), the process returns. If the process of S1000 determines that the command is positive (S1000: yes), the process increments the reserved number counter provided in the sub-integrated control device 83 by "+1" in S1005, sends a reserved number display instruction signal to the performance symbol control device 82, and proceeds to S1010. Then, after extracting distribution random number 1 in S1010 (S1010), the process proceeds to S1015.

[0203] The value of the pending number counter, which is incremented by "+1" in S1005, is decremented each time a pending information command is received in the pending number information reception process (see Figure 27(b)) described later. This ensures that the number of pending memories stored by the main control device 80 is always the same as the number of pending memories stored by the main control device 80. In S1015, it is determined whether or not the sub-integrated control device 83 has received a look-ahead command (look-ahead information) from the main control device 80 (S1015). This look-ahead command (look-ahead information) is the command output from the main control device 80 in S206 or S216 of FIG. 8 described above. In addition, the hold number instruction command and the read-ahead command may be integrated into a single command, and in this case, in S1000, it is determined whether the received hold number instruction command includes a read-ahead command.

[0204] This look-ahead command (look-ahead information) is any one of look-ahead commands 1 to 3. If a negative determination is made in S1015 (S1015: no), the reserved symbol display process is temporarily terminated. Then, while repeatedly executing the reserved symbol display process, if a positive determination is made in S1015 (S1150: yes), the process proceeds to S1020.

[0205] In S1020, a lottery is performed to determine whether or not to execute a reserve change effect (change effect). This S1020 is performed by random number lottery using the distribution random number 1 acquired in S1010.

[0206] When S1020 is executed, the process proceeds to S1025, and it is determined whether or not the lottery result in which a reserve change effect (change effect) is to be executed is obtained in the lottery performed in S1020 (S1025).

[0207] Here, as shown in FIG. 27(a), the winning probability in the lottery to determine whether or not to execute the reserve change effect (change effect) differs depending on the type of look-ahead command received in S1010. That is, if the received look-ahead command is look-ahead command 1 (see the column marked "jackpot (command 1)" in the figure), the "winning probability" is "70%." If the received look-ahead command is look-ahead command 2 (see the column marked "miss reach (command 2)" in the figure), the "winning probability" is "10%." If the received look-ahead command is look-ahead command 3 (see the column marked "simple miss (command 3)" in the figure), the "winning probability" is "0%." That is, in this embodiment, if the result of the hit / miss determination is a simple miss, the reserve change effect is not executed across the board. However, even if the result of the hit / miss determination is a simple miss, the hold change effect may be executed (for example, the "winning probability" of the lottery process in S1020 may be set to a low probability (for example, "2%)).

[0208] If the determination in S1025 is affirmative (S1025: yes), the process proceeds to S1030, and if the determination is negative (S1025: no), the process proceeds to S1040. When proceeding to S1040, the sub-integrated control device 83 displays a predetermined "display form (referred to as the primary reserved display pattern)" as the reserved pattern (reserved pattern to be additionally displayed) related to the reserved memory based on the currently received look-ahead command (the look-ahead command judged positive in S1015) (S1040). Here, the "reserved pattern related to the first display form" displayed in S1040 is set to reserved pattern A. In other words, if the reserved change performance (change performance) is not executed, the default display form (reserved pattern related to the first display form (reserved pattern A)) is displayed when the target reserved memory is acquired. Then, when S1040 is executed, this processing is terminated.

[0209] On the other hand, when the process proceeds to S1030, the sub-integrated control device 83 determines a scenario to be referred to in the current hold change effect (change effect), and proceeds to S1035. That is, in S1030, various scenario selection tables are referenced and a scenario is selected that specifies the change pattern of the display mode of the reserved related symbols (reserved symbols, changing symbols) when a reserved change effect (change effect) is executed.

[0210] Here, the scenario selected and determined in S1030 is stored in a storage means (a buffer for reserved display effects) provided in the sub-integrated control device 83 and is referred to as appropriate. That is, it is referred to in S1035 described later, S1120 in the reserved information receiving process in Fig. 27(b) described later, S1360 in the varying symbol change process in Fig. 32(a) described later, etc.

[0211] At S1035, which is reached after S1030, the sub-integrated control device 83 refers to the scenario determined at S1035, identifies the initial display form (primary hold display form) of the scenario, and performs processing to display the reserved symbol related to the reserved memory based on the currently received look-ahead command in that display form on the effect symbol display device 6. However, in this embodiment, regardless of which scenario is determined, the initial display form (primary hold display form) of the scenario is uniformly set to reserved symbol A. In other words, even when a hold change effect (change effect) is executed, when the target hold memory is acquired, the default display form (reserved symbol related to the first display form (reserved symbol A)) is displayed. Then, when S1035 is executed, this processing ends. Unlike this embodiment, when a hold change effect (change effect) is executed, there may be a certain probability that a hold pattern related to a display form other than the default display form (hold pattern related to the second display form or the third display form) will be identified as the first display form (primary hold display form).

[0212] Next, referring to Figure 27 (b), we will explain the pending number information receiving process executed by the sub-integrated control device 83. Note that this process is a process executed periodically (for example, every 2 ms) by the sub-integrated control device 83.

[0213] In this hold number information receiving process, when the hold memory is consumed, the display position of the hold pattern displayed on the effect pattern display device 6 is updated, and a hold change effect (change effect) is executed as necessary. In addition, the "reserved number information receiving process" is a process that is executed when there is a reserved memory and the variable display of the first or second special symbol has finished and been confirmed, in order to start a new variable display based on the oldest reserved memory of the second special symbol if there is a reserved memory of the second special symbol, or the first special symbol if there is no reserved memory of the second special symbol, and when a process is executed to shift the display position of other reserved memories of the same special symbol. Therefore, it is executed at a different timing from the above-mentioned "reserved display process".

[0214] When this process starts, it is determined whether or not hold information (hold information command) has been received (S1100). If the determination in the process of S1100 is negative (S1100: no), this process is returned. The hold information command received by the sub integrated control device 83 in the process of S1100 is transmitted from the main control device 80 in the "hold information transmission process" of S364 in FIG.

[0215] If the determination in S1100 is affirmative (S1100: yes), the pending number counter provided in the sub-integrated control device 83 is decremented by one (S1105), and the process proceeds to S1110. At S1110, the sub-integrated control device 83, assuming a configuration in which the second special pattern described above is changed with priority over the first special pattern, erases the reserved pattern corresponding to the oldest reserved memory displayed on the performance pattern display device 6, and if there are other reserved patterns displayed with the same special pattern, shifts the display positions of all remaining reserved patterns by one each towards the center of the screen of the performance pattern display device 6, and proceeds to S1115.

