gaming machines

The gaming machine enhances player engagement by varying game states and symbol patterns, addressing the need for increased interest in bonus games through controlled symbol variations and distinct game state transitions.

JP7742626B2Active Publication Date: 2025-09-22SANSEI R&D KK
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Patent Information

Application Number
JP2021074960
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-04-27
Publication Date
2025-09-22
Estimated Expiration
2041-04-27

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player interest during bonus game states where it is easier for gaming balls to enter variable starting openings, limiting engagement and excitement.

Method used

The gaming machine incorporates a pattern changing mechanism, special game execution, and game state control to vary the number of symbol variations in bonus game states, introducing different game states based on jackpot symbol stops, with distinct upper limit controls for each state, enhancing player interaction.

Benefits of technology

This approach increases player interest by providing varied and engaging gameplay experiences, maintaining excitement through controlled transitions and special game states.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance amusement in a game.SOLUTION: A Pachinko game machine can be controlled to be in a time-saving state (privilege game state). The time-saving state includes a big winning opportunity time-saving state based on a fact that a big winning symbol is stopped, a particular failure opportunity time-saving state based on a fact that a particular failure symbol is stopped, and a ceiling reach opportunity time-saving state based on a fact that the number of executions of a special symbol variation reaches a specific number (300 times, for example). The upper limit number of special symbol variations in the big winning opportunity time-saving state differs from others in at least one of cases where the game state at the winning of the big winning symbol is the big winning opportunity time-saving state, where it is the particular failure opportunity time-saving state, and where it is the ceiling reach opportunity time-saving state.SELECTED DRAWING: Figure 46
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Description

[Technical Field]

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

[0002] In a pachinko gaming machine, which is one type of gaming machine, a jackpot determination is made to determine whether or not a jackpot has occurred, provided that a gaming ball has entered a starting hole. When a jackpot determination is made, a special symbol is displayed in a variable manner to notify the result of the jackpot determination. When the variable display of the special symbol indicates that the result of the jackpot determination is a jackpot, a jackpot game (special game) advantageous to the player is executed (see Patent Document 1).

[0003] In the gaming machine of Patent Document 1, after a jackpot game is executed, the machine may enter a time-saving game state (bonus game state) in which it is easier for a game ball to enter the variable start opening that can be opened and closed than in a non-time-saving game state. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-88993 Summary of the Invention [Problem to be solved by the invention]

[0005] However, for gaming machines that can enter a gaming state in which it is easier for gaming balls to enter the openable and closable variable starting opening than in a non-time-saving gaming state, there is still room for improvement in order to increase gaming interest. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises: a pattern changing means for changing a predetermined identification pattern; a special game execution means for executing a special game advantageous to a player when the identification symbol is stopped as a jackpot symbol; and a game state control means for controlling the number of times the symbol variation is executed in the special game state in which the game ball is likely to enter the variable start port until the number of times the symbol variation is executed in the special game state reaches a predetermined upper limit number. In the bonus game state, a first special game state controlled in response to the end of the special game; a second bonus game state that is controlled without going through the special game based on the fact that the identification symbol has stopped at a predetermined symbol different from the jackpot symbol, The game state control means When the jackpot symbol is stopped in the first bonus game state, the game state can be controlled to the first bonus game state with the first number of times as the upper limit number of times; When the jackpot symbol is stopped in the second special game state, the game can be controlled to the first special game state, with the second number of times being smaller than the first number of times as the upper limit number of times. the law of nature, The first bonus game state includes a non-predetermined bonus game state and a predetermined bonus game state, Whether the jackpot symbol is stopped in the non-predetermined bonus game state or the jackpot symbol is stopped in the predetermined bonus game state, the upper limit number of times of the first bonus game state based on the stopping of the jackpot symbol is set to a value greater than the second number of times. This is a gaming machine characterized by the above. [Effects of the Invention]

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

[0008] [Figure 1] 1 is a front view of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a front view of the gaming board of the gaming machine. [Figure 3] 3 is an enlarged view of part A shown in FIG. 2, showing displays provided on the gaming machine. FIG. [Figure 4] 2 is a block diagram showing the electrical configuration of the game control board side of the gaming machine. FIG. [Figure 5] 2 is a block diagram showing the electrical configuration of the performance control board side of the gaming machine. FIG. [Figure 6] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 7] (A) A jackpot determination table. (B) A jackpot symbol type determination table. (C) A losing symbol type determination table. (D) A reach determination table. [Figure 8] This is a jackpot symbol type determination table, which explains the types of jackpots. [Figure 9] This is a table for determining the type of losing symbol, and explains the types of losing symbols. [Figure 10] This is a timing chart to explain the transition of game states, where (A) shows the case where the ceiling is reached in a low probability non-time-saving state, (B) shows the case where jackpot pattern A is won in a low probability non-time-saving state, and (C) shows the case where a special miss is won in a low probability non-time-saving state. [Figure 11] This is a timing chart for explaining the transition of game states, where (D) shows the case where jackpot pattern C is won in a time-saving state triggered by a jackpot or a special miss, (E) shows the case where a special miss is won in a time-saving state triggered by a jackpot or a special miss, (F) shows the case where jackpot pattern C is won in a time-saving state triggered by a ceiling being reached, and (G) shows the case where a special miss is won in a time-saving state triggered by a ceiling being reached. [Figure 12] (A) A table for determining whether a normal symbol is hit. (B) A table for determining whether a normal symbol is changed. (C) A table for determining whether an electric chute is opened. [Figure 13] This is a special chart fluctuation pattern determination table for low probability non-time-saving states. [Figure 14] (A) A special chart fluctuation pattern determination table for a high probability time-saving state. (B) A special chart fluctuation pattern determination table for a low probability time-saving state. [Figure 15] 10 is a flowchart of a main control process. [Figure 16] 10 is a flowchart of a main-side timer interrupt process. [Figure 17] 10 is a flowchart of a sensor detection process. [Figure 18] 10 is a flowchart of a normal operation process. [Figure 19] 10 is a flowchart of a special action process. [Figure 20] 10 is a flowchart of a special symbol waiting process. [Figure 21] 10 is a flowchart of a jackpot determination process. [Figure 22] 10 is a flowchart of a variation pattern selection process. [Figure 23] 10 is a flowchart of a variation pattern selection process. [Figure 24] This is a flowchart of processing during special pattern change. [Figure 25] 10 is a flowchart of a special symbol determination process. [Figure 26] 10 is a flowchart of a game status management process. [Figure 27] 10 is a flowchart of a special losing process. [Figure 28] 10 is a flowchart of ceiling processing. [Figure 29] 10 is a flowchart of a game state reset process. [Figure 30] 10 is a flowchart of special electric device processing 1 (jackpot game). [Figure 31] 10 is a flowchart of a game status setting process. [Figure 32] 10 is a flowchart of a sub-control main process. [Figure 33] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 34] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 35] 10 is a flowchart of a received command analysis process. [Figure 36] 1 is a diagram illustrating an outline of a game flow of the gaming machine according to the first embodiment. FIG. [Figure 37](A) A diagram showing the display screen of the normal presentation mode (daytime presentation mode). (B) A diagram showing the display screen of the high probability presentation mode (ultra daytime presentation mode). (C) A diagram showing the display screen of the night presentation mode (first time-saving presentation mode). (D) A diagram showing the display screen of the ultra night presentation mode (second time-saving presentation mode). (E) A diagram showing the display screen of the sky presentation mode (ceiling time-saving presentation mode). [Figure 38] An explanatory diagram showing a specific example of normal fluctuation in a fluctuation presentation. [Figure 39] This is an explanatory diagram showing a specific example of N reach (normal reach) in variable performance. [Figure 40] An explanatory diagram showing a specific example of an SP reach in a variable presentation. [Figure 41] FIG. 10 is an explanatory diagram showing a specific example of a time-saving transition effect. [Figure 42] 10 is a jackpot symbol type determination table according to the second embodiment, which is a table for explaining types of jackpots. [Figure 43] 10 is a determination table of the type of losing symbol according to the second embodiment, which is a table for explaining the types of losing symbols. [Figure 44] A timing chart for explaining the transition of game states in the second embodiment, where (H) indicates a case where a jackpot pattern C is won in a time-saving state triggered by a jackpot or a special miss, (I) indicates a case where a special miss is won in a time-saving state triggered by a jackpot or a special miss, (J) indicates a case where a jackpot pattern C is won in a time-saving state triggered by a ceiling being reached, and (K) indicates a case where a special miss is won in a time-saving state triggered by a ceiling being reached. [Figure 45] FIG. 10 is a diagram illustrating an outline of the game flow of the gaming machine according to the second embodiment. [Figure 46] 10 is a jackpot symbol type determination table according to the third embodiment, which is a table for explaining types of jackpots. [Figure 47] 10 is a determination table of the type of losing symbol according to the third embodiment, which is a table explaining the types of losing symbols. [Figure 48] This is a special chart fluctuation pattern determination table for a high probability non-time-saving state in the third embodiment. [Figure 49] 13 is a jackpot symbol type determination table according to a modified example of the third embodiment, which is a table for explaining types of jackpots. [Figure 50] 13 is a jackpot symbol type determination table according to another modified example of the third embodiment, which is a table for explaining types of jackpots. [Figure 51] This is a timing chart relating to a modified example of the first embodiment, and is a timing chart for explaining the transition of the game state when the jackpot pattern A is won in a low-probability non-time-saving state. DETAILED DESCRIPTION OF THE INVENTION

[0009] 1. Configuration of the gaming machine A pachinko gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In the following description, the left and right directions of each part of the pachinko gaming machine, which is an example of a gaming machine, will be described as being the same as the left and right directions of a player facing the pachinko gaming machine. In addition, the forward direction of each part of the pachinko gaming machine will be described as the direction approaching the player facing the pachinko gaming machine, and the rearward direction of each part of the pachinko gaming machine will be described as the direction away from the player facing the pachinko gaming machine.

[0010] As shown in FIG. 1, the pachinko gaming machine PY1 of the first embodiment includes a gaming machine frame 2 and a gaming board 1 (see FIG. 2) attached within the gaming machine frame 2. The gaming machine frame 2 forms the outer shell of the pachinko gaming machine PY1 and includes an outer frame 22 arranged on the outside, an inner frame 21 assembled inside the outer frame 22, and a front door 23 (front frame) arranged in front of the outer frame 22 and the inner frame 21. The front door 23 is a vertically rectangular shape that protects the gaming board 1 and is rotatable relative to the outer frame 22 and the inner frame 21. A transparent glass plate 23t (window portion) is attached to the center of the front door 23 so that a player can view a gaming area 6, which will be described later.

[0011] The front door 23 is provided with a handle 72k (game ball shooting means) for firing game balls with a firing intensity corresponding to the rotation angle, a ball supply tray (upper tray) 34 for storing game balls, and a surplus ball receiving tray (lower tray) 35 for storing game balls that cannot be accommodated in the ball supply tray 34. The front door 23 is also provided with an effect button 40k and a select button 42k that the player can operate during effects that are executed as the game progresses. The select button (cross key) 42k is composed of an up button, a down button, a left button, and a right button. The front door 23 is also provided with a decorative frame lamp 212 and a speaker (not shown in FIG. 1) that outputs sound.

[0012] As shown in Figure 2, the gaming board 1 has a gaming area 6, in which gaming balls launched by operating a handle 72k flow down, surrounded by a rail member 62. The gaming board 1 is also provided with a number of decorative board lamps 54. The gaming board 1 is an integrated unit consisting of a plate-like member disposed on the front side and a back unit (a unit for mounting various control boards, an image display device 50, harnesses, etc., described later) disposed on the rear side.

[0013] In the game area 6, a plurality of game nails for guiding the game ball are protruding. In addition, an image display device 50 (display means), which is a liquid crystal display device, is arranged near the center of the game area 6. Note that the image display device may be another image display device such as an organic EL display device. The display screen 50a (display unit) of the image display device 50 has a performance pattern display area that performs a variable display (variable display) of a performance pattern (decorative pattern) EZ synchronized with the variable display (variable display) of the first special pattern and second special pattern described below. Note that the performance that displays the performance pattern EZ is called a performance pattern variable performance. The performance pattern variable performance is sometimes called a "decorative pattern variable performance" or simply a "variable performance."

[0014] The effect symbol display area consists of three symbol display areas, for example, "left," "center," and "right." The left symbol display area (left symbol display area 50b1, described later) displays the left effect symbol EZ1, the center symbol display area (center symbol display area 50b2, described later) displays the center effect symbol EZ2, and the right symbol display area (right symbol display area 50b3, described later) displays the right effect symbol EZ3. Each effect symbol EZ consists of multiple symbols representing numbers, for example, from "1" to "9." The image display device 50 clearly displays the results of the variable display of the first and second special symbols displayed on the first special symbol display device 81a and second special symbol display device 81b, described later (i.e., the results of the jackpot lottery).

[0015] For example, if a jackpot is won, a stop display of a repeating number such as "777" will be displayed. Also, if a loss (normal miss) occurs, a stop display of a random number such as "263" will be displayed. This makes it easier for the player to grasp the progress of the game. In other words, the player generally grasps the results of the jackpot lottery on the image display device 50, rather than on the first special symbol display device 81a or the second special symbol display device 81b. The positions of the display areas for the effect symbols EZ1, EZ2, and EZ3 do not need to be fixed. The variable display of the effect symbols can be, for example, scrolled up or down. The combination of effect symbols to be stopped and displayed can be freely changed depending on the results of each lottery.

[0016] The image display device 50 displays on the display screen 50a not only the effect symbol variation effect using the effect symbol EZ as described above, but also the jackpot effect performed in parallel with the jackpot game, demo effect for waiting for customers (customer waiting effect), etc. In the effect symbol variation effect, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ, such as background images and character images, are also displayed.

[0017] The display screen 50a of the image display device 50 also has a first reserve icon display area that displays a first reserve icon HA (effect reserve image) according to the number of first special reserves stored, which will be described later. By displaying the first reserve icon HA, the number of first special reserves stored, which will be displayed on a first special reserve indicator 83a (see FIG. 3) described later, can be clearly shown to the player. Also, there is a second reserve icon display area that displays a second reserve icon HB (effect reserve image) according to the number of second special reserves stored, which will be described later. By displaying the second reserve icon HB, the number of second special reserves stored, which will be displayed on a second special reserve indicator 83b (see FIG. 3) described later, can be clearly shown to the player.

[0018] A center frame 61 (inner wall portion) is disposed near the center of the game area 6 and in front of the image display device 50. A stage portion 61s is formed at the bottom of the center frame 61, which can guide game balls rolling on the upper surface to a first starting opening 11, which will be described later. A warp portion 61w is provided at the left side of the center frame 61, which allows game balls to flow in from an entrance and out to the stage portion 61s from an exit. A vertically movable board body 55k is provided at the top of the center frame 61. The board body 55k can be moved from an origin position above the display screen 50a to a performance position that overlaps with the center of the display screen 50a in the front-to-rear direction.

[0019] Below the image display device 50 in the gaming area 6, in the center in the left-right direction, there is provided a first start winning device 11D equipped with a first start opening 11 (an example of a ball opening) that always has a constant ease of entry for gaming balls. The first start opening 11 is also referred to as a first ball opening, a fixed ball opening, a first start winning opening, or a first starting area. The first start winning device 11D is also referred to as a first ball opening means, a fixed ball opening means, or a first start winning device. The entry of a gaming ball into the first start opening 11 triggers a lottery for a first special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).

[0020] Additionally, a standard variable winning device (standard electric device, commonly known as an electric chute) 12D is provided in the lower right corner of the game area 6. The second starting opening 12 (an example of a ball opening) has a variable ball entry opening. The second starting opening 12 is also referred to as the second ball entry opening, variable ball entry opening, variable starting opening, second starting winning opening, or second starting area. The electric chute 12D is also referred to as the second ball entry means, variable ball entry means, or second starting winning device. The entry of a game ball into the second starting opening 12 triggers a lottery for a second special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.). The electric chute 12D is equipped with an electric chute opening / closing member 12k that can move back and forth (advance and retreat) between an open state and a closed state. The operation of the electric chute opening / closing member 12k opens and closes the second starting opening 12. The electric chute opening / closing member 12k is driven by an electric chute solenoid 12s, described below.

[0021] The electric chute opening / closing member 12k is driven by an electric chute solenoid 12s, which will be described later. When the electric chute opening / closing member 12k is in the open state, it retreats to the rear, allowing game balls to enter the second starting hole 12. On the other hand, when the electric chute opening / closing member 12k is in the closed state, it advances to the front, preventing game balls from entering the second starting hole 12. Thus, the second starting hole 12 is a starting hole whose ease of game ball entry can be changed. Note that the electric chute does not have to be one that prevents balls from entering the second starting hole when it is in the closed state, as long as it makes it easier for balls to enter the second starting hole when the electric chute opening / closing member is in the open state than when it is in the closed state. Furthermore, the electric chute is not limited to one that has an opening / closing member that can move forward and backward (forward and backward), but may have an opening / closing member that can rotate or that can move left and right.

[0022] In addition, a large prize device 14D equipped with a large prize opening 14 is provided to the lower left of the electric chute 12D in the gaming area 6. The large prize opening 14 is also called a special prize opening. The large prize opening 14D is also called an attacker (AT), special prize means, or special variable prize opening device. The large prize opening 14D is equipped with an AT opening / closing member 14k that can be opened or closed, and the large prize opening 14 is opened or closed by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by a large prize opening solenoid 14s (see Figure 4). A gaming ball can enter the large prize opening 14 only when the AT opening / closing member 14k is in the open state.

[0023] Additionally, a gate 13 through which gaming balls can pass is provided to the upper right of the big prize device 14D in the gaming area 6. The gate 13 is also referred to as a passage opening or a passage area. The passage of a gaming ball through the gate 13 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 12D will open. Furthermore, multiple normal prize openings 10 are provided at the bottom of the gaming area 6. Also, an outlet 19 is provided at the bottom of the gaming area 6 for discharging gaming balls that have been shot into the gaming area 6 but have not entered any of the prize openings out of the gaming area 6.

[0024] The game area 6, in which various winning slots and the like are arranged, has a left game area 6L (first game area) on the left side of the center in the horizontal direction, and a right game area 6R (second game area) on the right side. A hitting method in which game balls are shot so that they flow down the left game area 6L is called a left hit. On the other hand, a hitting method in which game balls are shot so that they flow down the right game area 6R is called a right hit. In this form of pachinko game machine PY1, the flow path through which game balls flow down when played with a left hit is called a first flow path R1, and the flow path through which game balls flow down when played with a right hit is called a second flow path R2.

[0025] A first start opening 11, a normal winning opening 10, and an outlet 19 are arranged on the first flow path R1. A player can aim to win a prize in the first start opening 11 or the normal winning opening 10 by hitting a game ball so that it flows down the first flow path R1.

[0026] On the other hand, arranged on the second flow path R2 are a gate 13, a large prize opening 14 (large prize device 14D), a second start opening 12 (electric chute 12D), a normal prize opening 10, and an outlet 19. By hitting a game ball so that it flows down the second flow path R2, a player can aim to pass through the gate 13 or win a prize in the large prize opening 14, the second start opening 12, or the normal prize opening 10.

[0027] As shown in Fig. 2, indicators 8 are arranged in the lower right corner of the gaming board 1. As shown in Fig. 3, the indicators 8 include a first special symbol indicator 81a that variably displays a first special symbol (an example of an identification symbol), a second special symbol indicator 81b that variably displays a second special symbol (an example of an identification symbol), and a regular symbol indicator 82 that variably displays a regular symbol. The first special symbol is also referred to as the first special symbol or special symbol 1, and the second special symbol is also referred to as the second special symbol or special symbol 2. The regular symbol is also referred to as the regular symbol.

[0028] The displays 8 also include a first special chart hold display 83a that displays the number of activation holds (first special chart hold, special chart 1 hold) stored in the first special chart display 81a, a second special chart hold display 83b that displays the number of activation holds (second special chart hold, special chart 2 hold) stored in the second special chart display 81b, and a regular chart hold display 84 that displays the number of activation holds (regular chart hold) stored in the regular chart display 82.

[0029] The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 11. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 12. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Furthermore, the first special symbol display 81a and the second special symbol display 81b may be collectively referred to as the special symbol display 81. Furthermore, the first special symbol reserve display 83a and the second special symbol reserve display 83b may be collectively referred to as the special symbol reserve display 83. Furthermore, the first special symbol reserve and the second special symbol reserve may be collectively referred to as the special symbol reserve.

[0030] The special symbol display 81 displays a special symbol in a variable manner (variable display) and then stops to notify the result of a lottery (special symbol lottery, jackpot lottery) based on winning at the first start slot 11 or the second start slot 12. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that stops is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a predetermined jackpot symbol (special symbol for a jackpot stop mode), a jackpot game (an example of a special game) is played in which the jackpot opening slot 14 is opened in an opening pattern corresponding to the type of jackpot symbol that stops and is displayed (i.e., the type of jackpot that has been won). The opening patterns of the jackpot opening slot 14 in a jackpot game will be described later.

[0031] Specifically, the special symbol display 81 is composed of, for example, eight horizontally arranged light-emitting diodes (LEDs), whose illumination patterns display a special symbol corresponding to the result of the jackpot lottery. For example, in the event of a jackpot (one of the multiple types of jackpots described below), a jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). In the event of a loss, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Furthermore, before the special symbol is displayed as a static display, the special symbol is displayed as a variable display for a predetermined period of time. The variable display pattern may be, for example, each LED illuminates in a manner that causes light to flow repeatedly from left to right. The variable display pattern may also be any other pattern, such as all LEDs flashing simultaneously, provided that the LEDs are not statically displayed (i.e., lit in a specific manner).

[0032] In this pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, the values ​​(numerical information, judgment information) of various random numbers such as a jackpot random number obtained for that entry are temporarily stored in a special symbol reserve memory unit 105 described later. In detail, if the game ball enters the first start hole 11, it is stored as a first special symbol reserve in a first special symbol reserve memory unit 105a described later, and if the game ball enters the second start hole 12, it is stored as a second special symbol reserve in a second special symbol reserve memory unit 105b described later. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory unit 105, and in this embodiment, the upper limit is "4".

[0033] The reserved special symbols stored in the reserved special symbol memory unit 105 are consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. Consumption of the reserved special symbol refers to determining the jackpot random number, etc., corresponding to that reserved special symbol and executing the variable display of the special symbol to indicate the determination result. Therefore, in this pachinko gaming machine PY1, even if the variable display of the special symbol based on the winning of the game ball into the first starting hole 11 or the second starting hole 12 cannot be executed immediately after the winning, i.e., even if a winning occurs during the variable display of the special symbol or during the jackpot game, the right to enter the jackpot lottery for that winning can be reserved up to a predetermined number.

[0034] The number of reserved special drawings is displayed on the reserved special drawing display 83. Specifically, each reserved special drawing display 83 is composed of, for example, four LEDs, and displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.

[0035] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 13. The normal symbol display 82 displays the normal symbol variably (variably) and then stops, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 13. The stopped normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which the second start hole 12 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 12 will be described later.

[0036] Specifically, the normal symbol display 82 is composed of, for example, two LEDs (see FIG. 3), and displays the normal symbol according to the result of the normal symbol lottery by the way they light up. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing symbol with only the right LED lit is displayed, such as "●○". A mode in which all LEDs are turned off may also be adopted as a normal losing symbol. Before the normal symbol is displayed as a static symbol, a variable display of the normal symbol is made for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode may be any mode, such as all LEDs flashing simultaneously, as long as each LED is not displayed as a static symbol (a lit display in a specific mode).

[0037] In this pachinko game machine PY1, when a game ball passes through the gate 13, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory unit 106 described below. There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit 106, and in this embodiment the upper limit is "4".

[0038] The reserved normal symbols stored in the reserved normal symbol memory unit 106 are consumed when the variable display of the normal symbol based on that reserved normal symbol becomes possible. The consumption of the reserved normal symbol means determining the normal symbol random number (winning random number) corresponding to that reserved normal symbol and executing the variable display of the normal symbol to show the result of the determination. Therefore, in this pachinko gaming machine PY1, even if the variable display of the normal symbol based on the passage of the game ball through the gate 13 cannot be performed immediately after the passage, that is, even if a prize is won while the variable display of the normal symbol is being executed or while the auxiliary game is being executed, the right to draw the normal symbol for that passage can be reserved up to a predetermined number.

[0039] The number of such reserved general maps is displayed on the reserved general map display 84. Specifically, the reserved general map display 84 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.

[0040] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 4 and 5. As shown in Figures 4 and 5, the pachinko gaming machine PY1 is equipped with a game control board 100 (main control board) that controls game profits such as jackpot lottery draws and game state transitions, a performance control board 120 (sub-control board) that controls performances executed as the game progresses, a payout control board 170 that controls payouts of game balls, etc. The game control board 100 constitutes a main control unit, and the performance control board 120 constitutes a sub-control unit together with an image control board 140, an audio control board 161, and a sub-drive board 162, which will be described later.

[0041] The sub-controller is required to have at least the performance control board 120 and be capable of controlling game performance using performance means (image display device 50, speaker 610, board lamp 54, frame lamp 212, board movable body 55k, etc.).

[0042] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the game control board 100, the presentation control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power circuit 192 supplies power to a game RAM (Random Access Memory) 104 of the game control board 100 and a presentation RAM 124 of the presentation control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the game control board 100 and the presentation RAM 124 of the presentation control board 120 is retained even when power to the pachinko gaming machine PY1 is interrupted. A power switch 191 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. In addition, a backup power supply circuit for the game RAM 104 of the game control board 100 may be provided on the game control board 100, and a backup power supply circuit for the presentation RAM 124 of the presentation control board 120 may be provided on the presentation control board 120.

[0043] As shown in FIG. 4, a game control board 100 is equipped with a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101, which controls the progress of the game on the pachinko game machine PY1 according to a program. The game control microcomputer (game control means) 101 includes a game ROM (Read Only Memory) 103 storing programs for controlling the progress of the game, a game RAM 104 used as work memory, a game CPU (Central Processing Unit) 102 executing the programs stored in the game ROM 103, and a game I / O (Input / Output) port 118 for inputting and outputting data and signals. The game RAM 104 is provided with the above-mentioned special symbol reserve memory unit 105 (first special symbol reserve memory unit 105a and second special symbol reserve memory unit 105b) and a regular symbol reserve memory unit 106. The game ROM 103 may be external.

[0044] Various sensors and solenoids are connected to the game control board 100 via a relay board 110. Therefore, signals are input from each sensor to the game control board 100, and signals are output from the game control board 100 to each solenoid. Specifically, the sensors connected include a first start opening sensor 11a, a second start opening sensor 12a, a gate sensor 13a, a special prize opening sensor 14a, and a regular prize opening sensor 10a.

[0045] The first start opening sensor 11a is provided in the first start opening 11 and detects game balls that have entered the first start opening 11. The second start opening sensor 12a is provided in the second start opening 12 and detects game balls that have entered the second start opening 12. The gate sensor 13a is provided in the gate 13 and detects game balls that have passed through the gate 13. The special prize opening sensor 14a is provided in the special prize opening 14 and detects game balls that have entered the special prize opening 14. The regular prize opening sensor 10a is provided in each regular prize opening 10 and detects game balls that have entered the regular prize opening 10.

[0046] The solenoids connected to the system include an electric chute solenoid 12s and a special prize opening solenoid 14s. The electric chute solenoid 12s drives an electric chute opening / closing member 12k of the electric chute 12D. The special prize opening solenoid 14s drives an AT opening / closing member 14k of the special prize device 14D.

[0047] Furthermore, the game control board 100 is connected to a special symbol display 81 (first special symbol display 81a and second special symbol display 81b), a normal symbol display 82, a special symbol reserve display 83 (first special symbol reserve display 83a and second special symbol reserve display 83b), and a normal symbol reserve display 84. That is, the display control of these displays 8 is performed by the game control microcomputer 101.

[0048] The game control board 100 also transmits various commands and signals to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko game machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0049] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the card unit CU connected to the pachinko game machine PY1. The paid-out prize balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.

[0050] When the player operates the handle 72k (see FIG. 1) of the launcher 72, the touch switch 72a detects contact with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. The launch solenoid 72s is then driven to launch a game ball with a strength corresponding to the magnitude of the detection signal from the launch volume 72b. In this pachinko gaming machine PY1, one game ball is launched in approximately 0.6 seconds.

[0051] The game control board 100 also transmits various commands to the performance control board 120. The connection between the game control board 100 and the performance control board 120 is a one-way communication connection that only allows signals to be sent from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed between the game control board 100 and the performance control board 120 as a means for restricting the direction of communication.

[0052] 5, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the performance control board 120. The performance control microcomputer 121 includes a performance ROM 123 that stores programs and the like for controlling the performance as the game progresses, a performance RAM 124 used as work memory, a performance CPU 122 that executes the programs stored in the performance ROM 123, and a performance I / O port 138 for inputting and outputting data and signals. The performance ROM 123 may be external.

[0053] 5, the performance control board 120 is connected to the image control board 140, the audio control board 161 (audio control circuit), and the sub-drive board 162. The sub-drive board 162 is connected to the frame lamp 212, the board lamp 54, and the board movable body 55k.

[0054] The effect control microcomputer 121 of the effect control board 120 causes the image CPU 141 of the image control board 140 to control the image display device 50 based on commands received from the game control board 100. The image control board 140 is equipped with an image ROM 142 that stores programs for controlling image display and the like, an image RAM 143 used as work memory, and the image CPU 141 that executes the programs stored in the image ROM 142. Note that the image ROM 142 stores still image data and video data to be displayed on the image display device 50, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect patterns) and background images.

[0055] Furthermore, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 610 via the audio control board 161 based on commands received from the game control board 100. Audio data (also referred to as audio data) such as audio output from the speaker 610 is stored in the performance ROM 123 of the performance control board 120. A CPU may be implemented in the audio control board 161, and in this case, the CPU may be made to execute audio control. In this case, a ROM may be implemented in the audio control board 161, and audio data may be stored in the ROM. The speaker 610 may be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. In this case, audio data may be stored in the image ROM 142 of the image control board 140.

[0056] Furthermore, the performance control microcomputer 121 controls the lighting of lamps such as the frame lamp 212 and the board lamp 54 via the sub-drive board 162 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates light emission data (data that determines on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of each lamp (LED), and controls the light emission of each lamp (LED) according to the light emission data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission data.

[0057] Furthermore, the performance control microcomputer 121 controls the drive of the board movable body 55k via the sub-drive board 162 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 55k, and controls the drive of the motor for driving the board movable body 55k in accordance with the operation pattern data. Data stored in the performance ROM 123 of the performance control board 120 is used to create the operation pattern data.

[0058] In addition, a performance button detection sensor 40a and a select button detection sensor 42a are connected to the performance control board 120. The performance button detection sensor 40a detects that the performance button 40k (see FIG. 1) has been pressed. When the performance button 40k is pressed, a detection signal is output from the performance button detection sensor 40a to the performance control board 120. In addition, the select button detection sensor 42a detects that the select button 42k (see FIG. 1) has been pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the performance control board 120.

[0059] 4 and 5 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine PY1, and are not limited to the boards shown in Fig. 4 and 5. Except for the game control board 100, any of the boards shown in Fig. 4 or 5 may be configured as one board, and the one board shown in Fig. 4 or 5 may be configured as multiple boards.

[0060] 3. Main games on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be explained. The pachinko gaming machine PY1 acquires special symbol-related random numbers based on winning at the first start slot 11 or the second start slot 12. As shown in FIG. 6(A), the special symbol-related random numbers include jackpot random numbers, symbol type random numbers, reach random numbers, and variation pattern random numbers. The jackpot random numbers are used to determine whether or not a jackpot has occurred. The jackpot random numbers take values ​​in the range of 0 to 65535. The symbol type random numbers are used to determine the type of jackpot symbol and the type of losing symbol. The symbol type random numbers take values ​​in the range of 0 to 299.

[0061] The reach random number is a random number that determines whether or not a reach will occur in the variable effect that indicates the result when the result of the hit / miss judgment is a miss. The reach random number ranges from 0 to 255. A reach is a state in which there is only one variable effect symbol remaining among multiple effect symbols, and depending on which of the variable effect symbols is displayed as a stopped symbol, a combination of effect symbols indicating a jackpot win (for example, a "7↓7" state) will result. The effect symbols displayed as stopped symbols in the reach state may be displayed as slightly swaying on the display screen 50a or as repeatedly expanding and contracting. Such a stopped symbol is called a provisional stop symbol, and a completely stationary stop symbol is called a confirmed stop symbol or a final stop symbol.

[0062] The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number takes a value in the range of 0 to 99. The random number is also called judgment information.

[0063] In addition, the pachinko gaming machine PY1 acquires a normal symbol random number (winning random number) shown in FIG. 6(B) based on the passage of the gaming ball through the gate 13. The normal symbol random number is a random number used for a lottery (normal symbol lottery) to determine whether or not to play an auxiliary game that opens the electric chute 12D. The normal symbol random number takes a value in the range of 0 to 65535.

[0064] The pachinko gaming machine PY1 determines whether or not a jackpot has been won by judging the jackpot random number obtained based on a win in the first starting slot 11 or the second starting slot 12 according to the jackpot determination table shown in FIG. 7(A). In this embodiment, there are two game states with different jackpot winning probabilities: a normal probability state (low probability state) and a high probability state. As shown in FIG. 7(A), in the low probability state, the jackpot winning probability is approximately 1 / 300 for both the drawing of the first special symbol (special symbol 1) based on a win in the first starting slot 11 and the drawing of the second special symbol (special symbol 2) based on a win in the second starting slot 12. On the other hand, in the high probability state, the jackpot winning probability is approximately 1 / 100 for both the drawing of special symbol 1 and the drawing of special symbol 2. Thus, the high probability state is a game state in which it is easier to win a jackpot than the low probability state.

[0065] When the pachinko gaming machine PY1 determines that a jackpot has been won, it determines the type of jackpot symbol by judging the symbol type random number according to the jackpot symbol type determination table shown in Figure 7(B). In the drawing for special symbol 1, there is a 50% chance that it will be "Special symbol 1_jackpot symbol A" and a 50% chance that it will be "Special symbol 1_jackpot symbol B." In addition, in the drawing for special symbol 2, there is a 50% chance that it will be "Special symbol 2_jackpot symbol C" and a 50% chance that it will be "Special symbol 2_jackpot symbol D." If the type of the winning jackpot symbol is different, the opening pattern of the jackpot slot during the jackpot game and the settings related to the game status after the jackpot game will differ (see Figure 8). This point will be discussed later.

[0066] Furthermore, when the pachinko gaming machine PY1 determines that a jackpot has not been won (i.e., when it determines that a jackpot has been lost), it determines the type of the losing symbol by judging the symbol type random number according to the losing symbol type determination table shown in Figure 7(C). In the drawing for special symbol 1, the probability of determining "Special symbol 1_losing symbol A" is 299 / 300, and the probability of determining "Special symbol 1_losing symbol B" is 1 / 300. On the other hand, in the drawing for special symbol 2, the probability of determining "Special symbol 2_losing symbol C" is 299 / 300, and the probability of determining "Special symbol 2_losing symbol D" is 1 / 300. The difference in the type of losing symbol affects the settings related to the game state after the losing symbol is stopped and displayed (see Figure 9). This is one of the features of the pachinko gaming machine PY1. This point will be discussed later.

[0067] Furthermore, when the pachinko gaming machine PY1 determines a miss, it determines whether or not the effect symbols EZ1, EZ2, and EZ3 are in a reach state in the variable effect by determining the reach random number according to the reach determination table shown in FIG. 7(D). The probability of determining that a reach state exists differs depending on whether or not the gaming state is in a time-saving state, which will be described later. The probability of determining that a reach state exists is higher when the time-saving state is not in effect than when the time-saving state is in effect.

[0068] Next, the types of jackpots and losses will be explained in detail with reference to Figures 8 and 9. As mentioned above, the results of the special symbol lottery (the lottery for special symbol 1 and the lottery for special symbol 2) can be either a "jackpot" or a "loss." In the event of a "jackpot," a "jackpot symbol" is displayed frozen on the special symbol display 81. The jackpot symbols include "Special symbol 1_jackpot symbol A," "Special symbol 1_jackpot symbol B," "Special symbol 2_jackpot symbol C," and "Special symbol 2_jackpot symbol D." In addition, in the event of a "loss," a "loss symbol" is displayed frozen on the special symbol display 81. The loss symbols include "Special symbol 1_loss symbol A," "Special symbol 1_loss symbol B," "Special symbol 2_loss symbol C," and "Special symbol 2_loss symbol D."

[0069] When a jackpot is won in the special symbol lottery, a "jackpot game" is executed in which the jackpot opening 14 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed. In this form, the jackpot game includes multiple rounds of play (unit opening games), an opening (also referred to as OP) before the first round of play begins, and an ending (also referred to as ED) after the final round of play ends. Each round of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) during which the jackpot opening is closed between rounds of play is included in the round of play that opened before that closure.

[0070] If a jackpot is won as a result of the special symbol lottery, a jackpot game is executed to open the jackpot opening 14. In this embodiment, as shown in FIG. 8, there are two types of jackpot symbols (jackpot symbols stopped and displayed on the first special symbol display 81a) that can be won in the lottery for the first special symbol (special symbol 1), and two types of jackpot symbols (jackpot symbols stopped and displayed on the second special symbol display 81b) that can be won in the lottery for the second special symbol (special symbol 2). Specifically, in the lottery for special symbol 1, there is a possibility of winning "Special symbol 1_jackpot symbol A" or "Special symbol 1_jackpot symbol B." In addition, in the lottery for special symbol 2, there is a possibility of winning "Special symbol 2_jackpot symbol C" or "Special symbol 2_jackpot symbol D."

[0071] As shown in Figure 8, "Special Chart 1_Jackpot Pattern A" and "Special Chart 1_Jackpot Pattern B" are 4R (round) jackpots, and "Special Chart 2_Jackpot Pattern C" and "Special Chart 1_Jackpot Pattern D" are 10R (round) jackpots. For both jackpots, the jackpot opening slot 14 is opened once per round, and the maximum opening time is 29.5 seconds.

[0072] Furthermore, the game state after a jackpot game when "jackpot symbol A" or "jackpot symbol C" is hit is the "low probability / time-saving state" described below, and the game state after a jackpot game when "jackpot symbol B" or "jackpot symbol D" is hit is the "high probability / time-saving state" described below. When controlled in the "high probability / time-saving state," the number of chance changes (the maximum number of times that special symbol changes can be performed in the high probability state) and the number of time-saving changes (the maximum number of times that special symbol changes can be performed in the time-saving state) are both set to 160. In other words, this form of pachinko gaming machine PY1 is a so-called ST machine (a gaming machine with a limited number of chance changes). The number of time-saving changes corresponds to a predetermined maximum number of times.

[0073] In contrast, when controlled to a "low probability / time-saving state," the number of time-saving cycles is set to a value corresponding to the game state at the time of winning. In this mode, there are three triggers for switching to the time-saving state (corresponding to the bonus game state): a jackpot, reaching the ceiling, and a special miss (time-saving miss). Reaching the ceiling means that the number of times the special symbol changes (the display of special symbol variations) after a jackpot game, excluding during a high probability state, reaches a predetermined ceiling number (300 times in this mode, an example of a "specific number of times"). A special miss refers to a missing symbol (missing symbol B or missing symbol D in this mode) that triggers the time-saving state. A missing symbol that triggers the time-saving state is called a special missing symbol (time-saving missing symbol). Special missing symbols and jackpot symbols correspond to specific symbols. Special missing symbols also correspond to special symbols. Furthermore, the time-saving state triggered by a jackpot is referred to as the jackpot-triggered time-saving state (post-jackpot time-saving, jackpot-triggered bonus game state), the time-saving state triggered by reaching the ceiling is referred to as the ceiling-triggered time-saving state (ceiling time-saving, ceiling-triggered bonus game state), and the time-saving state triggered by a special miss is referred to as the special miss-triggered time-saving state (miss time-saving, special miss-triggered bonus game state). The jackpot-triggered time-saving state and the special miss-triggered time-saving state correspond to the pattern-triggered bonus game state, and the ceiling-triggered time-saving state corresponds to the count-triggered bonus game state. Furthermore, the jackpot-triggered time-saving state corresponds to the specific bonus game state, and the ceiling-triggered time-saving state and the special miss-triggered time-saving state correspond to the non-specific bonus game state. In addition, the ceiling-reaching trigger time-saving state corresponds to the first non-specific bonus game state, and the special miss trigger time-saving state corresponds to the second non-specific bonus game state. In addition, the special miss trigger time-saving state corresponds to the special symbol trigger bonus game state.

[0074] If the game state when "jackpot symbol A" or "jackpot symbol C" is won is a "non-time-saving state," the number of time-saving times in the "low-probability time-saving state" after the jackpot game is set to 300 times (an example of a first value). Also, if the game state when "jackpot symbol A" or "jackpot symbol C" is won is a "jackpot-triggered time-saving state" or a "special miss-triggered time-saving state," the number of time-saving times in the "low-probability time-saving state" after the jackpot game is set to 50 times (an example of a second value). Also, if the game state when "jackpot symbol A" or "jackpot symbol C" is won is a "ceiling-reaching-triggered time-saving state," the number of time-saving times in the "low-probability time-saving state" after the jackpot game is set to 300 times (an example of a first value). In this way, in this form, when "jackpot pattern A" or "jackpot pattern C" is won in the "non-time-saving state" or "ceiling-reach-triggered time-saving state", the number of time-saving times is set to 300, the same as the ceiling number, but when "jackpot pattern A" or "jackpot pattern C" is won in the "jackpot-triggered time-saving state" or "special miss-triggered time-saving state", the number of time-saving times is set to 50, which is less than the ceiling number. In other words, when "jackpot pattern A" or "jackpot pattern C" is won in the "non-time-saving state" or "ceiling-triggered time-saving state," the number of remaining fluctuations from the end of the time-saving state based on "jackpot pattern A" or "jackpot pattern C" to the start of the time-saving state based on reaching the ceiling will be 0 (an example of a predetermined value), but when "jackpot pattern A" or "jackpot pattern C" is won in the "jackpot-triggered time-saving state" or "special miss-triggered time-saving state," the number of remaining fluctuations from the end of the time-saving state based on "jackpot pattern A" or "jackpot pattern C" to the start of the time-saving state based on reaching the ceiling will be 250 (a value larger than the predetermined value). This is one of the features of this form.

[0075] Here, the jackpot trigger time-shortening state (post-jackpot time-shortening) based on a jackpot during the jackpot trigger time-shortening state (post-jackpot time-shortening) corresponds to the first symbol triggered bonus game state and the first specific bonus game state. Also, the jackpot trigger time-shortening state (post-jackpot time-shortening) based on a jackpot during the ceiling-reaching trigger time-shortening state (ceiling time-shortening) corresponds to the second symbol triggered bonus game state and the second specific bonus game state. Also, the jackpot trigger time-shortening state (post-jackpot time-shortening) based on a jackpot during the special miss trigger time-shortening state (miss time-shortening) corresponds to the third symbol triggered bonus game state and the third specific bonus game state.

[0076] Furthermore, if the result of the special symbol lottery is determined to be a loss, the type of the loss symbol is determined. As shown in Figure 9, there are two types of loss symbols determined by the special symbol 1 lottery (losing symbols stopped and displayed on the first special symbol display 81a), and there are two types of loss symbols determined by the special symbol 2 lottery (losing symbols stopped and displayed on the second special symbol display 81b). Specifically, in the special symbol 1 lottery, either "Special symbol 1_losing symbol A" or "Special symbol 1_losing symbol B" is determined. In addition, in the special symbol 2 lottery, either "Special symbol 2_losing symbol C" or "Special symbol 2_losing symbol D" is determined.

[0077] "Special symbol 1_losing symbol A" and "Special symbol 2_losing symbol C" are normal losses, while "Special symbol 1_losing symbol B" and "Special symbol 2_losing symbol D" are special losses. A special loss is a loss that triggers the control of the time-saving state described below. In other words, if the result of the special symbol lottery is a special loss, the game control microcomputer 101 can control the game state after the missing symbol is stopped and displayed to a time-saving state (special loss trigger time-saving state). A special loss is also called a time-saving loss.

[0078] Here, in the pachinko gaming machine PY1 of this embodiment, if the gaming state when a special miss (missing symbol B or missing symbol D) is a high probability state, control to the time-shortened state based on the special miss is not performed. Also, if the gaming state when a special miss is a ceiling-reaching trigger time-shortened state (low probability state and ceiling time-shortened state), control to the time-shortened state based on the special miss is not performed. On the other hand, if the gaming state when a special miss is a non-time-shortened state, a jackpot trigger time-shortened state, or a special miss trigger time-shortened state, that is, a low probability state and a gaming state other than the ceiling time-shortened state, control to the time-shortened state is performed based on the special miss.

[0079] The number of time-saving times in a time-saving state based on a special miss varies depending on the game state when the special miss is drawn. If the game state when the special miss is drawn is a non-time-saving state, the number of time-saving times is set to 300 (an example of a first value), the same as the ceiling number of times. In contrast, if the game state when the special miss is drawn is a jackpot trigger time-saving state or a special miss trigger time-saving state, the number of time-saving times is set to 50 (an example of a second value), which is less than the ceiling number of times.

[0080] In addition, the pachinko gaming machine PY1 of this embodiment controls the machine to enter a time-saving state without a jackpot game when the number of times a special symbol change is performed after a jackpot game (excluding high-probability states) reaches a predetermined number. This predetermined number is called the ceiling number, and in this embodiment, it is set to 300 times. Reaching the ceiling number of times a special symbol change is called reaching the ceiling. The number of special symbol changes until the ceiling is reached includes the number of special symbol changes in the jackpot-triggered time-saving state, the number of special symbol changes in the special miss-triggered time-saving state, and the number of special symbol changes in the non-time-saving state. In other words, the number of special symbol changes until the ceiling is reached is the total number of special symbol changes in the jackpot-triggered time-saving state, the special miss-triggered time-saving state, and the special symbol changes in the non-time-saving state. In addition, in the time-saving state (ceiling time-saving) triggered by reaching the ceiling, the number of time-saving times is set to 500 regardless of the game state when the ceiling is reached.

[0081] Here, an example of the transition of the game state in this embodiment will be explained based on Figures 10 and 11. As shown in Figure 10(A), when the special pattern variation is performed 300 times in the low probability non-time-saving state, the ceiling is reached and the state transitions to a time-saving state with the number of time-saving times being 500 (time-saving state triggered by reaching the ceiling).

[0082] Also, as shown in FIG. 10(B), if jackpot symbol A (a non-probability variable symbol that enters a low-probability state after the end of a jackpot game) is selected based on the lottery of special symbol 1 in the low-probability non-time-saving state, the game transitions to a low-probability state and time-saving state (jackpot trigger time-saving state) upon the end of the jackpot game. The number of time-saving cycles in this jackpot trigger time-saving state is 300. If the special symbol changes 300 times in the jackpot trigger time-saving state without a jackpot being selected, the ceiling is reached, and the game transitions to a time-saving state with 500 time-saving cycles (ceiling-reach trigger time-saving state). Thus, in this form, if jackpot symbol A is selected in the low-probability non-time-saving state, it is determined that the time-saving state will continue from the end of the jackpot game until the ceiling is reached. In other words, after the end of a jackpot game based on jackpot symbol A, the 300-cycle jackpot trigger time-saving state and the 500-cycle ceiling-reach trigger time-saving state are executed in succession without an intervening non-time-saving state. Therefore, the player can essentially continue playing the game without significantly reducing the number of balls he has until he wins the next big win.

[0083] Also, as shown in FIG. 10(C), if a special miss (missing symbol B) is drawn based on the drawing of special symbol 1 in the low-probability non-time-saving state, the game transitions to a low-probability state and time-saving state (special miss trigger time-saving state) in response to the stop display of missing symbol B. The number of time-saving cycles in this special miss trigger time-saving state is 300. When the ceiling is reached in the special miss trigger time-saving state, that is, when the cumulative number of special symbol changes from the low-probability non-time-saving state before the special miss trigger time-saving state reaches the ceiling number (300), even if there are time-saving cycles remaining in the special miss trigger time-saving state, the game transitions to a time-saving state with 500 time-saving cycles (ceiling-reaching trigger time-saving state). In other words, in this form, the ceiling-reaching trigger time-saving state takes priority over the special miss trigger time-saving state. In this way, in this form, if a special miss occurs in the low-probability non-time-saving state, the number of time-saving times transitions to a time-saving state of 300, so the continuation of the time-saving state until the ceiling is reached is confirmed. Note that, since the number of time-saving times in the ceiling-reach trigger time-saving state is 500, if a special miss occurs in the low-probability non-time-saving state, the player can continue playing for a long period of time without significantly reducing their ball reserves, so that they can expect to win a jackpot.

[0084] Furthermore, as shown in FIG. 11(D), if jackpot symbol C (non-probability variable symbol) is drawn based on the drawing of special symbol 2 in the jackpot trigger time-saving state or the special miss trigger time-saving state, the game transitions to a low-probability state and time-saving state (jackpot trigger time-saving state) upon the end of the jackpot game. The number of time-saving cycles in this jackpot trigger time-saving state is 50. If the special symbol changes 50 times in the jackpot trigger time-saving state without winning a jackpot, the time-saving state ends and the game transitions to a low-probability non-time-saving state. At this point, there are still 250 special symbol cycles remaining until the ceiling is reached. In this way, in this form, even if jackpot symbol C (non-probability variable symbol) is drawn in the jackpot trigger time-saving state or the special miss trigger time-saving state, the continuation of the time-saving state until the ceiling is reached is not confirmed.

[0085] Also, as shown in FIG. 11(E), if a special miss (miss symbol D) is drawn based on the lottery of special symbol 2 in the jackpot trigger time-saving state or special miss trigger time-saving state, the game transitions to a low-probability state and time-saving state (special miss trigger time-saving state) in response to the stop display of miss symbol D. The number of time-saving cycles in this special miss trigger time-saving state is 50. If the special symbol changes 50 times in the special miss trigger time-saving state without winning a jackpot or reaching the ceiling, the time-saving state ends and the game transitions to a low-probability non-time-saving state. Thus, in this form, even if a special miss (miss symbol D) is drawn in the jackpot trigger time-saving state or special miss trigger time-saving state, this alone does not guarantee that the time-saving state will continue until the ceiling is reached.

[0086] Also, as shown in FIG. 11(F), if jackpot symbol C (non-probability variable symbol) is drawn based on the drawing of special symbol 2 during the ceiling-trigger time-saving state, the game transitions to a low-probability state and time-saving state (jackpot trigger time-saving state) upon the end of the jackpot game. The number of time-saving cycles in this jackpot trigger time-saving state is 300. If the special symbol changes 300 times during the jackpot trigger time-saving state without winning a jackpot, the ceiling is reached, and the game transitions to a time-saving state with 500 time-saving cycles (ceiling-trigger time-saving state). Thus, in this mode, if jackpot symbol C is drawn during the ceiling-trigger time-saving state, it is determined that the time-saving state will continue from the end of the jackpot game until the ceiling is reached. In other words, after the end of the jackpot game based on jackpot symbol C, the 300-cycle jackpot trigger time-saving state and the 500-cycle ceiling-trigger time-saving state are executed in succession without an intervening non-time-saving state. Therefore, the player can essentially continue playing the game without significantly reducing the number of balls he has until he wins the next big win.

[0087] Also, as shown in Figure 11 (G), even if a special miss (missing symbol D) is drawn based on the lottery of special symbol 2 in the ceiling-triggered time-saving state, the game state setting is not changed. In other words, even if a special miss is drawn, the corresponding time-saving state is not newly set, and the ceiling-triggered time-saving state continues, just as when a normal miss is drawn. In other words, in this form, the ceiling-triggered time-saving state is prioritized over the special miss-triggered time-saving state.

[0088] As explained above based on Figures 10 and 11, in the pachinko game machine PY1 of this form, first, when a jackpot symbol A (non-probability variable symbol) is won or a special miss (miss symbol B) is won based on the lottery of special symbol 1 in a low probability non-time-saving state, the number of time-saving times shifts to a time-saving state of 300 times, which is the same as the ceiling number (see Figures 10(B)(C)). In other words, the continuation of the time-saving state until the ceiling is reached is confirmed.

[0089] Then, in this 300-time time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state), if the ceiling is reached without winning a jackpot or special miss, the state transitions to the ceiling-reach trigger time-saving state, and if jackpot pattern C (non-probability variable pattern) is won in the ceiling-reach trigger time-saving state, the number of time-saving times in the time-saving state after the jackpot game is set to 300, and the continuation of the time-saving state until the ceiling is reached is confirmed again (Figure 11 (F)).