[0216] In this embodiment, when the process of shifting the reserved symbols is performed, the reserved symbols related to the first special symbol are shifted by one to the right, and the reserved symbols related to the second special symbol are shifted by one to the left (see Figure 18, etc.).

[0217] In S1110, the sub-integrated control device 83 refers to the display position of the reserved symbols changed in accordance with the process of shifting the reserved symbols and the contents of the scenario decided in S1030 of Fig. 26, and judges whether any of the reserved symbols has reached the execution position of the "reserved change performance (change performance)", that is, the time (position) for changing the display form of the reserved symbols or the changing symbols, and if a positive judgment is obtained (S1115: yes), the process proceeds to S1120. Also, if a negative judgment is obtained in S1115 (S1115: no), this process ends. The process of checking the contents of the scenario is carried out by referring to the information related to the scenario stored in the aforementioned "hold display performance buffer."

[0218] In S1120, the sub-integrated control device 83 executes a process to change the display form of the reserved pattern that has reached the execution position (time) of the ``reserved change performance (change performance)'' based on the content of the determined scenario, and then terminates this process.

[0219] Here, the process of S1120 is executed according to the scenarios shown in FIGS. 21 and 22, etc. As a specific example, we will explain the case where, when the second reserved memory does not exist and the first reserved number is 3, reserved pattern A, which is additionally displayed as a reserved pattern corresponding to the target reserved memory acquired when the game ball enters the first starting hole 11, shifts according to the SA13 scenario in Figure 21(a). In other words, in this specific example, there are three reserved memories preceding the target reserved memory, and each time a preceding reserved memory is processed (each time a positive judgment is made in S1100 regarding that preceding reserved memory), the additionally displayed reserved pattern A is shifted and displayed. In this case, the display form of the reserved pattern changes from reserved pattern A to reserved pattern B during the first shift, and the display form of reserved pattern B is maintained during the second shift. Then, during the third shift, it changes from reserved pattern B to reserved pattern C.

[0220] In addition, when the reserved pattern C corresponding to the target reserved memory is displayed at the first display position d1, the reserved pattern C is erased when the target reserved memory is processed. Accordingly, the variable pattern C corresponding to the reserved pattern C is displayed in the variable pattern display area 6G. In addition, in the processing of S1110, a reserved number display instruction signal is sent to the effect symbol control device 82. This reserved number display instruction signal is a signal that instructs the effect symbol display device 6 to reduce the first reserved symbol 6d or the second reserved symbol 6e by one from the screen 6a.

[0221] In addition, the reserved information command received by the sub-integrated control device 83 in the processing of S1100 is transmitted from the main control device 80 in the "reserved information transmission processing" of S364 in Fig. 11. Then, if the "reserved information" transmitted from the main control device 80 was transmitted when the first reserved number was decremented (when the special symbol 1 started to vary), the first reserved symbol 6d is decremented by 1 in the first reserved memory display area 6D that appears on the screen 6a of the performance symbol display device 6. If a look-ahead determination information command is received in association with this decremented first reserved symbol 6d, the memory of the look-ahead determination information (command) is also erased.

[0222] Furthermore, if the "reserved information" transmitted from the main control device 80 was transmitted when the second reserved number was decremented (when the special pattern 2 started to change), the second reserved pattern 6e is decremented by 1 in the second reserved memory display area 6E that appears on the screen 6a of the performance pattern display device 6. If a pre-reading judgment information command is received in association with this decremented second reserved pattern 6e, the memory of the pre-reading judgment information (command) is also erased.

[0223] Next, the effect start process executed by the sub integrated control device 83 will be described with reference to the flowchart of Fig. 28. Note that this process is executed periodically (for example, every 2 ms) by the sub integrated control device 83. When the sub-integrated control device 83 starts the effect start process, it determines whether or not a variation start command has been received (S1200). Here, the variation start command is a command sent from the main control device 80 when starting the variation of the special symbols (see S366 in FIG. 11).

[0224] This fluctuation start command includes data indicating the result of the hit / miss judgment regarding the special symbol (jackpot, miss) and data indicating the fluctuation pattern that specifies the fluctuation time. Also, if the result of the hit / miss judgment regarding the special symbol is a hit, the fluctuation start command includes data specifying the hit symbol (data indicating the type of hit that has occurred).

[0225] If a negative judgment is made at S1200 (S1200: no), the performance start processing is terminated, and if a positive judgment is made (S1200: yes), the processing proceeds to S1205, where an allocation random number 2 is obtained to be used when allocating the performance pattern (performance mode). After executing S1205, the sub-integrated control device 83 proceeds to S1210 and determines whether the fluctuation start command contains data indicating a jackpot (whether the fluctuation start command contains jackpot information). If the result of S1210 is affirmative (S1210: yes), the process proceeds to S1215, where a "presentation pattern for a jackpot" is selected as the "pattern of the presentation display (presentation pattern) that starts in response to the changing display of the special symbol" (S1215), and then the process proceeds to S1220.

[0226] In this S1220, a process is performed to select a presentation pattern (specifically, the timing to erase the changing symbols) for the big win based on the presentation display pattern (type of pseudo-change) determined in S1215. After this S1220 is performed, the process proceeds to S1240. Here, S1215 and S1220 will be described later with reference to Figs. 29 and 30.

[0227] On the other hand, if a negative judgment is made at S1210 (S1210: no), that is, if the result of the hit / miss judgment is a miss (S1210: no), the process proceeds to S1230, where a "miss presentation pattern" is selected as the "pattern of presentation display (presentation pattern) that starts in response to the variable display of the special symbol," and then the process proceeds to S1235.

[0228] In this S1235, a process is performed to select a performance pattern (specifically, the timing to erase the changing symbols) for a losing game based on the performance display pattern (type of pseudo-change) determined in S1230. After this S1235 is performed, the process proceeds to S1240. Here, S1230 and S1235 will be described later using Figures 29 and 30.

[0229] When the process proceeds to S1240, a process for setting the effect pattern to be displayed (the effect pattern that notifies the result of the hit / miss judgment regarding the special pattern) is performed. After this, the effect starts in S1245 (S1245), and the effect start process is returned.