[0090] On the other hand, if a player hits jackpot symbol C (non-probability variable symbol) or a special miss (miss symbol D) during the time-saving state before reaching the ceiling (the jackpot trigger time-saving state or the special miss trigger time-saving state), the game enters a 50-time time-saving state (the jackpot trigger time-saving state or the special miss trigger time-saving state), and the continuation of the time-saving state until reaching the ceiling is not confirmed (see Figures 11(D)(E)). In this way, in this mode, if a player hits a jackpot (non-probability variable symbol) or a special miss during the time-saving state triggering a jackpot or a special miss (i.e., before reaching the ceiling), the continuation of the time-saving state until reaching the ceiling is not confirmed. However, if a player hits a jackpot (non-probability variable symbol) during the time-saving state triggering a ceiling (i.e., after reaching the ceiling), the continuation of the time-saving state until reaching the ceiling is confirmed (i.e., the latter is more advantageous than the former), providing a novel gameplay experience. Therefore, this mode is expected to increase the player's interest in the game.

[0091] Here, the gaming states of the pachinko gaming machine PY1 of this embodiment will be explained. In this embodiment, the gaming states include a low-probability non-time-shortening state (low-probability state and non-time-shortening state), a low-probability time-shortening state (low-probability state and time-shortening state), and a high-probability time-shortening state (high-probability state and time-shortening state). The low-probability non-time-shortening state is also called a low-probability low-base gaming state (low-probability low-base state) or a normal gaming state, the low-probability time-shortening state is also called a low-probability high-base gaming state (low-probability high-base state), and the high-probability time-shortening state is also called a high-probability high-base gaming state (high-probability high-base state). When playing the pachinko gaming machine PY1 for the first time, the gaming state after powering on is the low-probability non-time-shortening state (normal gaming state).

[0092] As shown in Figure 7(A), the high probability state is a game state in which the probability of winning a jackpot is higher than in the low probability state (normal probability state). That is, in the high probability state, the probability fluctuation function of the special symbol display 81 is activated. The high probability state ends when the variable display of the special symbol is executed a predetermined maximum number of times, or when a jackpot is won and the jackpot game is executed. The maximum number of times (number of chance jackpots) in the high probability state is set to 160 times regardless of which chance jackpot (jackpot symbol B, jackpot symbol D) is won (see Figure 8).

[0093] The time-saving state is a game state in which the game ball is more likely to land on the electric chute 12D than in the non-time-saving state. There are three time-saving states, depending on the control trigger: the jackpot trigger time-saving state, the ceiling-reaching trigger time-saving state, and the special miss trigger time-saving state. Note that the normal symbol variation pattern and the electric chute 12D opening pattern are the same regardless of whether the time-saving state is the jackpot trigger time-saving state, the ceiling-reaching trigger time-saving state, or the special miss trigger time-saving state.

[0094] Next, the time-saving state will be explained in more detail. As shown in FIG. 12(A), the winning probability of the normal symbol lottery in the time-saving state is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this embodiment, the probability of determining a win in the normal symbol lottery in both the non-time-saving state and the time-saving state is set to 65535 / 65536. In other words, in both game states, the normal symbol lottery is almost always determined to be a win. Note that the winning probability of the normal symbol lottery in the time-saving state may be configured to be higher than in the non-time-saving state (in other words, the probability fluctuation function of the normal symbol display 82 is activated in the time-saving state).

[0095] Also, in the time-saving state, as shown in Figure 12 (B), the normal symbol fluctuation time is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time is 60 seconds in the non-time-saving state, but 1 second in the time-saving state. In other words, in the time-saving state, the fluctuation time shortening function of the normal symbol display 82 is activated.

[0096] In addition, in the time-saving mode, the opening time of the electric chute 12D in the auxiliary game is longer than in the non-time-saving mode, as shown in Figure 12(C). In this embodiment, the opening time of the electric chute 12D is 0.05 seconds per time in the non-time-saving mode, but is 2.5 seconds in the time-saving mode. In other words, in the time-saving mode, the opening time extension function of the electric chute 12D is activated.

[0097] In addition, in the time-saving mode, the number of times the electric chute 12D opens in the auxiliary game is greater than in the non-time-saving mode, as shown in Figure 12(C). In this embodiment, the number of times the electric chute 12D opens is one in the non-time-saving mode, but two in the time-saving mode. In other words, in the time-saving mode, the function for increasing the number of times the electric chute 12D opens is activated.

[0098] In the non-time-saving mode, if the normal symbol lottery is executed, it will almost certainly result in a win, but the normal symbol variation time is long at 60 seconds, and the opening of the electric chute 12D in the auxiliary game is extremely short, at only one 0.05-second opening. Therefore, in the non-time-saving mode, even if you play by hitting to the right (a hitting method that allows the game ball to pass through the gate 13), you are unlikely to win on the electric chute 12D.

[0099] In contrast, in the time-saving mode, if a normal symbol lottery is executed, it almost always results in a win, the normal symbol variation time is short at 1 second, and the opening of the electric chute 12D in the auxiliary game is sufficiently long at 2.5 seconds twice. Therefore, in the time-saving mode, playing with a right-hand hit can frequently result in winning on the electric chute 12D. In other words, the time-saving mode can be said to be a game mode in which it is easier to win on the electric chute 12D than in the non-time-saving mode.

[0100] In this way, in the non-time-saving state, since hitting the right side does not result in a winning ball on the electric chute 12D, the player proceeds with the game by hitting the left side. On the other hand, in the time-saving state, hitting the right side frequently results in a winning ball on the electric chute 12D, so the player proceeds with the game by hitting the right side. In this pachinko gaming machine PY1, the game is played by hitting the right side even during a jackpot game.

[0101] Incidentally, in the time-saving state, the base, which is the ratio of the number of winning balls to the number of balls fired, is higher than in the non-time-saving state. Therefore, the time-saving state is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports winning through the second starting hole 12 by the electric chute 12D) is being executed. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state. The time-saving state (high base state) is an example of a "bonus game state," and the non-time-saving state (low base state) is an example of a "non-bonus game state."

[0102] In addition, the time-saving state (high base state) may be such that one or more of the probability variation function of the map display 82, the variation time reduction function of the map display 82, the opening time extension function of the electric chute 12D, and the opening count increase function of the electric chute 12D are activated, making it easier for the game ball to enter the second starting hole 12 associated with the electric chute 12D than when the function is not activated, and it is not necessary for all of these functions to be activated.

[0103] Next, we will explain how to determine the variation pattern of the special symbols (special symbol variation pattern). The pachinko gaming machine PY1 determines the special symbol variation pattern according to a special symbol variation pattern determination table that differs depending on the game state (see Figures 13 and 14). The special symbol variation pattern determination table (Figures 14(A)(B)) in the time-saving state (high-probability time-saving state, low-probability time-saving state) is a table in which a variation pattern with a short variation time is more likely to be selected than the special symbol variation pattern determination table (Figure 13) in the non-time-saving state (low-probability non-time-saving state).

[0104] Specifically, in the non-time-saving state (low-probability non-time-saving state), the lottery for special symbol 1 is primarily performed, so the table shown in the special symbol 1 column in Figure 13 is used. In the special symbol variation pattern determination table for the non-time-saving state (Figure 13), variation pattern P7 with an 8-second variation time is determined as the variation pattern for special symbol 1 related to a no-reach miss when the number of reserved balls for special symbol 1 is 3 to 4. Also, when a special miss (miss symbol B or miss symbol D) is drawn in the low-probability non-time-saving state, special symbol variation patterns P8 and P38 accompanied by a time-saving transition effect, which will be described later, are selected (see Figure 13). The execution of this time-saving transition effect notifies the player that the game is transitioning to the time-saving state (special miss trigger time-saving state). This point will be discussed later.

[0105] On the other hand, in the time-saving state, the lottery for special chart 2 is mainly performed, so the table shown in the special chart 2 column in Figures 14(A)(B) is used. In the special chart fluctuation pattern determination table for the time-saving state (Figures 14(A)(B)), fluctuation patterns P47 and P57 with a fluctuation time of 3 seconds are determined as the fluctuation patterns for special chart 2 related to a no-reach miss when the number of reserved balls for special chart 2 is 2 to 4.

[0106] Also, in the high probability time-saving state, even if a special miss (missing symbol D, missing symbol B) is drawn, the game state setting is not changed, so the same special symbol change pattern as when a normal miss (missing symbol C, missing symbol A) is drawn is selected (see Figure 14(A)). On the other hand, if a special miss (missing symbol D, missing symbol B) is drawn in the low probability time-saving state, if the time-saving state is a jackpot trigger or special miss trigger, the game state setting is changed, so the special symbol change pattern P58, P28 accompanied by the time-saving transition effect described below is selected (see Figure 14(B)). By executing this time-saving transition effect, the player is notified that a new time-saving state (special miss trigger time-saving state) will be set. However, even if a special miss (miss pattern D, miss pattern B) is drawn in the low probability time-saving state, if the ceiling reaching trigger time-saving state is in progress, the game state setting will not be changed (it will not transition to the special miss trigger time-saving state). Therefore, in this case, the special pattern variation pattern P59, P29 without time-saving transition performance will be selected (Figure 14 (B) )). In addition, when the special chart variation pattern P59, P29 is selected, a variation performance with the same content as the SP reach based on the reach and miss is executed.

[0107] 4. Operation of the gaming control microcomputer 101 [Main Control Main Processing] Next, the operation of the game control microcomputer 101 will be described with reference to Figures 15 to 31. The counters, timers, flags, statuses, buffers, and the like that appear in the description of the operation of the game control microcomputer 101 are provided in the game RAM 104. When the power to the pachinko gaming machine PY1 is turned on, the game control microcomputer 101 provided in the game control board 100 reads and executes the main control main processing program shown in Figure 15 from the game ROM 103. As shown in Figure 15, the main control main processing begins with initial setup (step S001). The initial setup includes, for example, stack setup, constant setup, interrupt time setup, game CPU 102 setup, SIO, PIO, and CTC (a circuit for managing interrupt time), and resetting of various flags, statuses, counters, and the like. The initial value of a flag is "0" (i.e., "OFF"), the initial value of a status is "1," and the initial value of a counter is "0." The initial setting (S001) is executed only once after power-on and will not be executed thereafter.

[0108] Following the initial setting (S001), interrupts are disabled (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values ​​shown in FIG. 6 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the period initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0109] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the time the main timer interrupt process (S005) is completed until the next main timer interrupt process (S005) is started, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).

[0110] [Main timer interrupt processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Fig. 16, in the main timer interrupt processing (S005), output processing (S101) is first executed. In the output processing (S101), commands etc. set in the output buffer provided in the gaming RAM 104 of the gaming control board 100 in each processing described below are output to the performance control board 120, the payout control board 170, etc.

[0111] In the input process (S102) that follows the output process (S101), detection signals detected by various sensors (such as the first start gate sensor 11a, the second start gate sensor 12a, the special prize gate sensor 14a, and the regular prize gate sensor 10a (see FIG. 4)) attached to the pachinko game machine PY1 are read in and stored as prize ball information in the output buffer of the gaming RAM 104. A detection signal from the lower tray full switch that detects when the lower tray 35 is full is also taken in and stored as lower tray full data in the output buffer of the gaming RAM 104. The number of prize balls awarded for winning at each prize gate is set to a predetermined value, such as two balls for the second start gate 12. However, the number of prize balls awarded for winning at each prize gate can be changed as appropriate.

[0112] The normal and special symbol main random number update process (S103) that is carried out next is the same as the normal and special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 15. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 6 is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0113] Following the normal symbol / special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), and special operation process (S106), which will be described later. Then, other processes (S107) are executed, and the main timer interrupt process (S005) is terminated. The other processes (S107) include controlling the second special symbol reserved indicator 83b to display the number of reserved balls based on the number of reserved balls for the special symbol 2 (described later), and controlling the first special symbol reserved indicator 83a to display the number of reserved balls based on the number of reserved balls for the special symbol 1 (described later). The main control main process steps S002 to S004 are then repeatedly executed (see FIG. 15) until the next interrupt pulse is input to the gaming CPU 102. When the interrupt pulse is input (approximately 4 msec later), the main timer interrupt process (S005) is executed again. In the output process (S101) of the main timer interrupt process (S005) that is executed again, the commands etc. that were set in the output buffer of the gaming RAM 104 in the previous main timer interrupt process (S005) are output.

[0114] [Sensor detection process] As shown in FIG. 17, in the sensor detection process (S104), first, it is determined whether or not the gaming ball has passed through the gate 13, i.e., whether or not the gaming ball has been detected by the gate sensor 13a (S201). If the gaming ball has not passed through the gate 13 (NO in S201), proceed to step S205. If the gaming ball has passed through (YES in S201), it is determined whether or not the number of reserved balls (the number of reserved balls, specifically, the value of the counter that counts the number of reserved balls provided in the gaming RAM 104) has reached "4" (S202). Then, if the number of reserved balls has reached "4" (YES in S202), proceed to step S205. However, if the number of reserved balls is less than "4" (NO in S202), "1" is added to the number of reserved balls (S203).

[0115] Next, the process for acquiring random numbers related to the normal symbols is performed (S204). In the process for acquiring random numbers related to the normal symbols (S204), the value of the normal symbol random number counter (the value of label-TRND-H, see FIG. 6(B)) is acquired, and the acquired random number value is stored in a memory area of ​​the normal symbol reserved memory unit 106 according to the current number of reserved normal symbols.

[0116] In step S205, it is determined whether a game ball has entered the first starting hole 11, i.e., whether a game ball has been detected by the first starting hole sensor 11a. If a game ball has not entered the first starting hole 11 (NO in S205), the process proceeds to step S209. However, if a game ball has entered the first starting hole 11 (YES in S205), it is determined whether the number of reserved balls for special symbol 1 (the number of reserved first symbol symbols, specifically, the value of the counter that counts the number of reserved first symbol symbols provided in the gaming RAM 104) has reached "4" (upper limit) (S206). Then, if the number of reserved balls for special symbol 1 has reached "4" (YES in S206), the process proceeds to step S209. However, if the number of reserved balls for special symbol 1 is less than "4" (NO in S206), "1" is added to the number of reserved balls for special symbol 1 (S207).

[0117] Next, a special chart 1 related random number acquisition process is performed (S208). In the special chart 1 related random number acquisition process (S208), the value of the jackpot random number counter (value of label-TRND-A), the value of the pattern type random number counter (value of label-TRND-AS), the value of the reach random number counter (value of label-TRND-RC), and the value of the variation pattern random number counter (value of label-TRND-T1) are acquired (that is, the random number group shown in FIG. 6(A) is acquired), and these acquired random number values ​​are stored in a memory area corresponding to the current number of special chart 1 reserved balls in the first special chart reserved memory unit 105a.

[0118] Next, in the sensor detection process (S104), it is determined whether a gaming ball has entered the second starting hole 12, i.e., whether a gaming ball has been detected by the second starting hole sensor 12a (S209). If a gaming ball has not entered the second starting hole 12 (NO in S209), this process is terminated. However, if a gaming ball has entered the second starting hole 12 (YES in S209), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbols, specifically, the value of a counter that counts the number of reserved second symbols provided in the gaming RAM 104) has reached "4" (upper limit) (S210). Then, if the number of reserved balls for special symbol 2 has reached "4" (YES in S210), this process is terminated. However, if the number of reserved balls for special symbol 2 has not reached "4" (NO in S210), "1" is added to the number of reserved balls for special symbol 2 (S211).

[0119] Next, the special chart 2 related random number acquisition process is performed (S212), and this process is completed. In the special chart 2 related random number acquisition process (S212), as in the special chart 1 related random number acquisition process (S208), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (that is, the random number group shown in FIG. 6(A) is acquired), and these acquired random number values ​​are stored in a memory area corresponding to the current number of special chart 2 reserved balls in the second special chart reserved memory unit 105b.

[0120] [Normal Operation Processing] After the sensor detection processing (S104), the game control microcomputer 101 performs the normal operation processing (S105) shown in FIG. 18. As shown in FIG. 18, in the normal operation processing (S105), first, it determines whether the electric chute 12D is in operation (S401). If the electric chute 12D is not in operation (NO in S401), it then determines whether a normal symbol is being displayed in a stopped state (S402). If a normal symbol is not being displayed in a stopped state (NO in S402), it then determines whether a variable normal symbol is being displayed (S403). If a variable normal symbol is not being displayed (NO in S403), it then determines whether the number of reserved balls for the normal symbol is "0" (S404). If the number of reserved balls for the normal symbol is "0" (YES in S404), this processing ends.

[0121] In step S404, if the number of reserved balls for the normal symbol is not "0" (NO in S404), a win determination process is performed (S405). In the win determination process (S405), the normal symbol random number counter value (the value of label -TRND-H) stored in the normal symbol reserved memory unit 106 is read, and if the time-saving state is not in effect, a win or a loss is determined based on the normal symbol win determination table for the non-time-saving state (see the non-time-saving state column in the table shown in FIG. 12(A)). If the time-saving state is in effect, a win or a loss is determined based on the normal symbol win determination table for the time-saving state (see the time-saving state column in the table shown in FIG. 12(A)). Then, a pattern determination process is performed to set normal symbol stop symbol data according to the result of the win determination in a predetermined memory area of ​​the gaming RAM 104 (S406). That is, in the pattern determination process (S406), if the result is a "miss," data corresponding to a "normal symbol miss symbol" is set, and if the result is a "win," data corresponding to a "normal symbol win symbol" is set.

[0122] Next, the game control microcomputer 101 performs a normal symbol variation time determination process (S407). In the normal symbol variation time determination process (S407), by referring to the normal symbol variation pattern selection table shown in Fig. 12 (B), if the game state is not in the time-saving state, a normal symbol variation pattern with a normal symbol variation time of 60 seconds is selected. On the other hand, if the game state is in the time-saving state, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected.

[0123] Next, the game control microcomputer 101 decrements the number of reserved normal symbol balls by one (S408). Then, the storage location (memory area) of each reserved normal symbol in the normal symbol reserve memory unit 106 is shifted one position from the current position toward the side from which the symbol is read, and the memory area corresponding to the fourth reserved symbol in the normal symbol reserve memory unit 106 (the memory area farthest from the side from which the symbol is read) is cleared (S409). In this way, the reserved normal symbols are consumed in the order in which they were reserved. After that, the game control microcomputer 101 begins displaying the normal symbol variations using the normal symbol variation pattern selected in step S407 (S410). In conjunction with this, a normal symbol variation start command is set to notify the performance control board 120 that the normal symbol variations have begun.

[0124] If the normal symbol variation display is in progress in step S403 (YES in S403), it is then determined whether the normal symbol variation time has elapsed (S411), and if not, the process ends. On the other hand, if the time has elapsed (YES in S411), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S412). Then, a normal symbol variation stop command is set to the performance control board 120 to notify the stop of the normal symbol variation (S413), and the normal symbol stop time (500 ms in this embodiment, see Figure 12 (B)) is set (S414), and the process ends.

[0125] Also, if a normal symbol is being displayed in the stopped state in step S402 (YES in S402), it is then determined whether the normal symbol stop time set in step S414 has elapsed (S415), and if it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S415), it is determined whether normal symbol stop symbol data for a normal winning symbol has been set (S416), and if it is not data for a normal winning symbol (i.e., if there is no win (NO in S416)), the process ends. On the other hand, if it is data for a normal winning symbol (i.e., if there is a win (YES in S416)), the opening pattern of the electric chute 12D is set (S417). In detail, if the non-time-shortening state is in effect, the opening pattern for the electric chute 12D is set to the opening pattern for the non-time-shortening state (see electric chute opening TBL1 in Figure 12 (C)). On the other hand, if the time-saving state is in effect, the opening pattern for the time-saving state (see electric chute opening TBL2 in FIG. 12(C)) is set as the opening pattern of the electric chute 12D. Then, the electric chute 12D is operated according to the opening pattern set in step S417 (S418).

[0126] If the electric chute 12D is in operation in step S401 (YES in S401), it is then determined whether the operation time of the electric chute 12D has elapsed (S419), and if not, the process ends. On the other hand, if the time has elapsed (YES in S419), the operation of the electric chute 12D is terminated (S420).

[0127] [Special Action Processing] After the normal action processing (S105), the game control microcomputer 101 performs the special action processing (S106) shown in Fig. 19. In the special action processing (S106), the processing related to the special symbol display device 41 and the big prize device 14D is divided into four stages, and "special action status 1, 2, 3, 4" is assigned to each stage. If the "special operation status" is "1" (YES in S901), a special symbol standby process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol changing process (S904) is performed; if the "special operation status" is "3" (NO in both S901 and S903, YES in S905), a special symbol determination process (S906) is performed; and if the "special operation status" is "4" (NO in all S901, S903, and S905), a special electric accessory process 1 (S907) is performed as a jackpot game. The special operation status is initially set to "1".

[0128] [Special symbol waiting process] As shown in Figure 20, in the special symbol waiting process (S902), first, it is determined whether the number of reserved balls in the second starting port 12 (i.e., the number of reserved balls in special symbol 2) is "0" (S1001). If the number of reserved balls in special symbol 2 is "0" (YES in S1001), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting port 12, it is determined whether the number of reserved balls in the first starting port 11 (i.e., the number of reserved balls in special symbol 1) is "0" (S1007). If the number of reserved balls for special chart 1 is also "0" (YES in S1007), that is, if there is no memory of the random number counter value group acquired as a result of winning at the first starting port 11, it is determined whether the display screen 50a of the image display device 50 has already been set to the standby screen (demo screen for waiting for customers) (S1013), and if so (YES in S1013), the process ends, and if not (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a predetermined standby time is waited and a customer waiting standby command is set to display the standby screen.

[0129] If the number of reserved balls for special symbol 2 is not "0" in step S1001 (NO in S1001), i.e., if there is a memory of a group of random number counter values ​​(reserved information for special symbol 2) acquired as a result of winning at the second starting hole 12, the game control microcomputer 101 performs the special symbol 2 jackpot determination process (S1002) and the special symbol 2 variation pattern selection process (S1003), which will be described later. The game control microcomputer 101 then decrements the number of reserved balls for special symbol 2 by 1 (S1004). The storage location (memory area) of various counter values ​​in the second special symbol reservation memory unit 105b is shifted one position toward the side from which the balls are read, and the memory area corresponding to the fourth reserved ball in the second special symbol reservation memory unit 105b (the memory area farthest from the side from which the balls are read) is cleared (S1005). In this way, the reserved second symbol balls are consumed in the order in which they were reserved. The game control microcomputer 101 then executes the special symbol 2 variation start process (S1006). In the special symbol 2 variation start processing (S1006), the special operation status is set to "2" and a variation start command is set in the output buffer of the gaming RAM 104 to start the variable display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start processing (S1006) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination processing (S1002) and information on the variation pattern set in the special symbol 2 variation pattern selection processing (S1003) (information including information on the variation time).

[0130] Furthermore, if the number of reserved balls for special symbol 2 is "0" but the number of reserved balls for special symbol 1 is not "0" (YES in S1001 and NO in S1007), i.e., there is no reserved information for special symbol 2, but there is one or more stored random number counter values ​​(reserved information for special symbol 1) acquired as a result of winning at the first starting hole 11, the game control microcomputer 101 performs the special symbol 1 jackpot determination process (S1008) and the special symbol 1 variation pattern selection process (S1009), which will be described later. The game control microcomputer 101 then decrements the number of reserved balls for special symbol 1 by 1 (S1010). The storage location (memory area) for various counter values ​​in the first special symbol reservation memory unit 105a is shifted one position from the current position toward the side where the balls are to be read, and the memory area corresponding to the fourth reserved ball in the first special symbol reservation memory unit 105a (the memory area farthest from the side where the balls are to be read) is cleared (S1011). In this way, the first reserved symbols are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the special symbol 1 variation start process (S1012). In the special symbol 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104, and the variation display of the first special symbol begins. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the special symbol 1 jackpot determination process (S1008) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1009) (information including variation time information).

[0131] As described above, in this embodiment, the variable display of the special symbol based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1001). In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation.

[0132] [Special Chart 2 Jackpot Determination Processing (Special Chart 1 Jackpot Determination Processing)] The special chart 2 jackpot determination processing (S1002) and the special chart 1 jackpot determination processing (S1008) have the same processing flow, so they will be explained together based on Figure 21. As shown in Figure 21, in the special chart 2 jackpot determination processing (S1002) or the special chart 1 jackpot determination processing (S1008), first, the jackpot random number counter value (value of label -TRND-A) is read as the determination value (S1101). In detail, in the special chart 2 jackpot determination processing (S1002), the jackpot random number counter value stored in the second special chart reserved memory unit 105b of the gaming RAM 104 (more specifically, the memory area corresponding to the first of the second special chart reserved) is read. In addition, in the special chart 1 jackpot determination process (S1008), the jackpot random number counter value stored in the first special chart reserve memory section 105a of the gaming RAM 104 (more specifically, the memory area corresponding to the first of the first special chart reserves) is read out.

[0133] Next, a jackpot determination table (FIG. 7(A)) is set (S1102). That is, if the state is normal probability (low probability state), a table for the low probability state is set among the jackpot determination tables. On the other hand, if the state is high probability state, a table for the high probability state is set among the jackpot determination tables. Next, whether or not a jackpot has occurred is determined based on the set jackpot determination table (S1103). If the result of the jackpot determination (S1103) is a "jackpot," the jackpot flag is turned ON (S1104), and the symbol type random number counter value (value of label-TRND-AS) is read out, and the jackpot symbol type (type of jackpot) is determined based on the jackpot symbol type determination table shown in FIG. 7(B) (S1105). After determining the jackpot symbol type (S1105), special symbol stop symbol data (see FIG. 7(B)) corresponding to the jackpot symbol type is set in a special symbol type buffer provided in the gaming RAM 104 (S1106), and the process ends.

[0134] On the other hand, if the result of the jackpot determination (S1103) is not a "jackpot," it is a "miss," so the symbol type random number counter value (value of label-TRND-AS) is read out, and the type of the missing symbol (type of miss) is determined based on the missing symbol type determination table shown in Fig. 7(C) (S1107). After determining the type of missing symbol (S1107), the special symbol stop symbol data (see Fig. 7(C)) corresponding to the type of missing symbol is set in the special symbol type buffer provided in the gaming RAM 104 (S1108), and the process ends.

[0135] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1003) and the special chart 1 variation pattern selection process (S1009) have the same processing flow, so they will be explained together based on Figures 22 and 23. As shown in Figure 22, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), first, it is determined whether the game state is in a non-time-saving state (whether the time-saving flag is OFF or not) (S1301).

[0136] If the game is in a non-time-shortening state (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If it is ON (YES in S1302), the table for jackpots in a non-time-shortening state (the portion of the table shown in FIG. 13 that corresponds to the jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (the value of label-TRND-T1) (S1303). As shown in FIG. 13, once the fluctuation pattern is determined, the fluctuation time is also determined.

[0137] It should be noted that a variation pattern is associated with a variation presentation, and once a variation pattern is determined, a variation presentation according to that variation pattern is executed. Specifically, for example, in a variation presentation based on variation pattern P1, an SP reach is executed, and in a variation presentation based on variation pattern P2, a normal reach (N reach) is executed (see the remarks column of the table shown in FIG. 13). Here, an SP reach (super reach) is a reach with a longer variation time after the reach than a normal reach, and the allocation rate of the table is set so that the winning expectation rate (expectation rate for winning a jackpot) is higher than that of a normal reach. In this embodiment, a super reach is executed in a progressive manner after a normal reach.

[0138] Also, in step S1302, if the jackpot flag is not ON (NO in S1302), it is determined whether the type of the losing symbol is a special losing symbol (losing symbol B or losing symbol D) (S1304). A special losing symbol is a losing symbol that transitions to a time-saving state (special losing trigger time-saving state) depending on the lapse of the stop time of the special symbol (see FIG. 9). If the type of the losing symbol is a special losing symbol (losing symbol B, losing symbol D) (YES in S1304), a variable pattern is selected based on the variable pattern random number counter value (value of label-TRND-T1) by referring to the table for special losing symbols during the non-time-saving state (the part of the table shown in FIG. 13 that corresponds to the special losing symbol) (S1305). In this embodiment, if the losing symbol is B, the special symbol variable pattern P8 is selected, and if the losing symbol is D, the special symbol variable pattern P38 is selected.

[0139] In this embodiment, when the special chart variation pattern P8 or P38 is determined, an SP reach with a high probability of winning is executed. Then, in this SP reach, a failure effect (failure effect) is executed, but after that, a time-saving transition effect that suggests a transition to a time-saving state is executed (see Figure 41 (A) to (D)). This point will be described later.

[0140] Also, in step S1304, if it is not a special miss (NO in S1304), it is a normal miss (missing symbol A, missing symbol C, see FIG. 9), so next, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach establishment random number value (S1306). As shown in FIG. 7(D), the reach establishment random number value is "0" to "11" in the time-saving state, and "0" to "27" in the non-time-saving state. In other words, in the time-saving state, it is more difficult to reach in the case of a normal miss than in the non-time-saving state. This is because by selecting more non-reach misses with short variable times in the time-saving state, the speed at which the special reserved symbols are consumed is increased. If the reach random number counter value is a reach establishment random number value (YES in S1306), that is, if there is a reach but a miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for reach but a miss during non-time-shortened state (the part of the table shown in Figure 13 that corresponds to reach but a miss) (S1307).

[0141] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1306), that is, if it is a miss without a reach, a table for misses without a reach during non-time-shortening state (the part of the table shown in Figure 13 that corresponds to misses without a reach) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1308).

[0142] In addition, when there is no reach and miss in the special symbol 1 variation pattern selection process (S1009), the function of shortening the variation according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls of the special symbol is "0" to "2".

[0143] Also, in step S1301, if it is determined that the game state is not in a non-time-shortened state (NO in S1301), that is, if it is determined that it is in a time-shortened state, as shown in Figure 23, if it is in a high-probability state (YES in S1311), a special chart fluctuation pattern is selected (S1312) according to the special chart fluctuation pattern determination table for the high-probability time-shortened state shown in Figure 14 (A). On the other hand, if it is not in a high-probability state (NO in S1311), a special chart fluctuation pattern is selected (S1313) according to the special chart fluctuation pattern determination table for the low-probability time-shortened state shown in Figure 14 (B).

[0144] When selecting a variation pattern in the time-saving state, the process is the same as in the non-time-saving state, except that the referenced special chart variation pattern determination table is set to the table corresponding to the high-probability time-saving state or the low-probability time-saving state (see Figure 14 (A) to (B)). In the time-saving state, the lottery for special chart 2 is mainly performed.

[0145] In the special chart fluctuation pattern determination table during the time-saving state (see Figures 14(A)(B)), the function of shortening fluctuation according to the number of reserved balls when there is no reach and a miss works when the number of reserved balls is "2" to "4". In other words, shortening fluctuation is more likely to be selected than during the non-time-saving state. Also, the probability that a fluctuation pattern with a long fluctuation time will be selected when a jackpot is won is lower than during the non-time-saving state. In other words, a fluctuation pattern with a short fluctuation time is more likely to be selected than during the non-time-saving state. In other words, the fluctuation pattern determination table during the time-saving state is a table in which the fluctuation time is shorter than the fluctuation pattern determination table during the non-time-saving state.

[0146] Also, in the low-probability time-saving state, as shown in FIG. 14(B), if a special miss (miss symbol D, miss symbol B) is drawn, if the time-saving state is a jackpot trigger or special miss trigger, special symbol variation pattern P58 or P28 is selected, and if the time-saving state is a ceiling-trigger trigger, special symbol variation pattern P59 or P29 is selected. When special symbol variation pattern P58 or P28 is selected, a new time-saving state is set, and after an SP reach that results in a failure effect (failure effect), a time-saving transition effect is executed. On the other hand, when special symbol variation pattern P59 or P29 is selected, the ceiling-trigger trigger time-saving state continues, so an SP reach that results in a failure effect is executed, but the time-saving transition effect is not executed afterwards. In other words, in the ceiling-trigger trigger time-saving state, a special miss essentially functions as a normal miss.

[0147] Also, in the high probability time-saving state, as shown in Figure 14(A), even if a special miss (missing symbol D, missing symbol B) is drawn, the special symbol variation pattern is selected in the same way as when a normal miss (missing symbol C, missing symbol A) is drawn. In other words, in the high probability state, a special miss essentially functions as a normal miss.

[0148] After selecting the variation pattern as described above, the selected variation pattern is set (S1320) as shown in Figure 22, and this process ends. The information on the variation pattern set in step S1320 is included in the variation start command set in step S1006 or S1012 in the special symbol standby process (S902).

[0149] [Special Symbol Variation Processing] As shown in Figure 24, in the special symbol variation processing (S904), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Figures 13 and 14) has elapsed (S1501). If it has not elapsed (NO in S1501), this processing is immediately ended. This allows the special symbol variation display to continue.

[0150] On the other hand, if the fluctuation time has elapsed (YES in S1501), a fluctuation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed, such as stopping the special symbol fluctuation display at a symbol (jackpot symbol or losing symbol) according to the set special symbol stop symbol data (see Figures 7(B) to (C)) (S1504), and this processing ends.

[0151] [Special Symbol Determination Process] As shown in Figure 25, in the special symbol determination process (S906), first, it is determined whether the stop time of the special symbol (see Figures 13 and 14) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game status management process (described later) is performed (S1602).

[0152] Next, it is determined whether the jackpot flag is ON (S1603). If the jackpot flag is ON (YES in S1603), the special action status is set to "4" (S1604). Then, the game control microcomputer 101 performs a game status reset process (S1605) to be described later, and proceeds to step S1606.

[0153] In step S1606, the game control microcomputer 101 clears the value of the ceiling counter to 0. As described above, the pachinko game machine PY1 of this embodiment is controlled to enter a time-saving state (ceiling-reach trigger time-saving state) without going through a jackpot game when the number of special symbol variations after a jackpot game, excluding a high-probability state, reaches a predetermined number (ceiling number of times, 300 in this embodiment). The ceiling counter is set to "300" at the end of the jackpot game, and is decremented by 1 each time a special symbol variation occurs, except in the case of a high-probability state. Step S1606 is a process of clearing the value of this ceiling counter to 0 at the start of a jackpot game.

[0154] Following step S1606, the game control microcomputer 101 sets a jackpot opening command to start the jackpot game (S1607), and starts the opening of the jackpot game (S1608). Following step S1608, the game control microcomputer 101 sets an opening pattern (see FIG. 8 for details) corresponding to the type of jackpot symbol that has been won (S1609). At this time, the value of a jackpot opening counter that counts the number of times the jackpot opening has been opened during the special game is set to a value corresponding to the type of jackpot symbol that has been won. Note that the setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.

[0155] On the other hand, if the jackpot flag is not ON in step S1603 (NO in S1603), the jackpot game will not start, so the special action status is set to "1" (S1610) and this process ends.

[0156] [Game Status Management Processing] As shown in Figure 26, in the game status management processing (S1602), first, it is determined whether the probability variable flag is ON (S1701), and if it is not ON, it proceeds to step S1705, and if it is ON, it decrements the value of the probability variable counter, which counts the number of special pattern variations executed during the high probability state, by 1 (S1702), and it determines whether the value of the probability variable counter is "0" (S1703). If it is not "0", it proceeds to step S1705, and if it is "0", it turns off the probability variable flag (S1704-1), turns on the probability variable end flag (S1704-2), and proceeds to step S1705.

[0157] In step S1705, the game control microcomputer 101 determines whether the time-saving flag is ON. If the time-saving flag is not ON, the process proceeds to step S1709. If the time-saving flag is ON, the process decrements the value of a time-saving counter that counts the number of special chart variations executed during the time-saving state by 1 (S1706), and determines whether the value of the time-saving counter is "0" (S1707). If the value is not "0," the process proceeds to step S1709. If the value is "0," the process turns off the time-saving flag (S1708), and then proceeds to step S1709.

[0158] In step S1709, the game control microcomputer 101 performs a game status flag update process. In the game status flag update process (S1709), the value of the game status flag is set to a value corresponding to the current game status. As shown in the table in FIG. 26, the value of the game status flag is set to "1" if the game is in a low-probability non-time-saving state, and to "2" if the game is in a high-probability time-saving state. The value of the game status flag is set to "3" if the game is in a low-probability state and a jackpot trigger time-saving state (also referred to as low-probability time-saving state A), to "4" if the game is in a low-probability state and a ceiling-reaching trigger time-saving state (also referred to as low-probability time-saving state B), and to "5" if the game is in a low-probability state and a special miss trigger time-saving state (also referred to as low-probability time-saving state C). In this game status flag update process (S1709), if the probability variable flag is turned OFF in step S1704-1 or the time-saving flag is turned OFF in step S1708, the value of the game status flag is set to the value "1" corresponding to the low probability non-time-saving state.

[0159] Next, the game control microcomputer 101 performs the special miss processing (S1710) and ceiling processing (S1720) described below, and then proceeds to step S1730. In step S1730, the game control microcomputer 101 sets a game state designation command including game state flag information (i.e., information on the current game state) in the output buffer of the game RAM 104. By outputting this command, the performance control board 120 is notified of information on the current game state.

[0160] [Special Miss Processing] As shown in Figure 27, in the special miss processing (S1710), the game control microcomputer 101 first determines whether the high probability flag is OFF (S1711). If the high probability flag is not OFF, this processing ends. If the high probability flag is OFF, it then determines whether the ceiling time reduction (ceiling reach trigger time reduction state) is in progress, that is, whether the value of the game state flag is "4" (S1712). If the ceiling time reduction is in progress, this processing ends. If the ceiling time reduction is not in progress, it then determines whether the special symbol displayed as stopped is a special miss (i.e., miss symbol B or miss symbol D) (S1713). If it is not a special miss, this process is terminated, but if it is a special miss, the time-saving flag is turned ON (S1714), the number of time-saving times corresponding to the current game status (see Figure 9) is set in the time-saving counter (S1715), and the game status flag update process (S1716) is performed, and this process is terminated.

[0161] In this game status flag update process (S1716), since the time-saving flag has just been turned ON based on the special miss, the value of the game status flag is set to "5," which corresponds to the special miss trigger time-saving state (low probability time-saving state C). This controls the game to the special miss trigger time-saving state. The special miss trigger time-saving state ends when one of the following conditions is met: the special chart changes a predetermined maximum number of times (time-saving count), the next jackpot game is played, or the ceiling is reached. In this way, in this form, the game may be controlled to the time-saving state even when a miss occurs.

[0162] In this embodiment, the setting of the time-saving state is updated based on a special miss only when the game is in a low probability state and not in a ceiling-triggered time-saving state, that is, when the game is in a non-time-saving state, a jackpot-triggered time-saving state, or a special miss-triggered time-saving state (YES in step S1711 and NO in step S1712). In other words, even if a special miss occurs during a high probability state or a ceiling-triggered time-saving state, the setting of the game state is not changed.

[0163] Here, in this embodiment, in the game state management process (S1602), a process (steps S1705 to S1709) is performed regarding whether to terminate the time-shortening state, and then a process (step S1710) is performed regarding whether to control to the time-shortening state based on a special miss. Therefore, for example, if a special miss is stopped and displayed in the final fluctuation of the ceiling-reaching trigger time-shortening state, the process of steps S1705 to S1709 will transition from the ceiling-reaching trigger time-shortening state to a non-time-shortening state, and the process of step S1710 will transition from the non-time-shortening state to a special miss-trigger time-shortening state. Note that by configuring the process of step S1710 to be performed before the process of steps S1705 to S1709, it may be configured such that even if a special miss is drawn in the final fluctuation of the ceiling-reaching trigger time-shortening state, the game will not be controlled to the special miss-trigger time-shortening state.

[0164] [Ceiling Processing] As shown in Figure 28, in ceiling processing (S1720), the game control microcomputer 101 first determines whether the probability variable end flag is ON (S1721). If the probability variable end flag is ON, it is the timing when the final fluctuation of the high probability state ends, so the value of the ceiling counter is not updated, the probability variable end flag is turned OFF (S1729), and this processing ends.

[0165] On the other hand, if the probability variable end flag is not ON in step S1721, it is then determined whether the probability variable flag is OFF (S1722). If the probability variable flag is not OFF, since the high probability state is in progress, the process ends without updating the value of the ceiling counter. On the other hand, if the probability variable flag is OFF, it is then determined whether the value of the ceiling counter is greater than 0 (S1723). If the result of this determination is NO, the process immediately ends, but if the result of this determination is YES, the value of the ceiling counter is decremented by 1 (S1724), and it is determined whether the value of the ceiling counter is 0 (S1725).

[0166] If the value of the ceiling counter is not 0 (NO in S1725), this process is immediately terminated. However, if the value of the ceiling counter is 0 (YES in S1725), the ceiling has been reached, so the time-saving flag is turned ON (S1726), and the number of time-saving times corresponding to the ceiling being reached (500 in this embodiment) is set in the time-saving counter (S1727), and a game status flag update process (S1728) is performed. In this game status flag update process (S1728), since the time-saving flag has just been turned ON based on the ceiling being reached, the value of the game status flag is set to "4," which corresponds to the ceiling-reach-triggered time-saving state (low-probability time-saving state B). As a result, the time-saving time is controlled to the ceiling-reach-triggered time-saving state of 500 times. Note that this ceiling process is performed not only during non-time-saving states but also during time-saving states. Therefore, if the value of the ceiling counter is decremented by 1 to 0 during the jackpot trigger time-saving state or the special miss trigger time-saving state, the state will change from the jackpot trigger time-saving state or the special miss trigger time-saving state to the ceiling-reaching trigger time-saving state.

[0167] [Game Status Reset Processing] As shown in FIG. 29, in the game status reset processing (S1605), the game control microcomputer 101 first determines whether the probability variable flag is ON (S1801), and if it is ON, turns the probability variable flag OFF (S1802). It also determines whether the time-saving flag is ON (S1803), and if it is ON, turns the time-saving flag OFF (S1804). In other words, during the execution of a jackpot game, the game is controlled to a normal probability state (low probability state) and a non-time-saving state. Then, the value of the probability variable counter is reset to "0" (S1805), and the value of the time-saving counter is reset to "0" (S1806), and this processing ends.

[0168] [Special Electric Device Processing 1 (Jackpot Game)] Special electric device processing 1 is a process for executing a jackpot game. As shown in FIG. 30, in special electric device processing 1 (S907), first, it is determined whether or not the jackpot end flag is ON (S2001). The jackpot end flag is a flag that indicates that the opening of all the big prize winning devices 14D has been completed in the jackpot game in which a prize was won.

[0169] If the jackpot end flag is not ON (NO in S2001), it is determined whether the large prize opening 14 is currently open (i.e., whether the large prize device 14D is currently open) (S2002). If it is not currently open (NO in S2002), it is determined whether the time has come to open the large prize opening 14, i.e., whether the opening time for the large prize opening has elapsed and it is time to start opening the large prize opening 14, or whether the interval time between openings has elapsed and it is time to start the next opening (S2003).

[0170] If the determination result in step S2003 is NO, the process ends immediately. On the other hand, if the determination result in step S2003 is YES, the big prize opening 14 is opened according to the set opening pattern (S2004).

[0171] If the special prize opening 14 is open in step S2002 (YES in S2002), it is determined whether the number of prizes won into the special prize opening 14 in that unit open game has reached the specified maximum number of prizes (10 in this embodiment) (S2005). If the specified number of prizes has not been reached (NO in S2005), it is determined whether it is time to close the special prize opening 14 (i.e., whether a specified opening time (see FIG. 8) has passed since the special prize opening 14 was opened) (S2006). If the opening time for the special prize opening 14 has not passed (NO in S2006), this process ends.

[0172] On the other hand, if the specified number of winnings has been reached (YES in S2005) or if the opening time of the large prize opening 14 has elapsed (YES in S2006), that is, if either of the two opening end conditions is met, the large prize opening 14 is closed (blocked) (S2007). Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" or not (S2009). If it is not "0" (NO in S2009), the process ends as is to start the next opening.

[0173] On the other hand, if it is "0" (YES in S2009), the jackpot ending command is set to end the jackpot game (S2010), and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process ends (S2012).

[0174] If the jackpot end flag is ON in step S2001 (YES in S2001), all openings of the jackpot winning slots 14 in the jackpot game have been completed, so it is determined whether the jackpot ending time has elapsed (S2013). If the ending time has not elapsed (NO in S2013), the process ends. On the other hand, if the ending time has elapsed (YES in S2013), the jackpot end flag is turned OFF (S2014) and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016), the game status setting process (S2017) described below is performed, and the process ends.

[0175] [Game Status Setting Process] As shown in Figure 31, the game status setting process (S2017) first determines whether the symbol that triggered the current jackpot game (jackpot symbol) is a symbol that triggers control to the time-saving state (see Figure 8) (S2101). If the result of this determination is NO, the process proceeds to step S2104. If the result of this determination is YES, the time-saving flag is turned ON (S2102), and the number of time-saving cycles (see Figure 8) corresponding to the type of jackpot symbol and the game status at the time of winning is set in the time-saving counter (S2103), and the process proceeds to step S2104. By executing steps S2102 and S2103, the game status after the current jackpot game becomes the time-saving state.

[0176] In step S2104, it is determined whether the jackpot symbol that triggered the execution of this jackpot game is a symbol that triggers control to a high probability state (see FIG. 8). If the result of this determination is NO, the process proceeds to step S2107, but if the result of the determination is YES, the probability variable flag is turned ON (S2105), and the probability variable number (i.e., "160") is set in the probability variable counter (S2106), and the process proceeds to step S2107.

[0177] In step S2107, the game control microcomputer 101 performs a game status flag update process (S2107). In the game status flag update process (S2107), the value of the game status flag is set to a value corresponding to the current game status. Specifically, in this game status flag update process (S2107), if the time-saving flag is ON and the probability variable flag is OFF, the game is in a low-probability state and a jackpot-triggering time-saving state (low-probability time-saving state A), so the value of the game status flag is set to "3." If the time-saving flag and the probability variable flag are both ON, the game is in a high-probability state and a jackpot-triggering time-saving state, so the value of the game status flag is set to "2" (see the table in FIG. 26).

[0178] Next, the game control microcomputer 101 sets a game state designation command including information on the game state flag (i.e., information on the current game state) in the output buffer of the game RAM 104 (S2108). Note that the game state designation command also includes information on the number of time-saving times that have been set. By outputting this command, information on the current game state is notified to the presentation control board 120. Then, the presentation control board 120 controls the presentation mode according to the current game state.

[0179] After that, the game control microcomputer 101 sets the value of the ceiling counter to "300" (S2109), and then ends this process.

[0180] 5. Operation of the performance control microcomputer 121 Next, the operation of the performance control microcomputer 121 will be described with reference to Figures 32 to 35. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the performance control microcomputer 121 are provided in the performance RAM 124.

[0181] [Sub-control main processing] When the power of the pachinko gaming machine PY1 is turned on, the performance control microcomputer 121 reads out the program of the sub-control main processing shown in Fig. 32 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc.

[0182] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values ​​of various effect determination random number counters for making determinations regarding various effects are updated. As an example, the method of updating the effect determination random number counters for various effects can be the same as the random number update process performed by the game control board 100 described above. When updating, the random number value may be incremented by 2 instead of by 1. This is also the case in the random number update process performed by the game control board 100 described above.

[0183] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the performance RAM 124 of the performance control board 120 are transmitted to the image control board 140. The image control board 140, which has received the command, displays an image on the display screen 50a (display unit) in accordance with the received command (executes various performances using images). In addition to the various performances performed by the image control board 140, the performance control board 120 also outputs audio from the speaker 610 via the audio control board 161 (executes various sound performances using audio), lights up the board lamp 54 and the frame lamp 212 via the sub-drive board 162 (executes various light-emitting performances using light), and operates the board movable body 55k (executes various movable body performances using movement). In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.

[0184] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).

[0185] The reception interrupt process (S4010) is executed each time various commands sent from the game control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the game control board 100 in the reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0186] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 ms period is input to the performance control board 120. In the 1 ms timer interrupt processing (S4011), as shown in Figure 33, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in sequence.

[0187] The input process detects operations on player-operable control elements such as the effect button detection sensor 40a and the select button detection sensor 42a, and sets commands and creates effect data based on the detection results. The light-emission data output process outputs light-emission data (lamp data) to the sub-drive board 162 to illuminate lamps such as the frame lamp 212 and the board lamp 54 at timings appropriate for image effects, based on the effect data created in the input process and the effect data creation process described below. In other words, the effect control microcomputer 121 causes the frame lamp 212, the board lamp 54, and other lamps to illuminate in a predetermined light-emission pattern according to the light-emission data. The movable body control process outputs drive data to perform movable body effects by operating movable bodies such as the board movable body 55k at predetermined timings based on the effect data created in the input process and the effect data creation process described below. In other words, the effect control microcomputer 121 performs movable body effects by operating the board movable body 55k and other movable bodies in a predetermined operating pattern according to the drive data. The watchdog timer process resets the watchdog timer.

[0188] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the performance control board 120. As shown in Fig. 34, the 10 ms timer interrupt processing (S4012) sequentially performs received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204), which will be described later.

[0189] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the performance button 40k or the select button 42k are measured. In the audio control process, audio data (data that controls the audio output from the speaker 610) is created and output to the audio control board 161 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0190] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a fluctuation performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command, sets information about the sub-fluctuation pattern, and sets a fluctuation performance start command including information about the sub-fluctuation pattern in the output buffer, as processing when the fluctuation start command is received. For example, if the special chart fluctuation pattern indicated by the fluctuation start command is an SP fluctuation (a fluctuation pattern associated with an SP reach), it selects a sub-fluctuation pattern that performs an SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and sound control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. Note that the flow of processing related to the realization of such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the relevant variations, and control of the effect mode.

[0191] [Received Command Analysis Processing] Next, the received command analysis processing (S4201) will be described in detail with reference to Fig. 35. In the received command analysis processing (S4201), first, as shown in Fig. 35, the presentation control microcomputer 121 determines whether or not a game state designation command has been received (S4401), and if so, performs a presentation mode update processing (S4402). In the presentation mode update processing (S4402), the game state designation command is analyzed, and a presentation mode is selected based on the analysis result, and a presentation mode setting command for setting the presentation mode corresponding to the selection is set in the output buffer of the presentation RAM 124.

[0192] Here, as shown in the table in FIG. 35, in the presentation mode update process, the presentation control microcomputer 121 sets the presentation mode to the daytime presentation mode (normal presentation mode) when the game state indicated by the game state designation command is a "low-probability non-time-shortening state." Also, when the game state indicated by the game state designation command is a "high-probability time-shortening state," the presentation control microcomputer 121 sets the presentation mode to the ultra-daytime presentation mode (high-probability presentation mode). Also, when the game state indicated by the game state designation command is a "low-probability time-shortening state" with 50 time-shortening cycles (a jackpot-triggered time-shortening state or a special miss-triggered time-shortening state), the presentation control microcomputer 121 sets the presentation mode to the nighttime presentation mode (first time-shortening presentation mode). Also, when the game state indicated by the game state designation command is a "low-probability time-shortening state" with 300 time-shortening cycles (a jackpot-triggered time-shortening state or a special miss-triggered time-shortening state), the presentation control microcomputer 121 sets the presentation mode to the ultra-nighttime presentation mode (second time-shortening presentation mode). In addition, when the game state indicated by the game state designation command is a "low probability time-saving state" (ceiling-reaching trigger time-saving state) with the time-saving count at 500 times, the effect control microcomputer 121 sets the effect to the empty effect mode (ceiling time-saving effect mode). Each effect mode will be explained in detail later.

[0193] Next, the performance control microcomputer 121 determines whether or not a fluctuation start command has been received from the game control board 100 (S4403), and if so, performs a fluctuation performance start process (S4404). In the fluctuation performance start process (S4404), the fluctuation start command is analyzed, and a pattern (content) of the fluctuation performance is selected based on the analysis result. Then, a fluctuation performance start command for starting the fluctuation performance with the selected fluctuation performance pattern is set in the output buffer of the performance RAM 124. The performance content of the fluctuation performance will be explained in detail later.

[0194] Next, the performance control microcomputer 121 determines whether or not a variation stop command has been received from the game control board 100 (S4405), and if so, performs a variation performance end process (S4406). In the variation performance end process (S4406), the variation stop command is analyzed, and based on the analysis result, a variation performance end command for definitively stopping and displaying the performance symbols EZ1, EZ2, and EZ3 is set in the output buffer of the performance RAM 124.

[0195] Next, the effect control microcomputer 121 determines whether an opening command has been received from the game control board 100 (S4407), and if so, performs opening effect selection processing (S4408). In the opening effect selection processing (S4408), the opening command is analyzed, and based on the analysis results, an opening effect pattern (content) to be executed during the opening of the special game is selected. Then, an opening effect start command for starting an opening effect with the selected opening effect pattern is set in the output buffer of the effect RAM 124.

[0196] Next, the effect control microcomputer 121 determines whether an ending command has been received from the game control board 100 (S4409), and if so, performs an ending effect selection process (S4410). In the ending effect selection process (S4410), the ending command is analyzed, and based on the analysis results, an ending effect pattern (content) to be executed during the ending of the jackpot game is selected. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of the effect RAM 124.

[0197] Next, as other processing (S4411), processing based on received commands other than the above commands is performed, and the received command analysis processing ends.