[0230] When performing this S1245, the value of the in-effect flag and the value of the display flag are set to "1". Here, the in-effect flag is a flag that indicates whether or not a variable effect (a display of a variable effect pattern) is being executed, and while the variable effect is being executed (when the variable effect starts), the value of the in-effect flag is set to "1". Also, the display flag is a flag that indicates whether or not the display of the variable pattern is being executed, and while the variable pattern is being displayed (when the display of the variable pattern starts), the value of the display flag is set to "1".

[0231] Hereinafter, steps S1215, S1220, S1230 and S1235 in FIG. 28 will be briefly described with reference to FIGS.

[0232] In the pachinko machine 50 of this embodiment, each time a win / loss determination is performed, a fluctuation pattern is determined by random number lottery using the result of the win / loss determination, a fluctuation pattern table corresponding to the game state at that time (open extended state, non-open extended state), and the acquired random number for determining the fluctuation pattern. First, with reference to FIG. 29, an outline of the variation pattern table targeted by the pachinko machine 50 of this embodiment will be explained.

[0233] 29(a) is a diagram showing a variation pattern table to be referred to when the game state is in the non-open extended state and the result of the hit / miss judgment is a jackpot. This variation pattern table stores a plurality of (for example, 20) variation patterns A1 to A20 associated with the variation pattern determination random numbers ("0" to "1020").

[0234] Although the illustration of the fluctuation pattern table to be referenced when the game state is in the extended open state and the result of the hit / miss judgment is a jackpot is omitted, the fluctuation pattern table also stores a plurality of (for example, 20) fluctuation patterns associated with the random numbers for determining the fluctuation pattern. Also, the average fluctuation time determined by referring to the fluctuation pattern table to be referenced when the game state is in the extended open state and the result of the hit / miss judgment is a jackpot is shorter than the average fluctuation time determined by referring to the fluctuation pattern table shown in Figure 29(a).

[0235] 29(b) is a fluctuation pattern table (hereinafter referred to as the former fluctuation pattern table) that is referred to when the game state is in the non-open extended state, the result of the hit / miss judgment is a miss, and the miss is judged to be a reach miss. This fluctuation pattern table stores a plurality of (for example, 30) fluctuation patterns B1 to B30 that correspond to the random numbers ("0" to "1020") for determining the fluctuation pattern.

[0236] In this embodiment, the illustration of the fluctuation pattern table (hereinafter referred to as the latter fluctuation pattern table) that is referenced when the game state is in the open extension state, the result of the hit / miss judgment is a miss, and the miss is a reach miss is omitted. The fluctuation pattern table also stores multiple (for example, 30) fluctuation patterns associated with the random numbers for determining fluctuation patterns. In addition, the average fluctuation time determined by referring to the latter fluctuation pattern table is shorter than the average fluctuation time determined by referring to the former fluctuation pattern table.

[0237] Furthermore, in this embodiment, when the game state is in the non-open extended state and when the game state is in the open extended state, the result of the win / loss judgment is a miss, and the miss is judged to be a simple miss, and the illustration of the fluctuation pattern table to be referenced is omitted. These fluctuation pattern tables also store multiple fluctuation patterns associated with the random numbers for determining the fluctuation pattern. Each fluctuation pattern table is stored in the ROM of the main control device 80.

[0238] 29(a) and (b), the variation patterns marked with a "triangle mark" outside the margin are variation patterns that specify a variation time of less than 25 seconds, and even if this variation pattern is selected, a presentation pattern that specifies a presentation display in which the presentation develops midway will not be selected. Also, the variation patterns marked with a "double circle" outside the margin in FIG. 29(a) and (b) are variation patterns that specify a variation time of 25 seconds or more, and when this variation pattern is selected, a presentation pattern that specifies a presentation display in which the presentation develops midway can be selected.

[0239] Meanwhile, a presentation pattern table corresponding to each variation pattern is stored in the ROM constituting the sub-integrated control device 83. Then, every time the sub-integrated control device 83 receives a variation start command (every time a variation pattern is determined by the hit / miss judgment), it refers to the corresponding presentation pattern table, performs a random number lottery using the distribution random number 2 extracted in the processing of S1205, and selects a presentation pattern to be applied when executing the presentation display. Next, the effect pattern table will be described with reference to FIG.

[0240] Figure 30(a) shows the effect pattern table A1 corresponding to the variation pattern A1 selected when the game state is the non-open extended state and the result of the hit / miss judgment is a jackpot. This variation pattern A1 is a variation pattern that specifies a variation time of 45 seconds (see Figure 29(a)). The effect pattern table A1 stores a plurality of (for example, four) effect patterns E1 to E4, each associated with the allocation random number 2.

[0241] Of these, presentation pattern E1 is a presentation pattern for executing pseudo presentation A (reach presentation A), and in the pseudo presentation specified by this presentation pattern E1, a "cut-in presentation" is performed midway through, after which the presentation content develops. Similarly, presentation pattern E2 is a presentation pattern for executing pseudo presentation B (reach presentation B), presentation pattern E3 is a presentation pattern for executing pseudo presentation C (reach presentation C), and presentation pattern E4 is a presentation pattern for executing pseudo presentation D (reach presentation D), and the presentation content of each develops along the way. Of pseudo-effect A (reach effect A) to pseudo-effect D (reach effect D), pseudo-effect A (reach effect A) and the aforementioned pseudo-effect E (reach effect E) correspond to the "predetermined pseudo-effect" of the present invention (see Figure 19(e)). Also, the effect patterns marked with a "star" in the margins of Figure 30(a) and Figures 30(b) and (c) described below are effect patterns that identify the "predetermined pseudo-effect".

[0242] 30(b) shows the effect pattern table A2 corresponding to the variation pattern A2 selected when the game state is the non-open extended state and the result of the hit / miss judgment is a jackpot. This variation pattern A2 is a variation pattern that specifies a variation time of 20 seconds. The effect pattern table A2 stores a plurality of (for example, four) effect patterns F1 to F4, each associated with the distribution random number 2.

[0243] Among the presentation patterns stored in presentation pattern table A2, presentation pattern F1 is a presentation pattern for executing pseudo presentation B (reach presentation B), and in the pseudo presentation specified by this presentation pattern F1, the presentation content does not develop midway. Similarly, presentation pattern F2 is a presentation pattern for executing pseudo-presentation D (reach presentation D), presentation pattern F3 is a presentation pattern for executing pseudo-presentation E (reach presentation E), and presentation pattern F4 is a presentation pattern for executing pseudo-presentation F (reach presentation F), and the content of the presentation does not develop along the way in any of these cases. Of the pseudo-effect B (reach effect B), pseudo-effect D (reach effect D), pseudo-effect E (reach effect E), and pseudo-effect F (reach effect E), pseudo-effect E (reach effect E) corresponds to the "predetermined pseudo-effect" of the present invention.