[0198] 6. Game flow in this format Next, the flow of game progress in the pachinko game machine PY1 of this embodiment will be explained based on Figure 36. As shown in Figure 36, first, in the low probability non-time-saving state (normal game state), the game progresses by hitting left and aims to win the jackpot based on the lottery of special chart 1. In addition, in the low probability non-time-saving state, it is controlled to the daytime performance mode (normal performance mode).

[0199] If the jackpot symbol A (non-probability variable symbol) is drawn on Special Chart 1 during the low-probability non-time-saving mode, after a 4-round jackpot game, the game transitions to a low-probability time-saving mode (jackpot-triggered time-saving mode) with 300 time-saving cycles (see Figure 8). Also, if the special miss (miss symbol B) is drawn, the game transitions to a low-probability time-saving mode (special miss-triggered time-saving mode) with 300 time-saving cycles without a jackpot game (see Figure 9). The ceiling number of cycles for the pachinko gaming machine PY1 is 300. Therefore, transitioning to a low-probability time-saving mode with 300 time-saving cycles means that the time-saving mode will continue until the ceiling is reached. In addition, in the low-probability time-saving mode (special miss-triggered time-saving mode) with 300 time-saving cycles, the game is controlled to the Super Night mode (second time-saving mode). This Super Night mode functions as a presentation that suggests that the time-saving mode will continue until the ceiling is reached.

[0200] In the time-saving state, the game progresses by hitting the right button, aiming to win the jackpot based on the lottery on Special Chart 2. If the ceiling is reached without winning the jackpot in the jackpot trigger time-saving state or the special miss trigger time-saving state, the game will transition to a low-probability time-saving state (ceiling-reach trigger time-saving state) with the number of time-saving times set to 500. In addition, in the low-probability time-saving state (ceiling-reach trigger time-saving state) with the number of time-saving times set to 500, the game will be controlled to an empty effect mode (ceiling-reach trigger time-saving effect mode). This empty effect mode functions as an effect that suggests that the game is in the ceiling-reach trigger time-saving state.

[0201] In this embodiment, if the jackpot symbol C (non-probability variable symbol) is selected based on the lottery of special chart 2 in the ceiling-triggered time-saving state based on the ceiling-triggered time-saving state, after 10R of jackpot play, the game transitions to a low-probability time-saving state (jackpot-triggered time-saving state) with the time-saving count set to 300 (see Figure 8). Therefore, it is determined that the time-saving state will continue until the ceiling is reached again.

[0202] In contrast, if jackpot symbol C (non-probability variable symbol) is drawn based on the special symbol 2 while in the jackpot trigger time-saving state or special miss trigger time-saving state before reaching the ceiling, after 10 rounds of jackpot play, the game transitions to a low-probability time-saving state (jackpot trigger time-saving state) with 50 time-saving cycles (see Figure 8). Also, if a special miss is drawn, the game transitions to a low-probability time-saving state (special miss trigger time-saving state) with 50 time-saving cycles without a jackpot play (see Figure 9). Therefore, in these cases, if 50 special symbol changes occur without a jackpot or special miss (time-saving cycle exhausted), the game returns to the low-probability non-time-saving state. In the low-probability time-saving state with 50 time-saving cycles (jackpot trigger time-saving state or special miss trigger time-saving state), the game is controlled to the night mode (first time-saving mode). This night mode functions as a presentation that suggests that the time-saving state may not continue until the ceiling is reached.

[0203] In this way, in this form, if you win jackpot symbol A (non-probability variable symbol) or a special miss (miss symbol B) in a low-probability non-time-saving state and transition to a low-probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state), whether you draw jackpot symbol C (non-probability variable symbol) or a special miss during that jackpot trigger time-saving state or special miss trigger time-saving state, or whether you draw jackpot symbol C (non-probability variable symbol) after reaching the ceiling and transitioning to a ceiling-reaching trigger time-saving state, will determine whether the time-saving state will continue until the ceiling is reached. Therefore, this innovative gameplay can increase the enjoyment of the game.

[0204] In addition, in this mode, if a low-probability non-time-saving state transitions to a low-probability time-saving state with 300 time-saving cycles based on a special miss, even if there are remaining time-saving cycles, once the ceiling is reached, the game transitions from the special miss trigger time-saving state to a ceiling-reaching time-saving state with 500 time-saving cycles. Therefore, compared to a configuration in which the ceiling is reached during the special miss trigger time-saving state and the special miss trigger time-saving state continues without setting the ceiling-reaching time-saving state, it is easier to stay in the ceiling-reaching time-saving state. Also, in this mode, even if a special miss (miss symbol D) is drawn based on the drawing of special symbol 2 during the ceiling-reaching time-saving state, the special miss trigger time-saving state is not set, and the ceiling-reaching time-saving state continues. Therefore, compared to a configuration in which a special miss during the ceiling-reaching time-saving state transitions to the special miss trigger time-saving state, it is easier to stay in the ceiling-reaching time-saving state. In this form, if the player wins the jackpot pattern C (non-probable variable pattern) based on the lottery on special chart 2 in the ceiling-triggered time-saving state, it is more advantageous for the player in terms of the number of time-saving times than if the player wins the jackpot pattern C in the jackpot-triggered time-saving state or the special miss-triggered time-saving state. Therefore, the configuration in which the ceiling-triggered time-saving state takes priority over the special miss-triggered time-saving state can be said to be advantageous for the player and contributes to increasing interest in the game.

[0205] Furthermore, when the number of time-saving times is controlled to 50 times in a low-probability time-saving state based on a jackpot symbol C or a special miss, if a jackpot symbol C or a special miss is drawn, the low-probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state) is set again with the number of time-saving times set to 50. Also, if the special symbol changes 300 times without drawing a jackpot or special miss in a low-probability non-time-saving state, the ceiling is reached and the state transitions to a low-probability time-saving state with the number of time-saving times set to 500 (ceiling-reach trigger time-saving state). Also, if the special symbol changes 500 times without winning a jackpot in a ceiling-reach trigger time-saving state, the state transitions to a low-probability non-time-saving state.

[0206] Furthermore, if jackpot pattern B (a probability variable pattern that triggers control to a high probability state) is won in the lottery for special chart 1 in a low probability non-time-saving state, or if jackpot pattern D (a probability variable pattern) is won in the lottery for special chart 2 in a low probability time-saving state, the game will be controlled to a high probability time-saving state upon the end of the jackpot game (see Figure 8). In a high probability state, the number of probability variable times and the number of time-saving times are both set to 160. The upper limit number of times that special chart changes can be performed in a high probability time-saving state is called the ST number. In this form, the ST number is 160. In a high probability time-saving state where the ST number is 160, the game will be controlled to the super daytime performance mode (high probability performance mode). This super daytime performance mode functions as a performance that suggests that the game is in a high probability state.

[0207] In the high-probability time-saving state, play progresses by hitting the right button, aiming to win the jackpot based on the drawing on Special Chart 2. If jackpot symbol D (probability variable symbol) is drawn based on the drawing on Special Chart 2 during the high-probability time-saving state, the game will be controlled again to the high-probability time-saving state with 160 ST cycles upon the end of the jackpot game. In contrast, if jackpot symbol C (non-probability variable symbol) is drawn based on the drawing on Special Chart 2 during the high-probability time-saving state, since the high-probability time-saving state is also a jackpot-triggering time-saving state, the game will be controlled to the low-probability time-saving state (jackpot-triggering time-saving state) with 50 time-saving cycles upon the end of the jackpot game. In this case, the continuation of the time-saving state until the ceiling is reached is not confirmed.

[0208] In addition, if a special miss (miss pattern D) is drawn based on the lottery of special pattern 2 in the high probability time-saving state, the state will not transition to the special miss trigger time-saving state, and the high probability time-saving state will continue as it is. Also, if 160 special pattern changes are made without winning a jackpot in the high probability time-saving state, the state will transition to the low probability non-time-saving state.

[0209] 7. Examples of this format 7-1.Performance mode Next, examples of effects in the pachinko gaming machine PY1 of this embodiment will be described with reference to Figures 37 to 41. First, the effect mode will be described. The effect mode is a form of effect using the image display device 50, speaker 610, board lamp 54, frame lamp 212, etc., and when the effect mode is different, for example, the characters, items, background images, etc. displayed on the image display device 50 will be different, and variable effects using effect symbols EZ1, EZ2, EZ3 will also be executed in a form corresponding to the effect mode.

[0210] The presentation modes of this form include a day presentation mode (also called a normal presentation mode) in which a normal daytime background image as shown in Figure 37(A) is displayed, an ultra day presentation mode (also called a high probability presentation mode) in which a special daytime background image as shown in Figure 37(B) is displayed (a background image combining a normal daytime background image with a flame effect image), a night presentation mode (also called a first time-saving presentation mode) in which a normal night background image as shown in Figure 37(C) is displayed, an ultra night presentation mode (also called a second time-saving presentation mode) in which a special night background image as shown in Figure 37(D) is displayed (a background image combining a normal night background image with an image of stars), and a sky presentation mode (also called a ceiling time-saving presentation mode) in which a sky background image as shown in Figure 37(E) is displayed.

[0211] The daytime performance mode (Fig. 37(A)) is a performance mode that is set when the game is in a low probability non-time shortening state. In other words, it is a performance mode that is set when the game is in a low probability non-time shortening state and the game is mainly played by drawing the special figure 1.

[0212] The ultra-daytime presentation mode (Figure 37(B)) is a presentation mode that is set when the high-probability time-saving state is active. In other words, it is a presentation mode that is set when the game is in the high-probability time-saving state and the game progresses mainly through the lottery of Special Chart 2. In the time-saving state, the game progresses with the aim of winning the second starting slot 12 by hitting the ball to the right. Therefore, in the ultra-daytime presentation mode, the presentation control microcomputer 121 displays a right-hit notification image RI in the upper right corner of the display screen 50a, informing the player that the game should be played by hitting the ball to the right. Also, in the ultra-daytime presentation mode, to indicate the end time of the presentation mode, the presentation control microcomputer 121 displays a remaining number of times indicator ZI, which indicates the remaining number of times the presentation mode will change, in the lower right corner of the display screen 50a. The remaining number of times indicator ZI is also referred to as an end time indication indicator. The remaining number of times indicator ZI in the ultra-daytime presentation mode also functions as an indicator indicating the remaining number of times the presentation mode will change in the high-probability time-saving state.

[0213] The night presentation mode (Fig. 37(C)) is a presentation mode that is set when the game is in a low-probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state) with 50 time-saving times. In other words, it is a presentation mode that is set when the continuation of the time-saving state until the ceiling is reached is not confirmed and the game progresses mainly through the lottery of special chart 2. In the night presentation mode, as in the super daytime presentation mode, the right-hit notification image RI and the remaining number of times display ZI are displayed on the display screen 50a. The remaining number of times display ZI in the night presentation mode functions as an indication of the end time of the night presentation mode and an indication of the remaining number of times of fluctuation in the low-probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state).

[0214] The super night presentation mode (Fig. 37(D)) is a presentation mode that is set when the game is in a low-probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state) with the number of time-saving times at 300. In other words, it is a presentation mode that is set when the continuation of the time-saving state until the ceiling is reached is confirmed and the game progresses mainly through the lottery of special chart 2. In the super night presentation mode, as in the night presentation mode, the right-hit notification image RI and the remaining number of times display ZI are displayed on the display screen 50a. The remaining number of times display ZI in the super night presentation mode functions as an indication of the end time of the super night presentation mode and an indication of the remaining number of times of fluctuation in the low-probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state).

[0215] The empty presentation mode (Figure 37(E)) is a presentation mode that is set when the number of time-saving times is 500 in a low-probability time-saving state (ceiling-reach trigger time-saving state). In other words, it is a presentation mode that is set in a state where the game is progressing mainly through the lottery of special chart 2 in a ceiling-reach trigger time-saving state. In the empty presentation mode, as in the super night presentation mode, the right-hit notification image RI and the remaining number of times display ZI are displayed on the display screen 50a. The remaining number of times display ZI in the empty presentation mode functions as a display that indicates the end time of the empty presentation mode and a display that indicates the remaining number of fluctuations in the low-probability time-saving state (ceiling-reach trigger time-saving state).

[0216] 7-2. Variable effects Next, the variation effect will be explained. When the pachinko gaming machine PY1 starts the variation display of the special symbol, it executes the variation effect based on the variation pattern related to the variation display of the special symbol and the results of the special symbol lottery (the result of the jackpot determination, the result of the symbol type determination, the result of the reach determination, and the result of the special symbol variation pattern determination). In the variation effect, the variation display of the effect symbols EZ1, EZ2, and EZ3 is superimposed on a predetermined background image on the display screen 50a. In the variation display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 stop after they vary. In other words, the variation display of the effect symbols EZ1, EZ2, and EZ3 is performed over the variation time of the special symbol, and then the variation stops, and the effect symbols EZ1, EZ2, and EZ3 are displayed as stopped. Then, the result of the special symbol lottery is announced by the display of the effect symbols EZ1, EZ2, and EZ3 as stopped.

[0217] 7-2-1.Performance pattern display area As shown in Figure 38(A), the display screen 50a of the image display device 50 is divided horizontally into three approximately equal sections, with a left effect pattern area 50b1, a center effect pattern area 50b2, and a right effect pattern area 50b3 provided on the left, center, and right sides. The left effect pattern area 50b1 is an area that displays the left effect pattern EZ1 when the effect patterns EZ1, EZ2, and EZ3 are displayed in a stopped state during variable effects. Similarly, the center effect pattern area 50b2 and the right effect pattern area 50b3 are areas that display the center effect pattern EZ2 and the right effect pattern EZ3.

[0218] Also, as shown in FIG. 38(A), a small symbol area 50c is provided in one section (upper left) at the left end of the upper edge of the display screen 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when a variable display of a special symbol is being performed. Note that while the performance symbols EZ1, EZ2, and EZ3 may become invisible during the variable display, the small symbols KZ1, KZ2, and KZ3 are never hidden. In this respect, the small symbols KZ1, KZ2, and KZ3 function as symbols that complement the role of the performance symbols EZ1, EZ2, and EZ3.

[0219] In addition, in Figure 38 (A), the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is written to show the range of the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c, and is not actually displayed. Also, the range of each area can be changed as appropriate.

[0220] 7-2-2.Normal fluctuations The pachinko gaming machine PY1 can first perform a normal variation in the variation effect. The normal variation functions as an effect that indicates that the variation display of the special symbol has started.

[0221] When the display of the special patterns begins to change, for example, as shown in Figure 38(A), the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen on the display screen 50a, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the display of the special patterns is not being performed and the display of the special patterns is in a waiting state.As shown in Figure 38(B), as the display of the special patterns begins to change, the display of the performance patterns EZ1, EZ2 and EZ3 begins to change, and the display of the small patterns KZ1, KZ2 and KZ3 begins to change. If the variation pattern of the special symbol variation display is, for example, a "normal miss variation" (a variation of a miss without a reach), then, as shown in FIG. 38(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in FIG. 38(D), the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (a so-called spread pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display all at once in a stopping pattern suggesting a miss. On the other hand, if the variation pattern of the special symbol variation display is, for example, a variation pattern with a reach, such as an "N miss variation" (a variation of a reach with a miss that is indicated by a normal reach), then, as shown in FIG. 38(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in the same stopping pattern, and a reach is established. At this time, the small symbols KZ1, KZ2, and KZ3 continue to change, and a reach effect is performed according to the change pattern. The order and manner in which the effect symbols EZ1, EZ2, and EZ3 stop can be changed as needed.

[0222] 7-2-3.N Reach (Normal Reach) The pachinko gaming machine PY1 can perform an N-reach when a reach is achieved during normal variation. The N-reach is a presentation that suggests that the result of the special symbol lottery may be a "jackpot," and functions as a presentation to make players look forward to a jackpot.

[0223] In the N reach, as shown in FIG. 39(A), the reach-established state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 39(B), the fluctuation speed of the middle performance symbol EZ2 gradually slows down. If the fluctuation pattern of the special symbol fluctuation display is, for example, an "N miss fluctuation," the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (so-called "barake" patterns) as shown in FIG. 39(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a manner suggesting a miss. On the other hand, if the fluctuation pattern of the special symbol fluctuation display is, for example, an "N jackpot fluctuation" (a jackpot fluctuation indicating a jackpot win by a normal reach), the symbols are displayed stopped in a manner suggesting a jackpot (so-called "double numbers") as shown in FIG. 39(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped at the same time in a manner that suggests a jackpot. Note that the content of the N-reach effect is not limited to the gradual deceleration of the medium effect symbol EZ2, and can be changed or added as appropriate.

[0224] Furthermore, with regard to the stopping modes of the effect symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread symbols when a reach is not established are called "non-reach spread symbols" or "non-reach miss symbols," and the spread symbols when a reach is established are called "reach spread symbols" or "reach miss symbols." The combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the non-reach spread symbols (for example, "2·3·1" or "5·8·6") and the combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the reach spread symbols (for example, "2·1·2" or "5·4·5") are selected by the effect control microcomputer 121. In addition, the combination of each of the effect symbols EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) that indicates a jackpot (for example, "2·2·2" or "7·7·7") is selected by the effect control microcomputer 121 based on the type of jackpot symbol that has been won.

[0225] 7-2-4. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the special symbol lottery is more likely to be a "jackpot" than an N reach, and functions as a presentation to make players expect a jackpot.

[0226] In the SP reach, after the N reach, for example, as shown in FIG. 40(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display screen 50a, and an image indicating that the SP reach has started (SP reach start title image) G1 is displayed in the center of the display screen 50a. After that, as shown in FIG. 40(B), an effect dedicated to the SP reach (for example, a battle effect) is performed. Then, when the final stage of the SP reach effect is reached, if the variation pattern of the variation display of the special symbol is, for example, an "SP jackpot variation" (a jackpot variation in which the SP reach indicates a jackpot win), as shown in FIG. 40(C-1), a success effect suggesting a jackpot (for example, a victory effect in which the main character (one of the ally characters) has won the battle and is standing with his / her arms crossed) is performed on the display screen 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping pattern suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping manner suggesting a big win. On the other hand, if the variation pattern of the special symbol variation display is, for example, an "SP miss variation" (a variation with a miss and a reach where a miss is indicated by an SP reach), as shown in FIG. 40 (C-2), a failure effect suggesting a miss (for example, a display of an enemy character standing in a pose after winning a battle, a defeat effect) is performed, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping manner suggesting a miss (so-called barakeme). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping manner suggesting a miss. Note that the content of the SP reach effect can be changed or added as appropriate. In this mode, the effect shown in FIG. 40 is executed as an SP reach regardless of the game state.

[0227] 7-2-5. Variable effects based on special misses (time-saving misses) Next, we will explain the variation presentation when the result of the special symbol lottery is a special miss (miss symbol B, miss symbol D), which triggers control to the time-shortened state. In the low-probability non-time-shortened state, when the variation pattern indicated by the special symbol 1 variation start command received from the game control microcomputer 101 is "P8" or "P38", the variation presentation with SP reach is executed, just as when the variation pattern is "P1", "P4", "P31", or "P34" (see Figure 13).

[0228] In this SP reach, a failure effect (defeat effect) is executed as shown in Figure 41(A). Here, if the result of the special drawing is a normal miss (missing symbol A, missing symbol C), when a failure effect is executed in the SP reach, the effect symbols EZ1, EZ2, and EZ3 that are temporarily stopped with a spread are displayed as they are, and accordingly, the small symbols KZ1, KZ2, and KZ3 are also displayed as a spread (see Figure 40(C-2)).

[0229] On the other hand, if the result of the special drawing is a special miss (missing symbol B, missing symbol D), when a failure effect is executed in the SP reach, the effect symbols EZ1, EZ2, and EZ3 are not definitely stopped and displayed, and the revival image G70 is displayed on the display screen 50a (see FIG. 41(B)). In this embodiment, the revival image G70 is an image of a character who is a friend of the main character.

[0230] The display of the revival image G70 suggests to the player that they will transition to a time-saving state (special miss trigger time-saving state). In other words, the effect of displaying the revival image G70 functions as an effect suggesting that they will transition to a time-saving state or an effect suggesting that the result of the special drawing is not a normal miss. The effect of displaying the revival image G70 is referred to as a time-saving transition effect. The effect content of the time-saving transition effect can be changed as appropriate.

[0231] Then, as shown in FIG. 41(C), the effect control microcomputer 121 hides the revival image G70 and temporarily stops the effect symbols EZ1, EZ2, and EZ3 with a special combination of the medium effect symbol EZ2 as the symbol symbol TZ. In this mode, the symbol symbol TZ is an image containing the name of the effect mode (night effect mode or super night effect mode) corresponding to the transition to the time-saving state (with a background of "XX"). The effect symbols EZ1, EZ2, and EZ3 are then definitively stopped with this special combination, and the small symbols KZ1, KZ2, and KZ3 are stopped with the specific combination of "1·3·5" (see FIG. 41(D)). Thus, in this mode, the transition to the time-saving state (special miss trigger time-saving state) is indicated by the effect symbols EZ1, EZ2, and EZ3 being stopped with the special combination, and the small symbols KZ1, KZ2, and KZ3 being stopped with the specific combination. That is, when the special symbols EZ1, EZ2, and EZ3 stop and are displayed, or when the small symbols KZ1, KZ2, and KZ3 stop and are displayed with specific symbols, it functions as an effect that suggests to the player that they are moving to a time-saving state (that they have drawn a special miss). Note that the special symbols EZ1, EZ2, and EZ3 and the specific symbols KZ1, KZ2, and KZ3 can be changed as needed.

[0232] Such time-saving transition effects, the stop display of effect symbols EZ1, EZ2, and EZ3 with special combinations, and the stop display of small symbols KZ1, KZ2, and KZ3 with specific combinations are also performed when a special miss occurs during a low-probability state in a jackpot trigger time-saving state or a special miss trigger time-saving state. That is, in this embodiment, the effect control microcomputer 121 executes the effects shown in Figures 41(A) to 41(D) even when the special symbol variation pattern "P58" or "P28" shown in Figure 14(B) is selected. In this case, the effects shown in Figures 41(B) to 41(D) function as effects to notify the player that a new time-saving state will be set based on a special miss.

[0233] In addition, when a special miss occurs when the low probability state is in the ceiling-reaching trigger time-saving state, that is, when the special chart change pattern "P59" or "P29" shown in Figure 14(B) is selected, the effect control microcomputer 121 executes a change effect accompanied by an SP reach that leads to a failure effect (defeat effect) in the same manner as described above (see Figure 41(A)).

[0234] However, even if a special miss (miss symbol D or miss symbol B) is drawn during the ceiling-reaching time-saving state, the game state setting will not be changed. Therefore, in this SP reach, when a failure effect is executed, the effect symbols EZ1, EZ2, and EZ3, which are temporarily displayed as scattered symbols, are displayed as stopped symbols, and the small symbols KZ1, KZ2, and KZ3 are also displayed as stopped symbols (see Figure 41(E)). In other words, it is a low-probability state, and a time-saving transition effect is not performed as with a special miss in a non-time-saving state, a jackpot-triggering time-saving state, or a special miss-triggering time-saving state. However, in this case, the stopping pattern of the small symbols KZ1, KZ2, and KZ3 is the specific number "1·3·5." In other words, in this embodiment, even if the special miss does not function effectively, the stopping pattern of the small patterns KZ1, KZ2, and KZ3 is set to a specific number, so that the player can recognize that he or she has drawn a special miss.

[0235] 8.Effects of this form As explained in detail above, according to the pachinko gaming machine PY1 of this embodiment, it is more advantageous for the player to hit the jackpot symbol (jackpot symbol C) after the number of times the special symbol fluctuations are executed reaches the ceiling number (300 times) and the state is controlled to the ceiling-triggered time-saving state than to hit the jackpot symbol (jackpot symbol C) or the special miss symbol (miss symbol D) in the time-saving state (jackpot trigger time-saving state, special miss trigger time-saving state) before the number of times the special symbol fluctuations are executed reaches the ceiling number (300 times) because the number of time-saving states in the subsequent time-saving state is set so that the number of remaining special symbol fluctuations until the ceiling is reached is smaller (see Figures 11 and 36). Therefore, the pachinko gaming machine PY1 of this embodiment can provide such new gameplay and can increase the enjoyment of games using the time-saving state.

[0236] In particular, with this type of pachinko gaming machine PY1, if a jackpot symbol (jackpot symbol C) is drawn after the number of times the special symbol fluctuation has been executed has reached the ceiling number of times (300 times) and the state has been controlled to the ceiling-triggering time-saving state, it is determined that the subsequent time-saving state (jackpot trigger time-saving state) will continue until the next ceiling-triggering time-saving state. However, if a jackpot symbol (jackpot symbol C) or a special losing symbol (losing symbol D) is drawn in the time-saving state (jackpot trigger time-saving state, special losing trigger time-saving state) before the number of times the special symbol fluctuation has been executed has reached the ceiling number of times (300 times), the subsequent time-saving state (jackpot trigger time-saving state, special losing trigger time-saving state) will not continue until the next ceiling-triggering time-saving state, providing a new gameplay feature (see Figures 11 and 36). Furthermore, if the time-saving state continues until the next ceiling-reaching trigger time-saving state, it can be said that the time-saving state will essentially continue until the next jackpot game is executed, and the player will be able to aim for the next jackpot game in a fairly advantageous situation.

[0237] Furthermore, with the pachinko gaming machine PY1 of this embodiment, by first hitting a jackpot symbol (jackpot symbol A) or a special miss symbol (miss symbol B) in the non-time-saving state, the machine is controlled to a ceiling-triggering time-saving state, and then the machine is controlled to a time-saving state (jackpot trigger time-saving state, special miss trigger time-saving state) with the same number of time-saving cycles as when hitting a jackpot symbol (jackpot symbol C) (see Figures 10 and 36). In other words, based on a jackpot or special miss in the non-time-saving state, the continuation of the time-saving state until the ceiling is reached can be determined. Therefore, this innovative gameplay can increase the enjoyment of the game.

[0238] Furthermore, according to this form of pachinko gaming machine PY1, even if the number of times the special chart fluctuation is executed reaches the ceiling number of times (300 times) when in a time-shortening state (jackpot trigger time-shortening state, special miss trigger time-shortening state) as well as when in a non-time-shortening state, the machine transitions to a ceiling-reaching trigger time-shortening state (see Figures 26 and 28), making it possible to make the gaming machine more likely to demonstrate the above-mentioned playability compared to a configuration in which the machine does not transition to the ceiling-reaching trigger time-shortening state during a time-shortening state (jackpot trigger time-shortening state, special miss trigger time-shortening state).

[0239] Furthermore, according to this form of pachinko game machine PY1, even if a special losing symbol is drawn during the ceiling-reach-trigger time-shortening state, the state will not transition to the special losing-trigger time-shortening state (see Figures 26 and 27). Therefore, compared to a configuration in which the state transitions to the special losing-trigger time-shortening state even when a special losing symbol is drawn during the ceiling-reach-trigger time-shortening state, it is easier to ensure the period of time controlled to the ceiling-reach-trigger time-shortening state, and it is possible to enhance the significance of the ceiling-reach-trigger time-shortening state in the above-mentioned gameplay.

[0240] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, a jackpot in the time-saving state triggered by the number of variations (ceiling-reach-triggered time-saving state) is more advantageous to the player in terms of the number of time-saving times in the subsequent time-saving state than a jackpot in the time-saving state triggered by a symbol (jackpot-triggered time-saving state, special miss-triggered time-saving state) (see Figure 8). Therefore, it is possible to enhance the significance of the ceiling-reach-triggered time-saving state, which provides relief to players who were unable to win a jackpot until the ceiling was reached, so that the disadvantage is not too great.

[0241] In the pachinko gaming machine PY1 of the first embodiment, the number of time-saving cycles in the jackpot-triggered time-saving state based on a jackpot during the ceiling-triggered time-saving state is set to the same number (300 cycles) as the ceiling number. However, the number of time-saving cycles in the jackpot-triggered time-saving state based on a jackpot during the ceiling-triggered time-saving state does not have to be the same as the ceiling number, as long as it is greater than the number of time-saving cycles in the jackpot-triggered time-saving state or the special miss-triggered time-saving state during the jackpot-triggered time-saving state or the special miss-triggered time-saving state. However, it is desirable that the number of special symbol fluctuations remaining from the end of the time-saving state until the ceiling is reached be at least half the ceiling number. This is because it is easier to motivate players to play until the ceiling is reached. Furthermore, if the number of special symbol fluctuations remaining from the end of the jackpot-triggered time-saving state based on a jackpot during the ceiling-triggered time-saving state until the next ceiling is reached is less than 10, the time-saving state will continue until close to the ceiling is reached, thereby achieving almost the same effect as the configuration of the first embodiment (a configuration in which the time-saving state continues until the next ceiling is reached). By the way, if the number of remaining special chart changes from the end of the time-saving state until the next ceiling is reached is less than 10, it can be said that the number of remaining special chart changes from the end of the time-saving state until the next ceiling is reached is almost 0.

[0242] In the pachinko gaming machine PY1 of the first embodiment, the number of times the time-saving state based on a jackpot or special miss during the jackpot trigger time-saving state or the special miss trigger time-saving state is shortened is set to 250 times, but the number of times the time-saving state based on a jackpot or special miss during the jackpot trigger time-saving state or the special miss trigger time-saving state can be changed as needed, as long as it is smaller than the number of times the time-saving state based on a jackpot during the ceiling-reaching time-saving state. However, it is desirable to set the number of times the special symbol changes remaining from the end of the time-saving state until the ceiling is reached to a value at least half the number of times the ceiling is reached. This is because it is easy for players to feel that the ceiling is still a long way off. In addition, in order to create a difference in the profits earned between a jackpot after transitioning to the ceiling-reach-trigger time-shortening state and a jackpot or special miss before transitioning to the ceiling-reach-trigger time-shortening state, it is desirable that there be a difference of 100 or more times in the number of time-shortening times between the time-shortening state based on a jackpot after transitioning to the ceiling-reach-trigger time-shortening state and the time-shortening state based on a jackpot or special miss before transitioning to the ceiling-reach-trigger time-shortening state.

[0243] 9. Example of changes Modified examples (including a second embodiment and a third embodiment) will be described below. In the description of the modified examples, the same components as those in the pachinko gaming machine PY1 of the above embodiment will be assigned the same reference numerals and will not be described again. Of course, the components of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the modified examples below may be appropriately deleted unless they are described as essential in this specification.

[0244] Second Embodiment A pachinko gaming machine of the second embodiment will be described with reference to Figures 42 to 45. In the pachinko gaming machine PY1 of the first embodiment, if a non-variable symbol (jackpot symbol C, jackpot symbol A) is won during a jackpot trigger time-shortening state or a special miss trigger time-shortening state before the ceiling is reached, or if a special miss (miss symbol D, miss symbol B) is drawn, the number of time-shortening times is set to a 50-time time-shortening state, and it is not determined that the time-shortening state will continue until the ceiling is reached, but if a non-variable symbol (jackpot symbol C, jackpot symbol A) is won during a ceiling-reach trigger time-shortening state based on the ceiling being reached, the number of time-shortening times is set to a 300-time time-shortening state, and it is determined that the time-shortening state will continue until the ceiling is reached (see Figures 8 and 9).

[0245] In contrast, in the pachinko gaming machine of the second embodiment, as shown in Figures 42 and 43, if a non-variable symbol (jackpot symbol C, jackpot symbol A) is won during the jackpot trigger time-saving state or the special miss trigger time-saving state before reaching the ceiling, or if a special miss (miss symbol D, miss symbol B) is drawn, the number of time-saving times is set to 300 (an example of a first value), and it is determined that the time-saving state will continue until the ceiling is reached. On the other hand, if a non-variable symbol (jackpot symbol C, jackpot symbol A) is won during the ceiling-reaching trigger time-saving state based on reaching the ceiling, the number of time-saving times is set to 50 (an example of a second value), and it is not determined that the time-saving state will continue until the ceiling is reached.

[0246] Specifically, for example, in the pachinko gaming machine of the second embodiment, as shown in FIG. 44(H), if a jackpot symbol C (non-probability variable symbol) is drawn based on the lottery of special symbol 2 while in a low-probability state and in a jackpot trigger time-saving state or a special miss trigger time-saving state, the machine transitions to a low-probability state and time-saving state (jackpot trigger time-saving state) upon the end of the jackpot game. The number of time-saving cycles in this jackpot trigger time-saving state is 300. If the special symbol changes 300 times without a jackpot being won in the jackpot trigger time-saving state, the ceiling is reached, and the machine transitions to a time-saving state with 500 time-saving cycles (ceiling-reaching trigger time-saving state). Thus, in the second embodiment, if a jackpot symbol C (non-probability variable symbol) is drawn in the jackpot trigger time-saving state or the special miss trigger time-saving state, it is determined that the time-saving state will continue from the end of the jackpot game until the ceiling is reached. In other words, after the jackpot game based on jackpot symbol C ends, the 300-time jackpot trigger time-saving state and the 500-time ceiling-reaching trigger time-saving state are executed in succession without any intervening non-time-saving states. This means that the player can essentially continue playing without significantly reducing their ball reserves until they win the next jackpot.

[0247] Also, as shown in FIG. 44(I), if a special miss (miss symbol D) is drawn based on the lottery of special symbol 2 while in a low probability state and in a jackpot trigger time-saving state or a special miss trigger time-saving state, the game will transition to a low probability state and time-saving state (special miss trigger time-saving state) in response to the stop display of miss symbol D. The number of time-saving times in this special miss trigger time-saving state is 300. When the ceiling is reached in the special miss trigger time-saving state, that is, when the cumulative number of special symbol fluctuations from the low probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state) before the special miss trigger time-saving state reaches the ceiling number (300 times), the game will transition to a time-saving state with 500 time-saving times (ceiling-reached time-saving state) even if there are time-saving times remaining in the special miss trigger time-saving state. In this way, in the second embodiment, if a special miss occurs in the jackpot trigger time-saving state or the special miss trigger time-saving state, the number of time-saving times will transition to a time-saving state of 300, and the continuation of the time-saving state until the ceiling is reached will be confirmed.

[0248] Also, as shown in FIG. 44(J), if a jackpot symbol C (non-probability variable symbol) is drawn based on the lottery of special symbol 2 in the ceiling-triggering time-saving state, the game will transition to a low-probability state and time-saving state (jackpot-triggering time-saving state) upon the end of the jackpot game. The number of time-saving cycles in this jackpot-triggering time-saving state is 50. If the special symbol changes 50 times in the jackpot-triggering time-saving state without drawing a jackpot or special miss, the time-saving state will end and the game will transition to a low-probability non-time-saving state. In this way, in the second embodiment, even if a jackpot symbol C (non-probability variable symbol) is drawn in the ceiling-triggering time-saving state, the continuation of the time-saving state until the ceiling is reached is not confirmed.

[0249] In the second embodiment, as shown in Fig. 44(K), even if a special miss (missing symbol D) is drawn based on the lottery of special symbol 2 in the ceiling reaching trigger time shortening state, the setting of the game state is not changed. This point is the same as the first embodiment.

[0250] Next, the flow of the game in the pachinko gaming machine of the second embodiment will be explained based on Fig. 45. As shown in Fig. 45, if the jackpot pattern A (non-probability variable pattern) is won in the lottery of special chart 1 in the low-probability non-time-shortening state, after 4R of jackpot play, the game will transition to a low-probability time-shortening state (jackpot trigger time-shortening state) with the time-shortening count set to 300 (see Fig. 42). Also, if the special miss (miss pattern B) is won, the jackpot game will not be executed, and the game will transition to a low-probability time-shortening state (special miss trigger time-shortening state) with the time-shortening count set to 300 (see Fig. 43). Because the ceiling count is 300, this confirms that the time-shortening state will continue until the ceiling is reached.

[0251] If the ceiling is reached without winning a jackpot in the jackpot trigger time-saving state or the special miss trigger time-saving state, the game transitions to a low-probability time-saving state (ceiling-reach trigger time-saving state) with the number of time-saving times set to 500. Here, in the second embodiment, in the ceiling-reach trigger time-saving state based on reaching the ceiling, if jackpot pattern C (non-probability variable pattern) is selected based on the lottery of special pattern 2, after 10 rounds of jackpot play, the game transitions to a low-probability time-saving state (jackpot trigger time-saving state) with the number of time-saving times set to 50 (see Figure 42). Therefore, in this case, if 50 special pattern changes occur without winning a jackpot or a special miss (time-saving number of times consumed), the game will return to the low-probability non-time-saving state.

[0252] In contrast, if jackpot pattern C (non-probability variable pattern) is selected based on the lottery of Special Chart 2 in the jackpot trigger time-saving state or special miss trigger time-saving state before the ceiling is reached, after 10R of jackpot play, the game will transition to a low-probability time-saving state (jackpot trigger time-saving state) with the time-saving count set to 300 (see Figure 42). Also, if a special miss is selected, the game will not be played, and the game will transition to a low-probability time-saving state (special miss trigger time-saving state) with the time-saving count set to 300 (see Figure 43). Therefore, in these cases, the continuation of the time-saving state until the ceiling is reached is confirmed again.

[0253] Thus, in the second embodiment, if a player wins jackpot symbol A (non-probability variable symbol) or a special miss (miss symbol B) in a low-probability non-time-saving state and transitions to a low-probability time-saving state (jackpot trigger time-saving state or special miss trigger time-saving state), drawing jackpot symbol C (non-probability variable symbol) or a special miss during that jackpot trigger time-saving state or special miss trigger time-saving state is more advantageous to the player in terms of the number of time-saving times set in the subsequent time-saving state than drawing jackpot symbol C (non-probability variable symbol) after reaching the ceiling and transitioning to the ceiling-reaching trigger time-saving state. Therefore, this innovative gameplay can increase the enjoyment of the game.

[0254] In the second embodiment, as described above, winning the jackpot symbol C in the jackpot trigger time-saving state or the special miss trigger time-saving state is more advantageous to the player in terms of the number of time-saving times than winning the jackpot symbol C (non-probability variable symbol) based on the lottery of special chart 2 in the ceiling-trigger time-saving state, but as in the first embodiment, the ceiling-trigger time-saving state takes priority over the special miss trigger time-saving state or the jackpot trigger time-saving state. While this configuration can be said to be disadvantageous to the player, it also increases the significance of staying in the jackpot trigger time-saving state or the special miss trigger time-saving state, and can be said to contribute to improving the interest of the player in the game.

[0255] In the second embodiment, when the number of time-saving times is controlled to a low-probability time-saving time state of 50 times based on the winning of the jackpot symbol C in the ceiling-reaching trigger time-saving state, if the jackpot symbol C or a special miss is drawn, the low-probability time-saving time state (jackpot trigger time-saving time state or special miss trigger time-saving time state) is set to the number of time-saving times of 300 times. In other words, the continuation of the time-saving state until the ceiling is reached is confirmed.

[0256] In addition, if jackpot pattern B (a probability variable pattern that triggers control to a high probability state) is drawn in the lottery for special chart 1 in the low probability non-time-saving state, or if jackpot pattern D (a probability variable pattern) is drawn in the lottery for special chart 2 in the low probability time-saving state, the game will be controlled to a high probability time-saving state with 160 ST cycles upon the end of the jackpot game.If jackpot pattern D (a probability variable pattern) is drawn in the lottery for special chart 2 in the high probability time-saving state, the game will be controlled to a high probability time-saving state with 160 ST cycles upon the end of the jackpot game.

[0257] On the other hand, if the jackpot symbol C (non-probability variable symbol) is selected based on the lottery of special chart 2 in the high-probability time-saving state, the high-probability time-saving state is also one of the jackpot trigger time-saving states, so that upon the end of the jackpot game, the number of time-saving times will be controlled to 300 low-probability time-saving state (jackpot trigger time-saving state). Therefore, in this case, the continuation of the time-saving state until the ceiling is reached is confirmed. In this way, the pachinko gaming machine of the second embodiment is more advantageous for the player to play in the high-probability time-saving state than the pachinko gaming machine PY1 of the first embodiment.

[0258] As explained above, according to the pachinko gaming machine of the second embodiment, rather than hitting the jackpot symbol (jackpot symbol C) after the number of times the special symbol fluctuations are executed reaches the ceiling number (300 times) and the time-saving state is entered, it is more advantageous for the player to hit the jackpot symbol (jackpot symbol C) or the special miss symbol (miss symbol D) in the time-saving state (jackpot trigger time-saving state, special miss trigger time-saving state) before the number of times the special symbol fluctuations are executed reaches the ceiling number (300 times), because the number of time-saving states in the subsequent time-saving state is set so that the number of remaining special symbol fluctuations from the end of the time-saving state to the next ceiling-trigger time-saving state is reduced (see Figures 44 and 45). Therefore, the pachinko gaming machine of the second embodiment can provide such new gameplay and can increase the enjoyment of games using the time-saving state.

[0259] In particular, according to the pachinko gaming machine of the second embodiment, if a jackpot pattern (jackpot pattern C) or a special miss pattern (miss pattern D) is drawn in the time-saving state (jackpot trigger time-saving state, special miss trigger time-saving state) before the number of times the special pattern variation has been executed reaches the ceiling number of times (300 times), it is determined that the subsequent time-saving state (jackpot trigger time-saving state, special miss trigger time-saving state) will continue until the next ceiling-trigger time-saving state, but if a jackpot pattern (jackpot pattern C) is drawn after the number of times the special pattern variation has been executed reaches the ceiling number of times (300 times) and is controlled to the ceiling-trigger time-saving state, the subsequent time-saving state (jackpot trigger time-saving state) will not continue until the next ceiling-trigger time-saving state, providing new gameplay (see Figures 44 and 45). Furthermore, if the time-saving state (jackpot trigger time-saving state, special miss trigger time-saving state) continues until the next ceiling-reaching trigger time-saving state, it can be said that the time-saving state will essentially continue until the next jackpot game is executed, allowing the player to aim for the next jackpot game in a significantly advantageous situation.

[0260] Furthermore, according to the pachinko gaming machine of the second embodiment, by first winning a jackpot symbol (jackpot symbol A) or a special losing symbol (losing symbol B) in the non-time-saving state, the time-saving state (jackpot trigger time-saving state, special losing trigger time-saving state) can be controlled to the same number of time-saving cycles as when the jackpot symbol (jackpot symbol A) or the special losing symbol (losing symbol B) is won in the time-saving state (jackpot trigger time-saving state, special losing trigger time-saving state) (see Figures 10 and 45). In other words, based on the jackpot or special losing symbol in the non-time-saving state, the continuation of the time-saving state until the ceiling is reached can be determined. Therefore, this innovative gameplay can increase the enjoyment of the game.

[0261] Furthermore, according to the pachinko gaming machine of the second embodiment, even if the number of times the special chart fluctuation is executed reaches the ceiling number of times (300 times) when in a time-shortening state (jackpot trigger time-shortening state, special miss trigger time-shortening state) as well as when in a non-time-shortening state, the machine transitions to a ceiling-reaching trigger time-shortening state (see Figures 26 and 28), making it possible to make the gaming machine more likely to demonstrate the above-mentioned playability compared to a configuration in which the machine does not transition to the ceiling-reaching trigger time-shortening state during a time-shortening state (jackpot trigger time-shortening state, special miss trigger time-shortening state).

[0262] Furthermore, according to the pachinko gaming machine of the second embodiment, even if a special losing symbol is drawn during the ceiling-reach-trigger time-shortening state, the state does not transition to the special losing-trigger time-shortening state (see Figures 26 and 27). Therefore, compared to a configuration in which the state transitions to the special losing-trigger time-shortening state even when a special losing symbol is drawn during the ceiling-reach-trigger time-shortening state, it is easier to ensure the period of time controlled to the ceiling-reach-trigger time-shortening state, and it is possible to enhance the significance of the ceiling-reach-trigger time-shortening state in the above-mentioned gameplay.

[0263] Furthermore, according to the pachinko gaming machine of the second embodiment, a jackpot in a time-saving state triggered by a symbol (a jackpot trigger time-saving state, a special miss trigger time-saving state) is more advantageous to the player in terms of the number of time-saving times in the subsequent time-saving state than a jackpot in a time-saving state triggered by a variable number of times (a time-saving state triggered by reaching the ceiling) (see FIG. 42). Therefore, it is possible to enhance the significance of a player winning a jackpot symbol (jackpot symbol A, jackpot symbol C) or a special miss symbol (miss symbol B, miss symbol D).

[0264] In the pachinko gaming machine of the second embodiment, the number of time-saving cycles in the time-saving cycle based on a jackpot or special miss during the jackpot trigger time-saving cycle or special miss trigger time-saving cycle is the same as the ceiling number (300 cycles). However, the number of time-saving cycles in the time-saving cycle based on a jackpot or special miss during the jackpot trigger time-saving cycle or special miss trigger time-saving cycle does not have to be the same as the ceiling number, as long as it is greater than the number of time-saving cycles in the jackpot trigger time-saving cycle based on a jackpot during the ceiling-reaching time-saving cycle. However, it is desirable that the number of remaining special chart variations from the end of the time-saving cycle until the ceiling is reached be at least half the ceiling number. This is because it is easier to motivate players to play until the ceiling is reached. In addition, if the number of remaining special chart fluctuations from the end of the time-saving state based on a jackpot or special miss during the jackpot trigger time-saving state or the special miss trigger time-saving state to the next ceiling is less than 10, the time-saving state will continue until the ceiling is reached, so it is possible to achieve an effect almost the same as the configuration of the second embodiment (a configuration in which the time-saving state continues until the next ceiling is reached). Incidentally, if the number of remaining special chart fluctuations from the end of the time-saving state to the next ceiling is less than 10, it can be said that the number of remaining special chart fluctuations from the end of the time-saving state to the next ceiling is almost 0.

[0265] In addition, in the pachinko gaming machine of the second embodiment, the number of times the jackpot trigger time-saving state based on a jackpot during the ceiling-triggering time-saving state is shortened is configured so that the remaining special symbol fluctuations from the end of the time-saving state until the ceiling is reached are 250. However, the number of times the jackpot trigger time-saving state based on a jackpot during the ceiling-triggering time-saving state can be changed as appropriate as long as it is smaller than the number of times the time-saving state based on a jackpot or special miss during the jackpot trigger time-saving state or special miss trigger time-saving state. However, it is desirable to set the number of times the remaining special symbol fluctuations from the end of the time-saving state until the ceiling is reached to a value at least half the number of times the ceiling is reached. This is because it is easy for the player to feel that the ceiling is still a long way off. In addition, in order to create a difference in the profits earned between a jackpot after transitioning to the ceiling-reach-trigger time-shortening state and a jackpot or special miss before transitioning to the ceiling-reach-trigger time-shortening state, it is desirable that there be a difference of 100 or more times in the number of time-shortening times between the time-shortening state based on a jackpot after transitioning to the ceiling-reach-trigger time-shortening state and the time-shortening state based on a jackpot or special miss before transitioning to the ceiling-reach-trigger time-shortening state.

[0266] Third Embodiment The pachinko gaming machine of the third embodiment will be described with reference to Figures 46 to 48. Figure 46 is a jackpot symbol type determination table for the pachinko gaming machine of the third embodiment, and Figure 47 is a losing symbol type determination table for the pachinko gaming machine of the third embodiment. The pachinko gaming machine of the third embodiment differs from the pachinko gaming machine PY1 of the first embodiment mainly in the setting of the game state after the end of the jackpot game and the setting of the time-shortening state based on the special losing.

[0267] Specifically, in the pachinko gaming machine of the third embodiment, as shown in FIG. 46, if the jackpot pattern A is selected based on the drawing of special chart 1, or if the jackpot pattern C is selected based on the drawing of special chart 2, if the gaming state at the time of the selection is a low-probability non-time-saving state, the gaming state after the end of the jackpot game is controlled to a low-probability non-time-saving state (the number of probability variations "0" and the number of time-saving periods "0"). Also, if the gaming state at the time of the selection is a gaming state other than a low-probability non-time-saving state, the gaming state after the end of the jackpot game is controlled to a low-probability time-saving state. The number of time-saving periods in the low-probability time-saving state varies depending on the gaming state at the time of the selection. That is, if the gaming state at the time of the selection is a low-probability state and a jackpot-triggered time-saving state, the number of time-saving periods is controlled to a low-probability time-saving state of 30. Also, if the gaming state at the time of the selection is a low-probability state and a ceiling-reaching time-saving state, the number of time-saving periods is controlled to a low-probability time-saving state of 120. Furthermore, if the gaming state at the time of winning is a low-probability state and a special miss trigger time-saving state, the number of time-saving times is controlled to a low-probability time-saving state of 180. Furthermore, if the gaming state at the time of winning is a high-probability state and a non-time-saving state, the number of time-saving times is controlled to a low-probability time-saving state of 60. Furthermore, if the gaming state at the time of winning is a high-probability state and a jackpot trigger time-saving state, the number of time-saving times is controlled to a low-probability time-saving state of 210.

[0268] In the third embodiment, unlike the first embodiment, there are cases where the game is controlled to a high probability state and a non-time-saving state (high probability non-time-saving state). As will be described later, when the game is controlled to a high probability time-saving state, the time-saving state may end before the high probability state. Also, since the number of times the ceiling is reached is not counted in the high probability state, the game is not controlled to a high probability state and a time-saving state triggered by reaching the ceiling. Also, since there is no control to a time-saving state based on a special miss in the high probability state, the game is not controlled to a high probability state and a time-saving state triggered by a special miss.

[0269] Furthermore, in the pachinko gaming machine of the third embodiment, as shown in FIG. 46, if the jackpot symbol B is selected based on the drawing of special chart 1, or if the jackpot symbol D is selected based on the drawing of special chart 2, the game state after the jackpot game ends is controlled to a high-probability time-saving state. When controlled to a high-probability time-saving state, the value of the probability variation counter is set to 10,000. In other words, in the pachinko gaming machine of the third embodiment, the high-probability state essentially continues until the next jackpot is won. Furthermore, the value of the time-saving counter in the high-probability time-saving state is set to a different value depending on the game state at the time of winning. In other words, if the game state at the time of winning is a low-probability non-time-saving state, the number of time-saving times in the high-probability time-saving state is set to 50. Furthermore, if the game state at the time of winning is a low-probability state and a jackpot-triggering time-saving state, the number of time-saving times in the high-probability time-saving state is set to 100. Furthermore, if the game state at the time of winning is a low-probability state and a ceiling-triggered time-saving state, the number of time-saving cycles in the high-probability time-saving state is set to 200. If the game state at the time of winning is a low-probability state and a special miss-triggered time-saving state, the number of time-saving cycles in the high-probability time-saving state is set to 300. If the game state at the time of winning is a high-probability non-time-saving state, the number of time-saving cycles in the high-probability time-saving state is set to 150. If the game state at the time of winning is a high-probability state and a jackpot-triggered time-saving state, the number of time-saving cycles in the high-probability time-saving state is 10,000. In other words, the time-saving state, like the high-probability state, essentially continues until the next jackpot is won. If the number of time-saving cycles is controlled to a high-probability time-saving state of 10,000, the player can win the next jackpot without significantly reducing their balls. In addition, when the number of time-saving times is controlled to a high-probability time-saving state other than 10,000 times, if a special chart change is executed for the number of time-saving times without winning a jackpot, the game state will transition to a high-probability non-time-saving state.

[0270] In this way, in the pachinko gaming machine of the third embodiment, the number of time-saving cycles in the time-saving state after the end of a jackpot game (jackpot trigger time-saving state) is different for each game state at the time of winning. In particular, in the pachinko gaming machine of the third embodiment, the three time-saving states, namely, the jackpot trigger time-saving state, the ceiling-reaching trigger time-saving state, and the special miss trigger time-saving state, all have the same parameters related to the ease of ball entry into the electric chute 12D (variation time and stop time of the normal symbol, opening pattern of the electric chute 12D) (see FIG. 12), but the number of time-saving cycles set based on the jackpot win is different depending on which time-saving state is triggered. For this reason, in the pachinko gaming machine of the third embodiment, only one time-saving state is set in terms of the parameter related to the ease of ball entry into the electric chute 12D (in other words, the setting related to the ease of ball entry into the second starting hole 12), so the control process for the time-saving state can be configured simply, and compared to a configuration in which the number of time-saving times is not changed depending on the trigger for the time-saving state, it is possible to increase the setting variations for the number of time-saving times after a jackpot game. Furthermore, by increasing the setting variations for the number of time-saving times after a jackpot game, it is possible to increase the player's interest in the timing of the jackpot win, and it is expected that the interest in the game will increase. In other words, since the benefit awarded to the player will increase or decrease depending on the timing of the jackpot win (depending on the game state in which the jackpot win is won), it is possible to increase the player's interest in the timing of the jackpot win, and it is expected that the interest in the game will increase.

[0271] In addition, in the pachinko gaming machine of the third embodiment, as shown in FIG. 47, if a losing symbol B is selected based on the drawing of special symbol 1, or if a losing symbol D is selected based on the drawing of special symbol 2, and the game state at the time of the winning is not a high probability state or a ceiling-reaching trigger time-saving state, the game is set to a special losing trigger time-saving state. The number of time-saving times in the special losing trigger time-saving state varies depending on the game state at the time of the winning. That is, if the game state at the time of the winning is a low probability non-time-saving state, the number of time-saving times is set to a special losing trigger time-saving state of 50. Also, if the game state at the time of the winning is a low probability state and a jackpot trigger time-saving state, the number of time-saving times is set to a special losing trigger time-saving state of 210. Also, if the game state at the time of the winning is a low probability state and a special losing trigger time-saving state, the number of time-saving times is set to a special losing trigger time-saving state of 120. In this manner, in this embodiment, if a special miss occurs during a jackpot trigger time-shortening state or a special miss trigger time-shortening state, a new special miss trigger time-shortening state is set based on that special miss.