[0244] Figure 30(c) shows the effect pattern table B1 corresponding to the variation pattern B1 selected when the result of the hit / miss judgment is out of reach. This variation pattern B1 is a variation pattern that specifies a variation time of 32 seconds (see Figure 29(b)). The effect pattern table B1 stores a plurality of (for example, four) effect patterns G1 to G4, each associated with the allocation random number 2.

[0245] Of these, presentation pattern G1 is a presentation pattern for executing pseudo presentation A (reach presentation A), and in the pseudo presentation specified by this presentation pattern G1, a "cut-in presentation" is performed midway through, after which the presentation content develops. Similarly, presentation pattern G2 is a presentation pattern for executing pseudo-presentation B (reach presentation B), presentation pattern G3 is a presentation pattern for executing pseudo-presentation C (reach presentation C), and presentation pattern G4 is a presentation pattern for executing pseudo-presentation F (reach presentation F), and the presentation content in each case develops midway.

[0246] In addition, this pachinko machine 50 is provided with a number of variation patterns, such as variation pattern A3, variation pattern A20, etc., in addition to variation pattern A1, which are variation patterns selected when the game state is in the non-open extended state and the result of the hit / miss judgment is a jackpot, and which are specified as variation patterns that exceed a certain period of time (25 seconds), and is provided with a performance pattern table corresponding to each variation pattern. And, regardless of which performance pattern table is referenced, the "predetermined pseudo performance" of the present invention is selected at a predetermined rate. And, as an example, this embodiment illustrates a case where, regardless of which performance pattern table is referenced, the probability that the "predetermined pseudo performance" will be selected as the reach performance is the same (when both are set to 40%).

[0247] Also, although not shown in the figure, the ROM constituting the sub-integrated control device 83 also stores a presentation pattern table corresponding to the variation pattern table that is referenced when the game state is in the open extended state and the result of the win / loss determination is a jackpot. The ROM constituting the sub-integrated control device 83 also stores a presentation pattern table corresponding to a variation pattern other than the variation pattern B1, which is a variation pattern selected when the game state is in the non-open extended state and the result of the hit / miss judgment is a reach miss. Furthermore, the ROM constituting the sub-integrated control device 83 also stores a presentation pattern table corresponding to a variation pattern selected when the game state is in the open extended state and the result of the hit / miss judgment is a reach miss. And, whichever presentation pattern table is referenced, the "predetermined pseudo-presentation" of the present invention is selected at a predetermined rate. The ROM constituting the sub-integrated control device 83 also stores a variation pattern table corresponding to the variation pattern selected when the game state is in the non-open extended state and the result of the win / loss judgment is a simple miss, and the variation pattern selected when the game state is in the open extended state and the result of the win / loss judgment is a simple miss. However, even if these variation pattern tables are referenced, the "predetermined pseudo-effect" of the present invention will not be selected.

[0248] Next, a description will be given of the variable symbol effect pattern selection process executed by the sub-integrated control device 83, using the flowchart of Fig. 31(a). That is, the process of S1220 or S1235 in Fig. 28 will be described. When the sub-integrated control device 83 starts the varying symbol effect pattern selection process, it determines whether the pseudo effect selected in S1215 or S1230 is a "predetermined pseudo effect" (S1300).

[0249] If a negative judgment is made at S1300 (S1300: no), the "presentation pattern table for the variable symbol presentation during normal pseudo-presentation (hereinafter referred to as the normal presentation pattern table)" is referenced, the presentation pattern for the variable symbol is selected (S1310), and the variable symbol presentation pattern selection process is returned.

[0250] On the other hand, if a positive judgment is made in S1300 (S1300: yes), the system refers to the "performance pattern table for the variable pattern performance at the time of a specified pseudo performance (at the time of a specified pseudo performance) (hereinafter referred to as the special performance pattern table)" that corresponds to the "result of the judgment whether it is correct or not" and the "final display form of the variable pattern (whether the variable pattern immediately before being erased is one of variable patterns A to C)", selects a variable pattern performance pattern (S1305), and returns the variable pattern performance pattern selection process.

[0251] Below, the "special effect pattern table" referenced in S1305 will be explained using Figures 31(b), (c) and 32(a) to (d), and the "normal effect pattern table" referenced in S1310 will be explained using Figure 32(e). In the following explanation, the special effect pattern table that is referred to when the result of the hit / miss judgment is a jackpot will be referred to as the "first special effect pattern table," and the special effect pattern table that is referred to when the result of the hit / miss judgment is a miss will be referred to as the "second special effect pattern table."

[0252] If the result of the hit / miss judgment is a jackpot and the final display form of the changing pattern is changing pattern A (see pattern 1 in Figure 20(b)), the first special effect pattern table shown in Figure 31(b) is referenced. As a result, after starting to display changing pattern A in the changing pattern display area 6G, an effect pattern in which it disappears in 14 seconds (an effect pattern in which it disappears in T1 time after the changing pattern starts to be displayed) is selected with an 80% probability, and an effect pattern in which it disappears in 19 seconds (an effect pattern in which it disappears in T2 time after the changing pattern starts to be displayed) is selected with a 20% probability.

[0253] On the other hand, if the result of the hit / miss judgment is a miss and the final display form of the varying pattern is varying pattern A (see pattern 1 in Figure 20(b)), the second special effect pattern table in Figure 31(c) is referenced. As a result, in the varying pattern display area 6G, after the display of varying pattern A begins, an effect pattern that disappears in 19 seconds (an effect pattern that disappears in T2 time after the display of the varying pattern begins) is selected with a probability of "100%".

[0254] In this way, if the result of the hit / miss judgment is a jackpot, the probability that this changing pattern A will be erased at an earlier time (T1 time) is higher than the probability that it will be erased at a later time (T2 time). Incidentally, the changing pattern A is a changing pattern that does not originally suggest a "high probability of winning a jackpot," and when the result of the hit / miss judgment is a jackpot, its selection rate is set low at 30% (see Figure 22(c)). However, when the display of the changing pattern A is erased at time T1, the display changes to show a message suggesting a "high probability of winning a jackpot."

[0255] Furthermore, if the result of the hit / miss judgment is a jackpot and the final display form of the changing pattern is changing pattern B (see patterns 11 and 13 in Figure 20(b)), the first special effect pattern table in Figure 32(a) is referenced. As a result, an effect pattern in which changing pattern B displayed in changing pattern display area 6G is erased 14 seconds after the display of the changing pattern begins (an effect pattern in which the changing pattern is erased at T1 time after the display of the changing pattern begins) is selected with a probability of 70%, and an effect pattern in which the changing pattern is erased at 19 seconds (an effect pattern in which changing pattern A is erased at T2 time after the display of the changing pattern begins) is selected with a probability of 30%.

[0256] On the other hand, if the result of the hit / miss judgment is a miss and the final display form of the changing pattern is changing pattern B (see patterns 11 and 13 in Figure 20(b)), the second special effect pattern table in Figure 32(b) is referenced. As a result, a performance pattern in which the changing pattern B displayed in the changing pattern display area 6G disappears 14 seconds after the changing pattern starts to be displayed (a performance pattern in which the changing pattern B disappears at T1 time after the changing pattern B starts to be displayed) is selected with a probability of "2%". Also, a performance pattern in which the changing pattern B displayed in the changing pattern display area 6G disappears 19 seconds after the changing pattern starts to be displayed (a performance pattern in which the changing pattern B disappears at T2 time after the changing pattern B starts to be displayed) is selected with a probability of "98%".

[0257] In this way, even if the result of the hit / miss judgment is a jackpot and the final display form of the changing pattern is changing pattern B, the probability that this changing pattern B will be erased at an earlier time (T1 time) is higher than the probability that it will be erased at a later time (T2 time). In addition, as for the final display form of the changing pattern being changing pattern B, there are cases where (1) the display form of the changing pattern is changing pattern B from the beginning when it is displayed in the changing pattern display area 6G (pattern 11 in Figure 20(b)), as well as (2) when the initial display form displayed in the changing pattern display area 6G is changing pattern A, but the display form changes to changing pattern B during display (pattern 13 in Figure 20(b)). In the latter case, for example, a performance pattern is set in which changing pattern A is displayed for a predetermined time (for example, 6 seconds) from the beginning when it is displayed in the changing pattern display area 6G, and then changing pattern A is changed to changing pattern B and is erased at time T1 or time T2.

[0258] Similarly, if the result of the hit / miss judgment is a jackpot and the final display form of the changing pattern is changing pattern C (see patterns 12, 14, and 15 in Figure 20(b)), the first special effect pattern table in Figure 32(c) is referenced. As a result, an effect pattern in which changing pattern C displayed in changing pattern display area 6G is erased 14 seconds after the display of the changing pattern begins (an effect pattern in which the changing pattern is erased at T1 time after the display of the changing pattern begins) is selected with a probability of "80%", and an effect pattern in which the changing pattern is erased at 19 seconds (an effect pattern in which the changing pattern is erased at T2 time after the display of changing pattern A begins) is selected with a probability of "20%".

[0259] On the other hand, if the result of the hit / miss judgment is a miss and the final display form of the changing pattern is changing pattern C (see patterns 12, 14, and 15 in Figure 20(b)), the second special effect pattern table in Figure 32(d) is referenced. As a result, a performance pattern in which the changing pattern C displayed in the changing pattern display area 6G disappears 14 seconds after the display of the changing pattern begins (a performance pattern in which the changing pattern C disappears at T1 time after the display begins) is selected with a probability of "5%". Also, a performance pattern in which the changing pattern C disappears at 19 seconds (a performance pattern in which the changing pattern C disappears at T2 time after the display begins) is selected with a probability of "95%".

[0260] In this way, even if the result of the hit / miss judgment is a jackpot and the final display form of the changing pattern is changing pattern C, the probability that this changing pattern C will be erased at an earlier time (T1 time) is higher than the probability that it will be erased at a later time (T2 time).

[0261] In addition, the final display form of the changing pattern may be changing pattern C in the following cases: (a) when the display form of the changing pattern is changing pattern C from the beginning when it is displayed in the changing pattern display area 6G (pattern 12 in Figure 20(b)); (b) when the initial display form displayed in the changing pattern display area 6G is changing pattern A, but during display the display form changes to changing pattern B and then changing pattern C (pattern 15 in Figure 20(b)); and (c) when the initial display form displayed in the changing pattern display area 6G is changing pattern B, but during display the display form changes to changing pattern C (pattern 14 in Figure 20(b)). In the case of (b), for example, a presentation pattern is set in which changing pattern A is displayed for a first predetermined time (e.g., 3 seconds) from the beginning when it is displayed in the changing pattern display area 6G, then changing pattern A changes to changing pattern B, and after a second predetermined time (e.g., after another 3 seconds have passed), changing pattern B changes to changing pattern C, and then is erased at time T1 or time T2.

[0262] Here, the changing pattern C itself is a changing pattern that suggests a high probability of winning, and its selection rate is also high (about 50%, as shown in Figure 22(c)). When the display of the changing pattern C is erased at time T1, it suggests that the pattern (performance pattern) that is stopped and displayed in the pseudo-performance is likely to be a "winning pattern" and unlikely to be a "losing pattern." On the other hand, when the display of the changing pattern C is erased at time T2, it suggests that the pattern (performance pattern) that is stopped and displayed in the pseudo-performance is likely to be a "losing pattern."

[0263] In addition, in cases where the result of the hit / miss judgment is a jackpot and the final display form is changing pattern C, the display form of the changing pattern is changing pattern A or changing pattern B when display begins in changing pattern display area 6G, but the display form of the changing pattern changes to changing pattern C after display begins, for example, the following effect (effect of displaying the changing pattern) may be performed. For example, suppose that after T1 time has passed, the display form before the change to changing pattern C (changing pattern A or changing pattern B) is displayed. If changing pattern A or changing pattern B is still displayed even after T1 time has passed, it may be determined that the hit / miss judgment result is likely to be a miss and a reach, and expectations may suddenly drop, but if changing pattern C is displayed before T2 time has passed, the expectations that had once dropped suddenly rise, and interest in the game can be increased.

[0264] Next, the "normal effect pattern table" referenced in S1310 will be briefly described with reference to FIG. In other words, when the pseudo-effect is other than a "predetermined pseudo-effect," it is when a reach effect (reach effects B to D, F or normal reach effect, etc.) different from the reach effects (reach effects A, E) that make up the "predetermined pseudo-effect" is executed, or when a pseudo-effect related to a simple miss that does not involve a reach display is executed.