[0272] In the pachinko gaming machine of the third embodiment, the number of time-saving periods in the time-saving state based on a special miss (special miss-triggered time-saving state) differs depending on the gaming state at the time of winning. In particular, in the pachinko gaming machine of the third embodiment, the jackpot-triggered time-saving state and the special miss-triggered time-saving state all share the same parameters related to the ease of balls entering the electric chute 12D (the variation time and stop time of the normal symbols, and the opening pattern of the electric chute 12D) (see FIG. 12). However, the number of time-saving periods set based on the special miss differs depending on which of the two or more time-saving states triggers the time-saving state. Therefore, in the pachinko gaming machine of the third embodiment, the control process for the time-saving state can be simplified compared to a configuration in which multiple time-saving states are provided with different parameters related to the ease of balls entering the electric chute 12D, while the number of time-saving periods can be set in accordance with the special miss more variance compared to a configuration in which the number of time-saving periods is not changed depending on the trigger of the time-saving state. Furthermore, by increasing the number of variations in the number of time-saving settings depending on the special miss, it is possible to increase the player's interest in the timing of the special miss, and it is expected that the interest in the game will increase. In other words, since the profit awarded to the player will increase or decrease depending on the timing of the special miss (depending on the game state in which the special miss is drawn), it is possible to increase the player's interest in the timing of the special miss, and it is expected that the interest in the game will increase.

[0273] In the pachinko gaming machine of the third embodiment, the machine may be controlled to a high-probability non-time-saving state, which was not controlled in the pachinko gaming machine PY1 of the first embodiment. Figure 48 is a special chart variation pattern determination table in a high-probability non-time-saving state in the third embodiment. As shown in Figure 48, the special chart variation pattern determination table in a high-probability non-time-saving state selects a common special chart variation pattern when a special miss (missing symbol B, missing symbol D) is won and when a normal miss (missing symbol A, missing symbol C) is won. In other words, in a high-probability non-time-saving state, a special miss is treated the same as a normal miss. In addition, the selection of special chart variation patterns other than special misses is the same as the selection of special chart variation patterns in a low-probability non-time-saving state (see Figure 13).

[0274] As explained above, according to the pachinko gaming machine of the third embodiment, when a jackpot symbol stops in the jackpot trigger time-shortening state and when a jackpot symbol stops in the ceiling-reaching trigger time-shortening state, the number of time-shortening cycles in the subsequent jackpot trigger time-shortening state changes (see FIG. 46). Therefore, interest in the timing of hitting the jackpot symbol is heightened, and new excitement can be provided.

[0275] In particular, the pachinko gaming machine of the third embodiment can provide new gameplay characteristics in which, compared to winning a jackpot symbol in a low-probability state and a jackpot trigger time-shortening state, the number of time-shortening cycles in the subsequent jackpot trigger time-shortening state is greater, which is advantageous to the player (see FIG. 46). Also, compared to winning a jackpot symbol in a high-probability state and a jackpot trigger time-shortening state, the number of time-shortening cycles in the subsequent jackpot trigger time-shortening state is greater, which is advantageous to the player.

[0276] Furthermore, according to the pachinko gaming machine of the third embodiment, when a jackpot symbol stops in a special miss trigger time-saving state based on a special miss symbol (miss symbol B, miss symbol D), and when a jackpot symbol stops in a ceiling-reaching time-saving state, the number of time-saving cycles in the subsequent jackpot trigger time-saving state changes (see FIG. 46). Therefore, interest in the timing of hitting a jackpot symbol is heightened, and new excitement can be provided.

[0277] In particular, the pachinko gaming machine of the third embodiment can provide new gameplay in that hitting a jackpot pattern in a special miss trigger time-saving state based on a special miss pattern (miss pattern B, miss pattern D) is more advantageous to the player than hitting a jackpot pattern in a ceiling-reaching trigger time-saving state, as the number of time-saving periods in the subsequent jackpot trigger time-saving state will be greater (see Figure 46).

[0278] Furthermore, according to the pachinko gaming machine of the third embodiment, when a jackpot symbol stops in the jackpot trigger time-shortening state and when a jackpot symbol stops in the special miss trigger time-shortening state, the number of times of time-shortening in the subsequent jackpot trigger time-shortening state will be different (see FIG. 46). Therefore, interest in the timing of hitting the jackpot symbol is heightened, and new excitement can be provided.

[0279] In particular, the pachinko gaming machine of the third embodiment can provide new gameplay in which, compared to hitting a jackpot symbol in a low-probability state and a jackpot trigger time-shortening state, hitting a jackpot symbol in a special miss-trigger time-shortening state increases the number of time-shortening periods in the subsequent jackpot trigger time-shortening state, which is more advantageous to the player (see FIG. 46). Also, it can provide new gameplay in which, compared to hitting a jackpot symbol in a high-probability state and a jackpot trigger time-shortening state, increases the number of time-shortening periods in the subsequent jackpot trigger time-shortening state, which is more advantageous to the player.

[0280] Furthermore, according to the pachinko gaming machine of the third embodiment, the settings (such as the normal symbol variation time, stop time, and electric chute opening pattern) regarding the ease of a ball entering the second start hole 12 are the same in the jackpot trigger time-shortening state, the ceiling-reaching trigger time-shortening state, and the special miss trigger time-shortening state (see FIG. 12). Therefore, compared to a configuration in which the settings regarding the ease of a ball entering the second start hole 12 are different for each type of time-shortening state, it is possible to simplify the control process for the time-shortening state and suppress an increase in the processing load.

[0281] Furthermore, according to the pachinko gaming machine of the third embodiment, when a jackpot symbol stops in the jackpot trigger time-saving state, when a jackpot symbol stops in the ceiling trigger time-saving state, and when a jackpot symbol stops in the special miss trigger time-saving state, the number of time-saving cycles in the subsequent jackpot trigger time-saving state changes (see Figure 46). Therefore, interest in the timing of hitting the jackpot symbol is particularly heightened, and it is possible to provide a new gaming experience by making players aware of whether they are in the jackpot trigger time-saving state, the ceiling trigger time-saving state, or the special miss trigger time-saving state.

[0282] Furthermore, according to the pachinko gaming machine of the third embodiment, in a low probability state, a jackpot in a time-saving state triggered by something other than a jackpot (a special miss trigger time-saving state, a ceiling-reaching trigger time-saving state) is more advantageous to the player in terms of the number of time-saving periods in the subsequent time-saving state than a jackpot in a jackpot trigger time-saving state (see FIG. 46). Therefore, the significance of hitting a special miss or reaching the ceiling is enhanced, and it is possible to provide a gaming machine in which interest in the game is unlikely to decline even in a gaming situation in which the original gaming objective of the pachinko gaming machine, which is to hit a jackpot, cannot be achieved.

[0283] In addition, in the pachinko gaming machine of the third embodiment, when a jackpot symbol or a special miss symbol (miss symbol B, miss symbol D) is stopped in a symbol-triggered time-shortening state (jackpot trigger time-shortening state, special miss trigger time-shortening state), the number of time-shortening operations in the subsequent jackpot trigger time-shortening state changes depending on whether the jackpot symbol is stopped in a ceiling-triggered time-shortening state (see Figures 46 and 47). In addition, in the pachinko gaming machine of the third embodiment, when a jackpot symbol is stopped in a specific bonus game state (jackpot trigger time-shortening state) controlled in response to the end of a jackpot game, the number of time-shortening operations in the subsequent jackpot trigger time-shortening state changes depending on whether the jackpot symbol is stopped in a non-specific bonus game state (ceiling-triggered time-shortening state, special miss trigger time-shortening state) controlled without going through a jackpot game (see Figures 46 and 47).

[0284] In the third embodiment, the number of time-saving periods in the jackpot trigger time-shortening state based on a jackpot in the jackpot trigger time-shortening state (also referred to as the "first jackpot trigger time-shortening state") is different from the number of time-saving periods in the jackpot trigger time-shortening state based on a jackpot in the ceiling-reach trigger time-shortening state (also referred to as the "second jackpot trigger time-shortening state"), but the number of time-saving periods in the jackpot trigger time-shortening state based on a jackpot in the special miss trigger time-shortening state (also referred to as the "third jackpot trigger time-shortening state") may be the same as the number of time-saving periods in the first jackpot trigger time-shortening state or the same as the second jackpot trigger time-shortening state. In the third embodiment, the number of time-shortening periods in the second jackpot trigger time-shortening state is different from the number of time-shortening periods in the third jackpot trigger time-shortening state, but the number of time-shortening periods in the first jackpot trigger time-shortening state may be the same as the number of time-shortening periods in the second jackpot trigger time-shortening state or the third jackpot trigger time-shortening state. In addition, in the third embodiment, the number of time-saving times in the first jackpot trigger time-saving state is different from the number of time-saving times in the third jackpot trigger time-saving state, but the number of time-saving times in the second jackpot trigger time-saving state may be configured to be the same as the number of time-saving times in the first jackpot trigger time-saving state or the same as the number of time-saving times in the third jackpot trigger time-saving state.

[0285] In addition, in the pachinko gaming machine of the third embodiment, the number of time-saving times (210 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in a high probability state and a jackpot trigger time-saving state is greater than the number of time-saving times (180 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in a low probability state and a special miss trigger time-saving state. On the other hand, as shown in Figure 49, the number of time-saving times (210 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in a low probability state and a special miss trigger time-saving state may be greater than the number of time-saving times (180 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in a high probability state and a jackpot trigger time-saving state.

[0286] In addition, in the pachinko gaming machine of the third embodiment, the number of time-saving times (10,000 times, i.e., until the next time) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a low probability state and a special miss trigger time-saving state is greater than the number of time-saving times (300 times) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a high probability state and a jackpot trigger time-saving state. On the other hand, as shown in Figure 49, the number of time-saving times (10,000 times, i.e., until the next time) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a low probability state and a special miss trigger time-saving state may be greater than the number of time-saving times (300 times) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a high probability state and a jackpot trigger time-saving state.

[0287] In other words, whether in a low probability state or a high probability state, a jackpot in a special miss trigger time-saving state may be configured to be more advantageous in terms of setting the number of subsequent time-saving times than a jackpot in a jackpot trigger time-saving state. By configuring it in this way, regardless of whether it is a low probability state or a high probability state, the special miss trigger time-saving state is advantageous for the player, so it is possible to further increase the player's interest in whether they can get a special miss.

[0288] Furthermore, in the pachinko gaming machine of the third embodiment, the number of time-saving times (180 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in the low probability state and special miss trigger time-saving state is greater than the number of time-saving times (30 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in the low probability state and special miss trigger time-saving state. On the other hand, as shown in Figure 50, the number of time-saving times (180 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in the low probability state and special miss trigger time-saving state may be greater than the number of time-saving times (30 times) set when a non-variable symbol (jackpot symbol A, jackpot symbol C) is won in the low probability state and special miss trigger time-saving state.

[0289] Furthermore, in the pachinko gaming machine of the third embodiment, the number of time-saving times (300 times) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a low probability state and a special miss trigger time-saving state is greater than the number of time-saving times (100 times) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a low probability state and a special miss trigger time-saving state. On the other hand, as shown in Figure 50, the number of time-saving times (300 times) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a low probability state and a special miss trigger time-saving state may be greater than the number of time-saving times (100 times) set when a probability variable symbol (jackpot symbol B, jackpot symbol D) is won in a low probability state and a special miss trigger time-saving state.

[0290] In other words, whether in a low probability state or a high probability state, a jackpot in a jackpot trigger time-saving state may be configured to be more advantageous in terms of setting the number of subsequent time-saving times than a jackpot in a special miss trigger time-saving state. By configuring it in this way, regardless of whether it is a low probability state or a high probability state, the jackpot trigger time-saving state is advantageous for the player, and it is possible to further increase the player's interest in whether they can hit a jackpot.

[0291] According to the modified pachinko gaming machine shown in Fig. 50, it is possible to provide new gameplay characteristics in which hitting a jackpot symbol in the jackpot trigger time-shortening state is more advantageous to the player than hitting a jackpot symbol in the ceiling-reaching trigger time-shortening state because the number of time-shortening cycles in the subsequent jackpot trigger time-shortening state increases (see Fig. 50). Also, according to the modified pachinko gaming machine shown in Fig. 50, it is possible to provide new gameplay characteristics in which hitting a jackpot symbol in the ceiling-reaching trigger time-shortening state is more advantageous to the player than hitting a jackpot symbol in the special miss-trigger time-shortening state because the number of time-shortening cycles in the subsequent jackpot trigger time-shortening state increases (see Fig. 50). Furthermore, according to the modified example of the pachinko gaming machine shown in Figure 50, it is possible to provide new gameplay in that if a player hits a jackpot pattern in the jackpot trigger time-saving state, the number of time-saving periods in the subsequent jackpot trigger time-saving state will be greater, which is more advantageous for the player than if the player hits a jackpot pattern in the special miss trigger time-saving state (see Figure 50).

[0292] Furthermore, according to the modified pachinko gaming machine shown in Figure 50, a jackpot in a jackpot trigger time-saving state is more advantageous to the player in terms of the number of time-saving cycles in the subsequent time-saving state than a jackpot in a time-saving state triggered by something other than a jackpot (a special miss trigger time-saving state, a ceiling-reaching trigger time-saving state) (see Figure 50). Therefore, it is possible to enhance the significance of the original purpose of playing a pachinko gaming machine, which is to win a jackpot.

[0293] In the third embodiment and its modified examples, the configuration may be such that even if a special losing symbol is drawn during the ceiling-reaching trigger time-shortening state, the state transitions to the special losing trigger time-shortening state. In this case, the number of time-shortening times may be different between the special losing trigger time-shortening state based on drawing a special losing symbol in the special losing trigger time-shortening state and the special losing trigger time-shortening state based on drawing a special losing symbol during the ceiling-reaching trigger time-shortening state.

[0294] <Other changes> In the first embodiment described above, the maximum number of time-saving times when the time-saving state is controlled based on a jackpot win is set to 300, the same as the ceiling number. Therefore, the ceiling is not reached (the value of the ceiling counter does not reach 0) before the number of time-saving times in the jackpot-triggered time-saving state reaches 0. However, the number of time-saving times when the time-saving state is controlled based on a jackpot win may be set to a number exceeding the ceiling number (300) (e.g., 400). Specifically, for example, in the pachinko gaming machine PY1 of the first embodiment, the number of time-saving times in the jackpot-triggered time-saving state based on the jackpot symbol A may be set to 400. In this configuration, as shown in FIG. 51 , the ceiling is reached before the remaining number of time-saving times in the jackpot-triggered time-saving state reaches 0, and the machine transitions to a ceiling-reach-triggered time-saving state in which the number of time-saving times is 500 based on the ceiling-reach-triggered time-saving state. This configuration can be said to prioritize the ceiling-reach-triggered time-saving state over the jackpot-triggered time-saving state. With this configuration, the opportunity to control the ceiling-reaching trigger time-shortening state is ensured, thereby making it possible to enhance the significance of the ceiling-reaching trigger time-shortening state in terms of gameplay.

[0295] In the first and second embodiments, the machine is configured as a so-called ST machine (a gaming machine with a limited number of plays in a high-probability state), and in the third embodiment, it is configured as a so-called probability variable loop machine (a gaming machine in which, once it has transitioned to a high-probability state, the high-probability state continues until the next jackpot). However, it may be configured as a gaming machine of a type other than an ST machine or a probability variable loop machine. For example, it may be configured as a so-called "type 1 / type 2 mixed machine" that can execute a jackpot game based on the game ball passing through a specific area in a jackpot opening. Furthermore, in the above embodiments, it is configured as a so-called "symbol probability variable machine" in which whether or not it will be controlled to a high-probability state is determined by the type of jackpot symbol that is won, but it may also be a so-called "V probability variable machine" in which transition to a high-probability state is determined based on passage through a specific area in a V attacker (a jackpot device with a specific area).

[0296] In addition, in the first and second embodiments, the number of time-saving times for the probability variable patterns (jackpot pattern B, jackpot pattern D) is set to 160 times to match the number of probability variable times, but it may also be set to the same number as the number of time-saving times for the non-probability variable patterns (jackpot pattern A, jackpot pattern C).

[0297] In each of the above embodiments, the ceiling number of times can be changed as appropriate within a range that does not interfere with the game. In each of the above embodiments, the types and distribution rates of each jackpot symbol and each losing symbol can be changed as appropriate within a range that does not interfere with the game. In each of the above embodiments, the number of time-saving times can be changed as appropriate within a range that satisfies the meaning of the various inventions.

[0298] Furthermore, in each of the above embodiments, with regard to the setting regarding the ease of a ball entering the second starting hole 12, only the jackpot trigger time-shortening state may be configured differently from the ceiling-triggered time-shortening state and the special miss-triggered time-shortening state, or only the ceiling-triggered time-shortening state may be configured differently from the jackpot trigger time-shortening state and the special miss-triggered time-shortening state, or only the special miss-triggered time-shortening state may be configured differently from the jackpot trigger time-shortening state and the ceiling-triggered time-shortening state. In this case, the time-shortening state in which the setting regarding the ease of a ball entering the second starting hole 12 differs from the others may be configured to make it easier or more difficult to enter the second starting hole 12 than the other time-shortening states. Furthermore, if simplifying the control processing of the time-shortening state is not a consideration, the setting regarding the ease of a ball entering the second starting hole 12 may be configured differently among the jackpot trigger time-shortening state, the ceiling-triggered time-shortening state, and the special miss-triggered time-shortening state.

[0299] Furthermore, in the first and second embodiments described above, when a specific pattern (jackpot pattern, special losing pattern) is stopped in a non-bonus game state (non-time-saving state), and the game is controlled to a pattern-triggered bonus game state (jackpot-triggered time-saving state, special losing triggered time-saving state), the number of time-saving times is set to 300 times, the same as the specific number of times (ceiling number of times), but it does not have to be the same value as the ceiling number, for example 350 times, 400 times, etc., as long as the pattern-triggered bonus game state continues until the ceiling is reached.

[0300] Furthermore, in the first embodiment described above, when the game is controlled to the pattern-triggered bonus game state (jackpot-triggered time-shortening state) based on the stopping of a specific pattern (jackpot pattern) in the number-triggered bonus game state (ceiling-reaching-triggered time-shortening state), the number of time-shortening times is set to 300 times, the same as the specific number of times (ceiling number of times), but it does not have to be the same value as the ceiling number, for example 350 times, 400 times, etc., as long as the pattern-triggered bonus game state continues until the next ceiling is reached.

[0301] Furthermore, in the second embodiment described above, when a specific pattern (jackpot trigger time-shortening state, special miss trigger time-shortening state) is stopped in a pattern-triggered bonus game state (jackpot trigger time-shortening state, special miss trigger time-shortening state), the number of time-shortening times when the game is controlled to a pattern-triggered bonus game state (jackpot trigger time-shortening state, special miss trigger time-shortening state) is set to 300 times, the same as the specific number of times (ceiling number of times), but it does not have to be the same value as the ceiling number, for example 350 times, 400 times, etc., as long as the pattern-triggered bonus game state continues until the ceiling is reached.

[0302] Furthermore, in the first and second embodiments described above, the time-shortening state is configured to continue until the ceiling is reached whether a jackpot symbol (for example, jackpot symbol A) or a special symbol (for example, losing symbol B) is stopped in a non-bonus game state (non-time-shortening state), but the time-shortening state may be configured to continue until the ceiling is reached only when a jackpot symbol (for example, jackpot symbol A) is stopped in a non-bonus game state (non-time-shortening state), or the time-shortening state may be configured to continue until the ceiling is reached only when a special symbol (for example, losing symbol B) is stopped in a non-bonus game state (non-time-shortening state).

[0303] Furthermore, in the first embodiment described above, in the jackpot triggered bonus game state (jackpot triggered time-shortened state) or the special pattern triggered bonus game state (special miss triggered time-shortened state), whether a jackpot pattern (for example, jackpot pattern C) or a special pattern (for example, miss pattern D) is stopped, the time-shortened state is not continued until the ceiling is reached; however, it is also possible to configure the time-shortened state not to continue until the ceiling is reached only when a jackpot pattern (for example, jackpot pattern C) is stopped, or to configure the time-shortened state not to continue until the ceiling is reached only when a special pattern (for example, miss pattern D) is stopped.

[0304] Furthermore, in the second embodiment described above, in the jackpot triggered bonus game state (jackpot triggered time-shortening state) or the special pattern triggered bonus game state (special miss triggered time-shortening state), whether a jackpot pattern (for example, jackpot pattern C) or a special pattern (for example, miss pattern D) is stopped, the time-shortening state is configured to continue until the ceiling is reached, but it may also be configured so that the time-shortening state continues until the ceiling is reached only when a jackpot pattern (for example, jackpot pattern C) is stopped, or so that the time-shortening state continues until the ceiling is reached only when a special pattern (for example, miss pattern D) is stopped.

[0305] In addition, in each of the above embodiments, a jackpot can be won by either the drawing for special chart 1 or the drawing for special chart 2. Alternatively, a configuration may be adopted in which the drawing result for special chart 1 does not include a jackpot, but the drawing result for special chart 2 does. In this case, when playing in a non-time-saving state where the drawing for special chart 1 is the main focus, the player first aims to win a special miss (e.g., miss symbol B) based on the drawing for special chart 1. If a special miss is drawn in the non-time-saving state, the player transitions to a special miss-trigger time-saving state (first time-saving state) with a predetermined number of time-saving cycles (e.g., 30 cycles). However, if a jackpot (e.g., jackpot symbol C) is drawn based on the drawing for special chart 2 during this special miss-trigger time-saving state, the player may transition to a jackpot-trigger time-saving state (second time-saving state) with a number of time-saving cycles greater than the predetermined number (e.g., 100 cycles). Furthermore, in this case, it is also possible to configure the game to transition to a jackpot trigger time-saving state (third time-saving state) with an even greater number of time-saving times (for example, 300 times) based on a jackpot (for example, jackpot pattern C) based on the lottery on special chart 2 in the jackpot trigger time-saving state. By configuring it in this way, even if the lottery result on special chart 1 does not include a jackpot, it is possible to realize a gameplay that gradually progresses the game to a situation advantageous to the player by using patterns (special losing patterns, jackpot patterns) that trigger control of the time-saving state.

[0306] In addition, in each of the above embodiments, a certain number of prize balls (at least 4R's worth of prize balls) can be obtained for both the jackpot based on the lottery of special chart 1 and the jackpot based on the lottery of special chart 2. In contrast, a jackpot based on the lottery of special chart 1 (for example, jackpot pattern A) may not actually obtain prize balls, but may be configured to transition to a jackpot-triggering time-saving state with a predetermined number of time-saving times (for example, 30 times). In this configuration, if a special miss (for example, miss pattern D) is drawn based on the lottery of special chart 2 in the jackpot-triggering time-saving state (first time-saving state), it is preferable to transition to a special miss-triggering time-saving state (second time-saving state) with a number of time-saving times greater than the predetermined number (for example, 100 times). Furthermore, in this case, a configuration may be adopted in which a transition to a special miss trigger time-saving state (a third time-saving state) with an even greater number of time-saving times (e.g., 300 times) is made based on a special miss (e.g., miss symbol D) based on the drawing of special symbol 2 in the special miss trigger time-saving state. With this configuration, even if the drawing result of special symbol 1 does not include a jackpot that can earn a certain number of prize balls, it is possible to realize a gameplay that gradually progresses the game to a situation advantageous to the player by using symbols (special miss symbols, jackpot symbols) that trigger the control of the time-saving state. In addition, in a gaming machine with this configuration, if the probability of winning a special miss in the drawing of special symbol 2 is higher than the probability of winning a jackpot in the non-time-saving state, it becomes easier to transition from the second time-saving state to the third time-saving state, providing a gameplay with a strong sense of anticipation of progression to the third time-saving state. On the other hand, if the probability of winning a special miss in the lottery for Special Chart 2 is made lower than the probability of winning a jackpot in the non-time-shortened state, it becomes more difficult to transition from the second time-shortened state to the third time-shortened state, providing a gameplay that is worth transitioning to.

[0307] In the above embodiment, if the result of the determination using the jackpot random number is a miss and the result of the determination using the symbol type random number is a special miss (miss symbol B, miss symbol D), the game is controlled to a time-shortened state without executing a jackpot game. Alternatively, a random number (time-shortened random number) for a lottery to determine whether or not to control to a time-shortened state (time-shortened lottery) may be separately obtained, and the time-shortened lottery (determination of whether or not to enter a time-shortened state) may be performed using the time-shortened random number before the variable display of the special symbol begins. In this case, the time-shortened lottery may be performed before or after the determination of whether or not a jackpot has occurred. Furthermore, when a time-shortened lottery is performed, the time-shortened lottery may be performed using a jackpot random number or a symbol type random number instead of a time-shortened random number.

[0308] In the above-described embodiment, the upper limit of the number of times the special symbol variable display is executed during the time-saving mode (time-saving count) is the combined upper limit of the number of times that the variable display of special symbol 1 or the variable display of special symbol 2 is executed. However, in addition to this combined upper limit of the number of times, a special symbol 1 upper limit of the number of times that only the variable display of special symbol 1 is counted, or a special symbol 2 upper limit of the number of times that only the variable display of special symbol 2 is counted, may be set, and the time-saving mode may end when either of these is reached. Note that the special symbol 1 upper limit of the number of times that the variable display of special symbol 1 or the special symbol 2 upper limit of the number of times that the variable display of special symbol 2 is counted, may be set to a value different from the combined upper limit of the number of times that the variable display of special symbol 1 or the special symbol 2 is set, and the time-saving mode may end when either of these is reached, or only the special symbol 2 upper limit of the number of times that the variable display of special symbol 1 or the special symbol 2 is set, and the time-saving mode may end when this limit is reached. When the special symbol 1 upper limit of the number of times that the variable display of special symbol 2 is set, these upper limit of the number of times that the variable display of special symbol 1 or the special symbol 2 is set, may be set to different values ​​depending on the game state at the time of winning, as with the combined upper limit of the number of times that the variable display of special symbol 1 or the special symbol 2 is set.