[0265] Referring to the "normal effect pattern table" shown in Figure 32(e), an effect pattern is set in which the changing symbols are erased uniformly after T3 time (12 seconds) after they start to be displayed. However, if the change time is less than 12 seconds, such as when the normal pseudo effect is a pseudo effect related to a simple miss, the changing symbols are erased when the normal pseudo effect ends. Also, if the normal pseudo effect is a reach effect, the changing symbols just before their elimination may be any of the changing symbols A to C, and if the normal pseudo effect is a pseudo effect related to a simple miss, the changing symbols just before their elimination are limited to changing symbol A (see Figure 27(a)).

[0266] In addition, regardless of which effect pattern of the variable symbol is decided, if a scenario for executing the reserved change effect is set at the stage of the variable symbol, the reserved change effect will be completed before the variable symbol is erased. However, if there is insufficient time to complete the reserved change effect, the reserved change effect may be terminated halfway and the variable symbol may be erased.

[0267] Next, using Figure 33 (a), we will explain the variable symbol change process executed by the sub-integrated control device 83. Note that this process is a process that is executed periodically (for example, every 2 ms) by the sub-integrated control device 83.

[0268] When this process starts, it is determined in S1350 whether the value of the display flag is "1" or not, and if the determination is negative (S1350: no), the variable symbol change process is terminated. On the other hand, if the determination in S1350 is affirmative (S1350: yes), the process proceeds to S1355, where it is determined whether or not it is time to end the display of the variable symbols (S1355). In other words, it is determined whether or not it is time to end the display of the variable symbols selected in S1220 or S1235 of FIG. 28 (S1355).

[0269] If the determination in S1355 is affirmative (S1355: yes), the process proceeds to S1375, where the value of the display flag is set to "0", and the variable symbol change process is terminated. On the other hand, if a negative judgment is made in S1355 (S1355: no), in S1360, it is determined whether or not the variable pattern displayed in the variable pattern display area 6G can be changed based on the aforementioned scenario (the scenario determined in Figure 26). If the determination at S1360 is negative (S1360: no), the variable symbol change process is terminated.

[0270] Here, whether or not the pattern can change is determined by the scenario described above, but in this embodiment, when the changing pattern is displayed, there are cases where it does not change (see scenario SA12 in Figure 21(a) etc.), where it changes only once (see scenario SA11 in Figure 21(a) etc.), and where it changes twice (see scenario SA14 in Figure 21(a) etc.).

[0271] If the determination in S1360 is affirmative (S1360: yes), it is determined in S1365 whether or not the timing for change has arrived. Here, if this timing for change arrives only once when the changing symbol is displayed (see scenario SA12 in FIG. 21(a) and the like), a positive determination is made once at a predetermined timing in S1365 from the time the changing symbol is displayed until it disappears, and after executing the processing of S1370, this processing is returned. Also, if this timing for change arrives twice when the changing symbol is displayed (see scenario SA14 in FIG. 21(a) and the like), each time a positive determination is made in S1365 from the time the changing symbol is displayed until it disappears, the processing is returned. In this embodiment, the varying symbols change a maximum of two times, but they may change three or more times.

[0272] In this embodiment, as shown in FIG. 33(b), the "display end timing" indicated in S1355 is defined as follows. When the variable effect to be executed is a "predetermined pseudo effect (pseudo effect A, E)" based on processing the target reserved memory, "T1 time" is set to 14 seconds after the display of the variable pattern begins, and "T2 time" is set to 19 seconds after the display of the variable pattern begins. In this embodiment, the variable time of the "predetermined pseudo effect (pseudo effect A, E)" is set to a time exceeding 20 seconds (see Figure 29). Therefore, "T1 time" and "T2 time" are erased before the variable time of the "predetermined pseudo effect (pseudo effect A, E)" ends.

[0273] In addition, for reach effects (pseudo effects B to D, F) other than the "predetermined pseudo effects (pseudo effects A, E)" and variable effects corresponding to simple misses, "time T3" is defined as the time from when the display of the variable pattern begins until 12 seconds have passed or until the variable time of the variable effect ends.

[0274] Next, a description will be given of the effect stop processing executed by the sub-integrated control device 83 with reference to Figure 34(a). Note that this processing is executed periodically (for example, every 2 ms) by the sub-integrated control device 83.

[0275] When the effect stop process is started, the sub-integrated control device 83 determines whether or not it has received a variation stop command (S1500). Here, the variation stop command is a command sent from the main control device 40 when the variation of the special symbol is stopped and the fixed symbol is displayed (see the process of S372 in FIG. 12(b)). If the determination is negative (S1500: no), the effect stop process is terminated.

[0276] On the other hand, if the determination is affirmative (S1500: yes), in S1505, a process is performed to send a performance symbol confirmation display instruction signal to the performance symbol control device 82. Then, in S1510, the value of the performance in progress flag is set to "0", and then the performance stop process is terminated.

[0277] According to Example 1, in a pachinko machine 50 capable of displaying reserved symbols and changing symbols on the performance display device 6, the expectation level (expectation level of a jackpot) changes not only depending on the display format of the changing symbols but also on the timing of the disappearance of the changing symbols, so that a player can enjoy playing the game by paying close attention to the changing symbols, thereby increasing the interest in the game. In other words, the pachinko machine 50 of Example 1 is provided with a configuration in which the changing pattern displayed in the changing pattern display area is erased (made to disappear and not be displayed) before the special pattern is finally displayed, so that the degree of expectation can be indicated by the difference in the timing of hiding the changing pattern in addition to the display format of the reserved pattern and the changing pattern.

[0278] That is, as shown in Figures 34(b) and 35, if the time from the start of the predetermined pseudo performances A and E until the disappearance of the changing symbols is short (T1 time), the degree of expectation is high, and if it is long (T2 time), the degree of expectation is low. Moreover, as shown in Figures 35(a) and (b), if the pseudo performance (changing performance) is a "predetermined pseudo performance," regardless of whether a development performance is performed during the performance, the degree of expectation is high if the timing of hiding the changing symbols is early, and low if it is late.

[0279] Thus, according to the first embodiment, in the pachinko machine 50 having the reserved symbols and the variable symbols, the facing player cannot relax until the variable symbols are no longer displayed. That is, in the pachinko machine 50 of the first embodiment, the facing player will be able to watch the state of the changing symbols from multiple perspectives, such as what display form the reserved symbols and the changing symbols will be, and when the changing symbols will be erased (disappeared). Therefore, the pachinko machine 50 of the present embodiment can improve the player's taste and increase the interest in the game.

[0280] Here, in the embodiment, as a result, as shown in parentheses in Figure 34 (b), the expectation is set in consideration of the erasure timing for each variable pattern. Note that "X1" to "X6" shown in parentheses in Figure 34 (b) mean that the expectation increases in the order of "X1" to "X6".

[0281] That is, in this embodiment, (a) "when the changing symbol is changing symbol A and the changing symbol A is erased T2 hours after the start of the predetermined pseudo performance", the lowest expectation (hereinafter referred to as X1 expectation) is shown, (b) "when the changing symbol is changing symbol A and the changing symbol A is erased T1 hours after the start of the predetermined pseudo performance", the expectation higher than X1 expectation (hereinafter referred to as X2 expectation) is shown. Furthermore, (c) "when the changing symbol is changing symbol B and the changing symbol B is erased T2 hours after the start of the predetermined pseudo performance", the expectation higher than X2 expectation (hereinafter referred to as X3 expectation) is shown. Also, (d) "when the changing symbol is changing symbol B and the changing symbol B is erased T1 hours after the start of the predetermined pseudo performance", the expectation higher than X3 expectation (hereinafter referred to as X4 expectation) is shown. Furthermore, (e) "when the changing symbol is changing symbol C and said changing symbol C is erased in T2 time after the start of the predetermined pseudo performance", a higher expectation level than X4 expectation level (hereinafter referred to as X5 expectation level) is shown. And (f) "when the changing symbol is changing symbol C and said changing symbol C is erased in T1 time after the start of the predetermined pseudo performance", the highest expectation level (hereinafter referred to as X6 expectation level) is shown.

[0282] In this way, in this embodiment, the expectation level is set based on the type of the changing pattern in addition to the timing of the disappearance of the changing pattern, so the opposing player will have to pay close attention to what display form the reserved pattern and the changing pattern will take and when they will be erased. According to this embodiment, the level of expectation is notified depending on the type of the changing symbols to be erased. Moreover, even if the type of changing symbols to be erased is the same, the level of expectation differs depending on the timing of the erasure. Therefore, until the changing symbols are erased, the player must not only be more alert but also must use diverse thinking regarding what type of changing symbols will be and when they will be erased, which further improves the game's entertainment value and increases the enjoyment of the game.

[0283] (2) Variations Although the embodiments of the present invention have been described above, the scope of the present invention is not limited to the scope shown in the above-described embodiments, and various modifications can be exemplified within the scope of the present invention.

[0284] That is, in the pachinko machine 50 of the first embodiment, the "predetermined pseudo-effect" is a reach effect accompanied by the appearance of a character (reach effect A, reach effect E). In contrast to this, as shown in the following modified example (hereinafter referred to as modified example 1), a reach effect without the appearance of a character (normal reach effect) may be the "predetermined pseudo-effect". In this normal reach effect, there are cases where the time from the start of the normal reach effect to the erasure of the changing symbols is T1 time, and cases where it is T2 time, which is longer than T1 time. And, in the normal reach effect, even if the display form of the changing symbols just before being erased is the same display form, the probability of winning in the win / loss judgment may be higher when the time from the start of the normal reach effect to the erasure of the changing symbols is T1 time than when it is T2 time.

[0285] For example, if a pseudo-effect X (reach effect X) that does not involve the appearance of a character is set as the predetermined pseudo-effect, and the varying symbols are erased before or during the reach display, the probability that the result of the hit / miss judgment will be a jackpot increases. On the other hand, if the varying symbols are erased after the reach display is performed, the probability that the result of the hit / miss judgment will be a jackpot may be lowered. This modified example 1 can also achieve the same effect as Example 1. Note that when a normal reach performance is performed, the expectation of a jackpot may be lower than when a reach performance accompanied by the appearance of a character is performed.

[0286] Furthermore, in the first embodiment, the changing symbols are erased regardless of the content of the pseudo-effect, but the present invention is not limited to the embodiment shown in the first embodiment. For example, a modified example (hereinafter referred to as modified example 2) can be exemplified in which, when time T1 arrives during the pseudo performance (variation performance), a specific performance (for example, a specific notice) occurs in accordance with the timing at which the varying symbols are erased. For example, in a predetermined pseudo performance, for the first time (for example, 0 to 10 seconds) from the start of the performance (variation start), a number symbol variation performance in which no characters appear (that is, a performance in which the number symbols vary without the appearance of a character before the reach display) is performed. Then, for the second time (11 to 20 seconds) from the start of the performance (variation start), a post-reach display performance (character action performance) in which a character appears is performed.

[0287] In the first case of the second modification, the changing symbols are erased 5 seconds after the start of the effect (start of the change) (time T1), and a specific effect (for example, a specific notice) occurs. In the first case of the second modification, the changing symbols remain erased even after the specific effect (specific notice) ends. In addition, in the second case of variant example 2, the changing pattern is erased 19 seconds (T2) after the start of the specified pseudo-effect (start of change) until the specified pseudo-effect ends, but no specific effect (specific notice) occurs.

[0288] In this modified example 2, if a specific effect (specific notice) occurs at the timing when the changing symbol is erased during a predetermined pseudo effect, the probability of being notified that the result of the hit / miss judgment is a jackpot is increased. On the other hand, if the changing symbol is erased but the specific effect (specific notice) does not occur at the same time, the probability of being notified that the result of the hit / miss judgment is a jackpot is reduced.

[0289] As shown in this modified example 2, if a specific effect appears as the changing symbols are erased, it becomes easier to understand that the T1 time has passed, and it becomes difficult for the player to miss the erasure of the changing symbols. Therefore, according to modified example 2, it becomes even easier to increase the interest in the game.

[0290] Furthermore, as shown in Modification 3 described below, the same effect as Modification 2 can be obtained by starting the character action presentation in accordance with the timing at which the changing pattern is erased. That is, in the first case of the third modified example, in a predetermined pseudo-effect, a number symbol variation effect in which no characters appear is performed for the third time (for example, 0 to 5 seconds) from the start of the effect (start of variation). Then, a post-reach display effect (character action effect) with the appearance of a character is performed for the fourth time (6 to 20 seconds) from the start of the effect (start of variation). In the first case of the third modified example, when the character action effect starts, that is, 6 seconds (T1) after the start of the variation, the varying symbols are erased.