[0309] In the above embodiment, the player can obtain a larger bonus when the jackpot game is executed based on the drawing of special chart 2 than when the jackpot game is executed based on the drawing of special chart 1, but the same may be true or the opposite may be true. The bonuses that the player can obtain include the amount of prize balls that can be obtained in the jackpot game and various settings related to the game state after the jackpot game (whether or not the game is controlled to a high probability state or a time-saving state, and the number of time-saving states if the game is controlled to a time-saving state, etc.).

[0310] In the above embodiment, the display unit that performs the variable effects is configured by the display screen of one display device (display screen 50a of image display device 50), but it may also be configured by the display screens of two or more display devices. For example, in a configuration that includes a sub-display device in addition to image display device 50 as the main display device, the display screen of the main display device may be configured to perform the variable effects of the effect symbols EZ1, EZ2, and EZ3, and the display screen of the sub-display may be configured to perform the variable effects of the small symbols KZ1, KZ2, and KZ3. Note that a touch panel consisting of a touch sensor and a liquid crystal display device may be mounted on gaming machine frame 2, and the liquid crystal display device on this touch panel may be used as the sub-display device.

[0311] In the above embodiment, four random numbers such as a jackpot random number are acquired as random numbers (determination information) based on winning at the first start port 11 or the second start port 12, but it is also possible to acquire one random number and determine whether or not there is a jackpot, the type of jackpot symbol, the type of losing symbol, whether or not there is a reach, and the type of variation pattern based on that random number. In other words, the number of random numbers acquired based on winning at the start and what is determined by each random number can be set arbitrarily.

[0312] 10. Inventions Disclosed in This Specification The following inventions have been disclosed up to the preceding paragraphs in this [Mode for Carrying Out the Invention]. In the following description, the names and expressions of corresponding configurations in the embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that Invention A is a collective term for the following Inventions A1 to A8. Invention B is a collective term for the following Inventions B1 to B8. Invention C is a collective term for the following Inventions C1 to C5. Invention D is a collective term for the following Inventions D1 to D5.

[0313] Invention A1: A pattern changing means (a game control microcomputer 101 for performing processing related to the special pattern change) for changing and displaying a predetermined identification pattern (special pattern), A game state control means (a game control microcomputer 101 for performing processing related to the control of the game state) is provided, which can control a special game state (a time-shortened state) in which a game ball is likely to enter the variable start port (a second start port 12) until the number of times that the pattern variation is executed in the special game state reaches a predetermined upper limit number of times (a time-shortened number of times), In the bonus game state, A symbol-triggered bonus game state (a jackpot trigger time-saving state, a special miss trigger time-saving state) controlled based on the fact that the identification symbol has stopped at a specific symbol (a jackpot symbol, a special miss symbol); A number-triggered bonus game state (ceiling-reaching trigger time-shortening state) controlled based on the number of times the pattern variation is executed reaching a specific number (ceiling number of times, for example, 300 times), The upper limit number of times differs between the pattern-triggered bonus game state, which is controlled based on the specific pattern stopping in the pattern-triggered bonus game state (jackpot-triggered time-shortened state, special miss-triggered time-shortened state), and the pattern-triggered bonus game state, which is controlled based on the specific pattern stopping in the number-of-times-triggered bonus game state (ceiling-reaching-triggered time-shortened state) (see Figures 46, 47, 49, 50, 8, 9, 42, and 43).

[0314] According to a gaming machine of this configuration, when a specific symbol stops in the symbol-triggered bonus gaming state and when a specific symbol stops in the number-triggered bonus gaming state, the upper limit number of symbol changes in the subsequent symbol-triggered bonus gaming state changes, which increases interest in the timing when a specific symbol stops, and can provide new gaming excitement.

[0315] Invention A2: The gaming machine according to Invention A1, The specific symbols include a jackpot symbol that triggers a special game (jackpot game) advantageous to the player, The upper limit number of times differs between a first pattern-triggered bonus game state (jackpot trigger time-shortened state based on a jackpot during a jackpot trigger time-shortened state), which is a pattern-triggered bonus game state that is controlled after the special game ends based on the jackpot pattern being stopped in the pattern-triggered bonus game state (jackpot trigger time-shortened state) based on the jackpot pattern, and a second pattern-triggered bonus game state (jackpot trigger time-shortened state based on a jackpot during a ceiling-triggered time-shortened state), which is a pattern-triggered bonus game state that is controlled after the special game ends based on the jackpot pattern being stopped in the number-triggered bonus game state (ceiling-reaching time-shortened state) (see Figures 46, 49, 50, 8, and 42).

[0316] With this gaming machine, when a jackpot symbol stops in a symbol-triggered bonus game state based on a jackpot symbol, the upper limit number of symbol changes in the subsequent symbol-triggered bonus game state changes depending on whether the jackpot symbol stops in a count-triggered bonus game state, which increases interest in the timing of when the jackpot symbol will be drawn, and can provide new entertainment. In particular, it can provide new entertainment by making players aware of whether they are in a symbol-triggered bonus game state based on a jackpot symbol or a count-triggered bonus game state.

[0317] Invention A3: The gaming machine according to Invention A2, The gaming machine is characterized in that the upper limit number of times in the first symbol-triggered bonus game state is greater than that in the second symbol-triggered bonus game state (see FIGS. 50 and 42).

[0318] According to the gaming machine of this configuration, it is possible to provide a new gameplay in which the player is more advantageous when he or she hits a jackpot pattern in a pattern-triggered bonus game state based on the jackpot pattern than when he or she hits a jackpot pattern in a number-triggered bonus game state because the upper limit number of times for the bonus game state thereafter is larger.

[0319] Invention A4: The gaming machine according to Invention A2, The upper limit number of times in the first symbol-triggered bonus game state is smaller than that in the second symbol-triggered bonus game state (see FIGS. 46, 49, and 8).

[0320] According to the gaming machine of this configuration, it is possible to provide a new gameplay in which the player is more advantageous if he / she hits a jackpot pattern in a number-triggered bonus game state than if he / she hits a jackpot pattern in a pattern-triggered bonus game state based on a jackpot pattern, since the upper limit number of times for the bonus game state thereafter becomes larger.

[0321] Invention A5: The specific symbols include a jackpot symbol that triggers a special game advantageous to the player, and a special symbol (special losing symbol) different from the jackpot symbol, The upper limit number of times differs between the third pattern-triggered bonus game state (jackpot trigger time-shortened state based on a jackpot during a special miss-triggered time-shortened state), which is the pattern-triggered bonus game state that is controlled after the special game ends based on the jackpot pattern being stopped in the pattern-triggered bonus game state (special miss-triggered time-shortened state) based on the special pattern, and the second pattern-triggered bonus game state (jackpot trigger time-shortened state based on a jackpot during a ceiling-triggered time-shortened state), which is the pattern-triggered bonus game state that is controlled after the special game ends based on the jackpot pattern being stopped in the number-triggered bonus game state (ceiling-reaching time-shortened state) (see Figures 46, 49, 50, 8, and 42).

[0322] With this gaming machine, when a jackpot symbol stops in a symbol-triggered bonus game state based on a special symbol, the upper limit of the number of symbol changes in the subsequent symbol-triggered bonus game state changes depending on whether the jackpot symbol stops in a count-triggered bonus game state, which increases interest in the timing of when the jackpot symbol will be drawn, and can provide new entertainment. In particular, it can provide new entertainment by making players aware of whether they are in a symbol-triggered bonus game state based on a special symbol or a count-triggered bonus game state.

[0323] Invention A6: The gaming machine according to Invention A5, The upper limit number of times in the third symbol-triggered bonus game state is greater than that in the second symbol-triggered bonus game state (see FIGS. 46, 49, and 42).

[0324] According to the gaming machine of this configuration, it is possible to provide a new gameplay in which the player is more advantageous when he or she hits a jackpot pattern in a pattern-triggered bonus game state based on a special pattern than when he or she hits a jackpot pattern in a number-triggered bonus game state because the upper limit number of times for the bonus game state thereafter is larger.

[0325] Invention A7: The gaming machine according to Invention A5, The gaming machine is characterized in that the upper limit number of times in the third symbol-triggered bonus game state is smaller than that in the second symbol-triggered bonus game state (see FIGS. 50 and 8).

[0326] According to the gaming machine of this configuration, it is possible to provide a new gameplay in which the player is more advantageous if he or she hits a jackpot symbol in a number-triggered bonus game state than if he or she hits a jackpot symbol in a symbol-triggered bonus game state based on a special symbol, since the upper limit number of times for the bonus game state thereafter becomes larger.

[0327] Invention A8: A gaming machine according to any one of Inventions A1 to A7, A gaming machine characterized in that the setting regarding the ease of a ball entering the variable start port in the pattern-triggered bonus game state (jackpot-triggered time-saving state, special miss-triggered time-saving state) is the same as the setting regarding the ease of a ball entering the variable start port in the number-triggered bonus game state (ceiling-reaching time-saving state) (see Figure 12).

[0328] With a gaming machine of this configuration, the settings regarding the ease of balls entering the variable start port are the same for the pattern-triggered bonus game state and the number-triggered bonus game state, so it is possible to simplify the control processing of the bonus game state compared to a configuration that has multiple settings regarding the ease of balls entering the variable start port, and it is possible to suppress an increase in the processing burden.

[0329] Invention B1: A pattern changing means (a game control microcomputer 101 for performing processing related to the special pattern change) for changing and displaying a predetermined identification pattern (special pattern), A special game execution means (a game control microcomputer 101 for performing processing related to the execution of a jackpot game) for executing a special game (jackpot game) advantageous to a player when the identification symbol is stopped as a jackpot symbol; A game state control means (a game control microcomputer 101 for performing processing related to the control of the game state) is provided, which can control a special game state (a time-shortened state) in which a game ball is likely to enter the variable start port (a second start port 12) until the number of times that the pattern variation is executed in the special game state reaches a predetermined upper limit number of times (a time-shortened number of times), In the bonus game state, A specific bonus game state (jackpot trigger time-shortened state) controlled in response to the end of the special game; A non-specific bonus game state (a ceiling-reaching trigger time-saving state, a special miss trigger time-saving state) that is controlled without going through the special game, A gaming machine (a pachinko gaming machine of a third embodiment) characterized in that the upper limit number of times differs between the specific bonus gaming state, which is controlled based on the jackpot pattern stopping in the specific bonus gaming state (a jackpot trigger time-shortening state), and the specific bonus gaming state, which is controlled based on the jackpot pattern stopping in the non-specific bonus gaming state (a ceiling-reaching trigger time-shortening state, a special miss trigger time-shortening state) (see Figures 46, 49, and 50).

[0330] With a gaming machine of this configuration, when a jackpot symbol stops in a specific bonus game state that is controlled according to the end of a special game, the upper limit number of times the symbol can change in the subsequent specific bonus game state differs from when the jackpot symbol stops in a non-specific bonus game state that is controlled without going through a special game, which increases interest in the timing at which the jackpot symbol stops and can provide new gaming excitement.

[0331] Invention B2: The gaming machine according to Invention B1, The non-specific bonus game state includes a first non-specific bonus game state (a ceiling-triggered time-shortened state) that is controlled without going through the special game based on the number of times the pattern variations that have been continuously executed without the jackpot pattern being stopped reaching a specific number (a ceiling number of times, for example, 300 times), A gaming machine characterized in that the upper limit number of times differs between a first specific bonus gaming state (jackpot trigger time-shortening state) which is the specific bonus gaming state controlled based on the jackpot pattern stopping in the specific bonus gaming state (jackpot trigger time-shortening state) and a second specific bonus gaming state (jackpot trigger time-shortening state) which is the specific bonus gaming state controlled based on the jackpot pattern stopping in the first non-specific bonus gaming state (ceiling-reaching trigger time-shortening state) (see Figures 46, 49, and 50).

[0332] With this gaming machine, the upper limit of the number of symbol changes in the subsequent specific bonus game state differs depending on whether the jackpot symbol stops in the specific bonus game state, which is controlled in response to the end of the special game, or in the first non-specific bonus game state, which is controlled without going through the special game based on the number of symbol changes reaching a specific number. This heightens interest in the timing of winning the jackpot symbol, providing new entertainment. In particular, it is possible to provide new entertainment by making players aware of whether they are in the specific bonus game state, which is controlled in response to the end of the special game, or the first non-specific bonus game state, which is controlled based on the number of symbol changes reaching a specific number.

[0333] Invention B3: The gaming machine according to Invention B2, The upper limit number of times in the first special bonus game state is greater than that in the second special bonus game state (see FIG. 50).

[0334] A gaming machine of this configuration can provide new gameplay in that winning a jackpot symbol in a specific bonus game state, which is controlled in response to the end of a special game, is more advantageous to the player than winning a jackpot symbol in a first non-specific bonus game state, which is controlled based on the number of pattern changes reaching a specific number, because the upper limit number of times for the subsequent bonus game state is larger.

[0335] Invention B4: The gaming machine according to Invention B2, The upper limit number of times in the first special bonus game state is smaller than that in the second special bonus game state (see FIGS. 46 and 49).

[0336] A gaming machine with this configuration can provide new gameplay in that it is more advantageous for a player to hit a jackpot symbol in the first non-specific bonus game state, which is controlled based on the number of pattern changes reaching a specific number, than to hit a jackpot symbol in a specific bonus game state, which is controlled based on the end of special play, because the upper limit number of times for the subsequent bonus game state becomes larger.

[0337] Invention B5: The gaming machine according to Invention B1, As the non-specific bonus game state, there is a second non-specific bonus game state (special miss trigger time-shortened state) that is controlled without going through the special game based on the fact that the identification pattern is stopped with a special pattern (special miss pattern) different from the jackpot pattern (see Figure 47). A gaming machine characterized in that the upper limit number of times differs between a first specific bonus gaming state (jackpot trigger time-shortening state) which is the specific bonus gaming state controlled based on the jackpot pattern stopping in the specific bonus gaming state (jackpot trigger time-shortening state) and a third specific bonus gaming state (jackpot trigger time-shortening state) which is the specific bonus gaming state controlled based on the jackpot pattern stopping in the second non-specific bonus gaming state (special miss trigger time-shortening state) (see Figures 46, 49, and 50).

[0338] With this gaming machine, the upper limit of the number of symbol changes in the subsequent special bonus game state differs depending on whether the jackpot symbol stops in the special bonus game state controlled in response to the completion of the special game or the second non-specified bonus game state controlled without going through the special game based on the stopping of a special symbol different from the jackpot symbol. This heightens interest in the timing of the jackpot symbol and can provide new entertainment. In particular, it can provide new entertainment by making players aware of whether they are in the special bonus game state controlled in response to the completion of the special game or the second non-specified bonus game state based on a special symbol different from the jackpot symbol.

[0339] Invention B6: The gaming machine according to Invention B5, The upper limit number of times in the first special bonus game state is greater than that in the third special bonus game state (see FIG. 50).

[0340] A gaming machine of this configuration can provide new gameplay in that winning a jackpot symbol in a specific bonus game state controlled in response to the end of a special game is more advantageous to the player than winning a jackpot symbol in a second non-specific bonus game state based on a special symbol different from the jackpot symbol, since the upper limit number of times the bonus game state can be played thereafter is higher.

[0341] Invention B7: The gaming machine according to Invention B5, The upper limit number of times in the first special bonus game state is smaller than that in the third special bonus game state (see FIGS. 46 and 49).

[0342] A gaming machine with this configuration can provide new gameplay in that, rather than hitting a jackpot symbol in a specific bonus game state controlled according to the end of special play, hitting a jackpot symbol in a second non-specific bonus game state based on a special symbol different from the jackpot symbol increases the upper limit number of times the bonus game state can be played thereafter, which is advantageous for the player.

[0343] Invention B8: A gaming machine according to any one of Inventions B1 to B7, A gaming machine characterized in that the setting regarding the ease of a ball entering the variable start port in the specific bonus game state (time-saving state triggering a jackpot) is the same as the setting regarding the ease of a ball entering the variable start port in the non-specific bonus game state (time-saving state triggering a ceiling reach, time-saving state triggering a special miss) (see Figure 12).

[0344] With a gaming machine of this configuration, the settings regarding the ease of ball entry into the variable starting port are the same for the specific bonus game state, which is controlled in response to the end of a special game, and the non-specific bonus game state, which is controlled without going through a special game.Therefore, compared to a configuration that has multiple settings regarding the ease of ball entry into the variable starting port, it is possible to simplify the control processing of the bonus game state and suppress an increase in processing burden.

[0345] Invention C1: A pattern changing means (a game control microcomputer 101 for performing processing related to the special pattern change) for changing and displaying a predetermined identification pattern (special pattern), and a game state control means (a game control microcomputer 101 for performing processing related to the control of the game state) capable of controlling the number of times the pattern variation is executed in the bonus game state (time-shortened state) until the number of times reaches a predetermined upper limit (time-shortened number of times) in a bonus game state (time-shortened state) in which a game ball is more likely to enter the variable start port (second start port 12) than in a non-bonus game state (non-time-shortened state), In the bonus game state, A symbol-triggered bonus game state (a jackpot trigger time-saving state, a special miss trigger time-saving state) controlled based on the fact that the identification symbol has stopped at a specific symbol (a jackpot symbol, a special miss symbol); A number-triggered bonus game state (ceiling-reaching trigger time-shortening state) controlled based on the number of times the pattern variation is executed reaching a specific number (ceiling number of times, for example, "300"); The upper limit number of times is In the symbol triggered bonus game state, which is controlled based on the fact that the specific symbol (for example, jackpot symbol C) has stopped in the number-of-times triggered bonus game state (ceiling-reaching trigger time-shortening state), the number of symbol changes required from the end of the symbol triggered bonus game state to the start of the next number-of-times triggered bonus game state can be set to a first value (for example, "300") that is a predetermined value (for example, "0") (see FIG. 8 and FIG. 11(F)). In the pattern-triggered bonus game state (jackpot triggered time-shortened state, special miss triggered time-shortened state), which is controlled based on the specific pattern (for example, jackpot pattern C, miss pattern D) being stopped, the number of pattern changes required from the end of the pattern-triggered bonus game state to the start of the next number-triggered bonus game state can be set to a second value (for example, "50") that is greater than the predetermined value (for example, "250") (see Figures 8, 9, and 11(D)(E)). This is a gaming machine (pachinko game machine PY1 of the first embodiment).

[0346] With a gaming machine of this configuration, it is more advantageous for the player to win a specific symbol after the number of symbol changes has reached a specific number and the game has entered a count-triggered bonus game state than to win a specific symbol in the symbol-triggered bonus game state before the number of symbol changes has reached the specific number, in that the upper limit number of symbol changes in the subsequent symbol-triggered bonus game state is set so that the number of symbol changes remaining from the end of the symbol-triggered bonus game state to the next count-triggered bonus game state is reduced. Therefore, with a gaming machine of this configuration, it is possible to provide such new gameplay and increase the enjoyment of games using bonus game states.

[0347] Invention C2: A pattern changing means (a game control microcomputer 101 for performing processing related to the special pattern change) for changing and displaying a predetermined identification pattern (special pattern), and a game state control means (a game control microcomputer 101 for performing processing related to the control of the game state) capable of controlling the number of times the pattern variation is executed in the bonus game state (time-shortened state) until the number of times reaches a predetermined upper limit (time-shortened number of times) in a bonus game state (time-shortened state) in which a game ball is more likely to enter the variable start port (second start port 12) than in a non-bonus game state (non-time-shortened state), In the bonus game state, A symbol-triggered bonus game state (a jackpot trigger time-saving state, a special miss trigger time-saving state) controlled based on the fact that the identification symbol has stopped at a specific symbol (a jackpot symbol, a special miss symbol); A number-triggered bonus game state (ceiling-reaching trigger time-shortening state) controlled based on the number of times the pattern variation is executed reaching a specific number (ceiling number of times, for example, "300"); The upper limit number of times is In the pattern triggered bonus game state (jackpot trigger time-shortened state, special miss trigger time-shortened state), which is controlled based on the specific pattern (for example, jackpot pattern C, miss pattern D) being stopped, the number of pattern changes required from the end of the pattern triggered bonus game state to the start of the next number-triggered bonus game state can be set to a first value (for example, "300") that is a predetermined value (for example, "0") (see Figures 42, 43, and 44(H)(I)), In the pattern-triggered bonus game state, which is controlled based on the specific pattern (for example, jackpot pattern C) being stopped in the number-of-times-triggered bonus game state (ceiling-reaching-triggered time-shortening state), the number of pattern changes required from the end of the pattern-triggered bonus game state to the start of the next number-of-times-triggered bonus game state can be set to a second value (for example, "50") that is greater than the predetermined value (for example, "250") (see Figures 42 and 44(J)). This is a gaming machine (pachinko game machine of the second embodiment).

[0348] With a gaming machine of this configuration, rather than winning a specific symbol after the number of times the symbol changes have been executed reaches a specific number and the game is controlled to a count-triggered bonus game state, it is more advantageous for the player to win a specific symbol in the symbol-triggered bonus game state before the number of times the symbol changes have been executed reaches a specific number, in that the upper limit number of symbol changes in the subsequent symbol-triggered bonus game state is set so that the number of symbol changes remaining from the end of the symbol-triggered bonus game state to the next count-triggered bonus game state is reduced. Therefore, with a gaming machine of this configuration, it is possible to provide such new gameplay features and increase the enjoyment of games using bonus game states.

[0349] Invention C3: The gaming machine according to Invention C1 or Invention C2, A gaming machine characterized in that the predetermined value is a value less than 10.

[0350] According to the gaming machine of invention C3, which is dependent on invention C1, if a specific pattern is drawn after the number of times the pattern change has been executed has reached a specific number and the game has been controlled to a number-triggered bonus game state, it is determined that the subsequent pattern-triggered bonus game state will continue until close to the next number-triggered bonus game state, but if a specific pattern is drawn in the pattern-triggered bonus game state before the number of times the pattern change has been executed has reached a specific number, the subsequent pattern-triggered bonus game state will not continue until close to the next number-triggered bonus game state, thereby providing new gameplay.

[0351] Furthermore, according to the gaming machine of invention C3, which is dependent on invention C2, if a specific pattern is drawn in a pattern-triggered bonus game state before the number of times the pattern change has been executed reaches a specific number, it is determined that the subsequent pattern-triggered bonus game state will continue until close to the next number-triggered bonus game state, but if a specific pattern is drawn after the number of times the pattern change has been executed reaches a specific number and the game has been controlled to the number-triggered bonus game state, the subsequent pattern-triggered bonus game state will not continue until close to the next number-triggered bonus game state, thereby providing new gameplay.

[0352] Invention C4: The gaming machine according to invention C3, A gaming machine characterized in that the predetermined value is 0.

[0353] According to the gaming machine of invention C4, which is dependent on invention C1, if a specific pattern is drawn after the number of times the pattern change has been executed reaches a specific number and the game is controlled to a number-triggered bonus game state, it is determined that the subsequent pattern-triggered bonus game state will continue until the next number-triggered bonus game state. However, if a specific pattern is drawn in the pattern-triggered bonus game state before the number of times the pattern change has been executed reaches a specific number, the subsequent pattern-triggered bonus game state will not continue until the next number-triggered bonus game state, thereby providing new gameplay.

[0354] According to the gaming machine of invention C4, which is dependent on invention C2, if a specific pattern is drawn in a pattern-triggered bonus game state before the number of times the pattern change has been executed reaches a specific number, it is determined that the subsequent pattern-triggered bonus game state will continue until the next number-triggered bonus game state, but if a specific pattern is drawn after the number of times the pattern change has been executed reaches a specific number and the game has been controlled to the number-triggered bonus game state, the subsequent pattern-triggered bonus game state will not continue until the next number-triggered bonus game state, thereby providing new gameplay.

[0355] Invention C5: A gaming machine according to any one of Inventions C1 to C4, The gaming machine is characterized in that the upper limit number of times is set to the first value (e.g., "300") in the pattern-triggered bonus game state, which is controlled based on the specific pattern (e.g., jackpot pattern A, losing pattern B) stopping in the non-bonus game state (non-time-saving state) (see Figures 8, 9, 10(B)(C), 42, and 43).

[0356] According to the gaming machine of invention C5, which is dependent on invention C1, by first drawing a specific symbol in a non-bonus gaming state, the machine is controlled to a number-triggered bonus gaming state, and then controlled to a symbol-triggered bonus gaming state with the same maximum number of times as when the specific symbol is drawn, and from this point onwards the game progresses with the above-mentioned gameplay, thereby providing a new gaming experience.

[0357] According to the gaming machine of invention C5, which is dependent on invention C2, by first drawing a specific symbol in a non-bonus gaming state, the game can be controlled to a pattern-triggered bonus gaming state with the same maximum number of plays as when a specific symbol is drawn in a pattern-triggered bonus gaming state, and from this point onwards the game progresses with the above-mentioned gameplay, thereby providing a new gameplay.

[0358] Invention C6: A gaming machine according to any one of Inventions C1 to C5, The gaming machine is characterized in that the gaming state control means controls the gaming state to the number-triggered bonus gaming state when the number of times the pattern variation is executed reaches a specific number (a ceiling number, for example, "300"), regardless of whether the gaming state is the non-bonus gaming state or the pattern-triggered bonus gaming state (see Figures 10, 11(D)(E), 26, 28, and 44).

[0359] According to a gaming machine of this configuration, the machine transitions to the count-triggered bonus gaming state not only when the machine is in a non-bonus gaming state but also when the machine is in a pattern-triggered bonus gaming state, even if the number of times the pattern change has been executed reaches a specific number of times. Therefore, the gaming machine can be m...

Claims

[Claim 1] a pattern changing means for changing a predetermined identification pattern; a special game execution means for executing a special game advantageous to a player when the identification symbol is stopped as a jackpot symbol; and a game state control means for controlling the number of times the symbol variation is executed in the special game state in which the game ball is likely to enter the variable start port until the number of times the symbol variation is executed in the special game state reaches a predetermined upper limit number. In the bonus game state, a first bonus game state controlled in response to the end of the special game; a second bonus game state that is controlled without going through the special game based on the fact that the identification symbol has stopped at a predetermined symbol different from the jackpot symbol, The game state control means When the jackpot symbol is stopped in the first bonus game state, the game state can be controlled to the first bonus game state with a first number of times as the upper limit number of times; When the jackpot symbol is stopped in the second bonus game state, the game state can be controlled to the first bonus game state, with a second number of times that is smaller than the first number of times as the upper limit number of times. The first bonus game state includes a non-predetermined bonus game state and a predetermined bonus game state, A gaming machine characterized in that, whether the jackpot symbol is stopped in the non-predetermined bonus game state or the jackpot symbol is stopped in the predetermined bonus game state, the upper limit number of times of the first bonus game state based on the stopping of the jackpot symbol is set to a value greater than the second number of times.

Citation Information

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