[0291] On the other hand, in the second case of the modified example 3, in a predetermined pseudo-effect, for the fifth time (for example, 0 to 10 seconds) from the start of the effect (start of fluctuation), a number pattern fluctuation effect is performed in which no characters appear. Then, for the sixth time (11 to 20 seconds) from the start of the effect (start of fluctuation), a post-reach display effect (character movement effect) with the appearance of a character is performed. In this second case of the modified example 3, when the character movement effect starts, that is, 11 seconds after the start of the fluctuation (time T2), the changing pattern is erased.

[0292] As shown in this modification 3, even if a character appears as the changing symbols are erased, it becomes easy to understand that the T1 time has passed, and it becomes difficult for the player to miss the erasure of the changing symbols. This makes it even easier to increase the interest in the game. In the first embodiment and the first to third modifications, the pseudo effect in which the timing of erasing the changing symbols is early (see FIG. 23) and the pseudo effect in which the timing of erasing the changing symbols is late (see FIG. 24) have the same change time. However, in the present invention, the change time may be different between the pseudo effect in which the timing of erasing the changing symbols is early and the pseudo effect in which the timing of erasing the changing symbols is late.

[0293] Furthermore, in each embodiment, the probability of being notified that the result of the hit / miss judgment is a jackpot is simply set before or after the timing of the disappearance of the changing pattern, but in the present invention, as shown in variant example 2, a specific effect (specific notice) may be generated in conjunction with the disappearance of the changing pattern, or as shown in variant example 3, a character action effect may be started in conjunction with the disappearance of the changing pattern, or two or more of the features of example 1 and variant examples 1 to 3 may be included.

[0294] Furthermore, in the present invention, as in the modified example shown below (hereinafter referred to as modified example 4), other timings such as "T1 time" and "T2 time" as well as "T3 time" and "T4 time" may be provided as the time from the start of the predetermined pseudo performance until the disappearance of the changing symbols. In this case, a configuration in which the highest expectation is achieved when the time is the shortest, "T1 time," as the time from the start of the predetermined pseudo performance until the disappearance of the changing symbols, is preferred. Then, as the time becomes longer, such as "T2 time" and "T3 time," the expectation level decreases, and a configuration in which the highest expectation level is achieved at "T4 time" is preferred.

[0295] Thus, according to the pachinko machine 50 of variant example 4, the longer the time until the changing pattern is erased, such as "T1 hour," "T2 hour," "T3 hour," or "T4 hour," the lower the probability of being notified that the result of the hit / miss judgment is a jackpot, and therefore, when a player faces the changing performance, he or she will be gazing at the displayed changing pattern with bated breath until the longest time, "T4 hour," which can further increase the player's interest in the game.

[0296] In this embodiment, two types of predetermined pseudo-effects have been described, but it is sufficient if there is at least one corresponding pseudo-effect, and in three or more types or all types of pseudo-effects, the expectation level can be increased if the timing at which the changing pattern disappears is early.

[0297] In each embodiment, the reserved pattern is not erased even if the changing pattern is erased, but the configuration may be such that the reserved pattern is also erased when the changing pattern is erased, or the reserved pattern is not erased.

[0298] Also, unlike Example 1, the time for erasing the changing symbols may be determined in the scenario of each reserved change performance. In this case, when a winning is made, the probability of selecting a scenario with an erasure timing of T1 time may be higher than that of a scenario with an erasure timing of T2 time.

[0299] Furthermore, although each embodiment and each modified example has been described as an example of application to a general digital pachinko type pachinko machine 50, the present invention is not limited to this, and can also be applied to other types of pachinko machines 50, such as a so-called "type 1 / type 2 mixed machine type" pachinko machine 50 and a so-called "V Challenge type" pachinko machine 50. Furthermore, the gaming machine of the present invention may be a so-called "enclosed gaming machine" or a "non-enclosed gaming machine."

[0300] [Correspondence to claims] Next, the correspondence between the terms used in the description of the above embodiments (examples) and the terms used in the claims will be shown. The "pachinko machine 50" corresponds to an example of the "gaming machine."

[0301] The first starting port 11 and the second starting port 12 shown in each embodiment correspond to examples of "starting ports." The process from S330 to S350 in FIG. 11 corresponds to an example of "pass / fail determination." The first special symbol display device 9 and the second special symbol display device 10 in Figs. 2 and 4 correspond to an example of a special symbol display stage. [Explanation of symbols]

[0302] 1; game board, 3; game area, 3L: left-hand hitting area, 3R: right-hand hitting area, 6; performance pattern display device, 11; first start port (special 1 start port), 12; second start port (special 1 start port), 14; large prize port, 17; normal pattern activation gate, 80; main control device, 82; performance pattern control device, 83; sub-integrated control device.

Claims

[Claim 1] an extracted random number storage means for extracting a random number when the ball enters the starting hole and storing the extracted random number up to a predetermined number; A means for determining whether the winning or losing is the winning or losing based on the stored random number value; A special symbol display device that displays the result of the determination after the special symbol is changed based on the determination, A gaming machine capable of executing a pseudo performance on a performance display device in response to the variation of the special symbol, The reserved pattern corresponding to the extracted random number value can be displayed in a reserved pattern display area on the display screen of the performance display device, and every time the judgment is made regarding the random number value stored in the extracted random number value storage means, the reserved pattern corresponding to the random number value for which the judgment is made is erased from the reserved pattern display area, and a variable pattern is displayed in a variable pattern display area that can appear on the performance display device, A plurality of display forms with different expectation levels can be displayed for the reserved pattern and the varying pattern, respectively, and the display form of the varying pattern displayed in the varying pattern display area when the determination is made is associated with the display form of the reserved pattern that was erased when the determination was made, The pseudo-effects include a plurality of types classified based on differences in effect specifying elements that can visually specify the effect content, The changing pattern is erased at the latest by the time the changing special pattern is finally displayed, and even if the changing pattern is in the same display form when it is erased, there are cases where the time from the start of display of the changing pattern to its erasure is T1 time, T2 time which is longer than T1 time, or T3 time which is different from T1 time or T2 time, The T1 time and the T2 time are selectable when a predetermined pseudo effect accompanied by the appearance of a predetermined character is executed, and the expectation of being notified of a win is higher when the T1 time is selected than when the T2 time is selected, and the T3 time is selected in a pseudo effect other than the predetermined pseudo effect, During the predetermined pseudo-effect, a specific effect is performed in which the predetermined character appears in accordance with the erasure of the varying symbol. A gaming machine characterized by:

Citation Information

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