gaming machines

The gaming machine manages state transitions and effects to prevent excessive value awarding, enhancing player anticipation and excitement, addressing the issue of excessive gaming value distribution.

JP7757501B2Active Publication Date: 2025-10-21SANKYO CO LTD
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Patent Information

Application Number
JP2024182417
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-18
Publication Date
2025-10-21
Estimated Expiration
2040-02-05

AI Technical Summary

Technical Problem

Existing gaming machines award excessive gaming value in a short period, stimulating gambling instincts and increasing tendencies.

Method used

Implementing a gaming machine with variable display of effect identification information, including specific and special effects, and controlling the machine to advantageous and normal states to manage the awarding of game value, with specific effects temporarily suspended and resumed, and suggestive and notification effects to manage player anticipation and excitement.

Benefits of technology

Prevents excessive gaming value awarding, enhances player anticipation and excitement, and reduces gambling tendencies by controlling the gaming machine's states effectively.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To prevent excessive speculation.SOLUTION: A game machine includes performance control means capable of controlling a performance on the basis of control information transmitted from game control means, and the performance control means is capable of executing performance control on the basis of the control information for identifying whether the game machine is in a highly awarded state transmitted from the game control means. Suggestion performance execution means can execute, as a suggestion performance, a performance of once lowering the visibility of performance identification information different from specific performance identification information to a first low visibility state by the display of a performance display, and then lowering the visibility to a second low visibility state in which the visibility is further lower than the first low visibility state. Notification performance execution means is capable of, as a notification performance, executing a performance for making performance identification information different from the specific performance identification information invisible. The suggestion performance execution means can execute the suggestion performance even when the specific performance identification information is not temporarily stopped, and can continuously display the performance display for a predetermined period after the predetermined timing when the specific performance identification information is not temporarily stopped.SELECTED DRAWING: Figure 11-28
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player, and can also be controlled to a normal state and a special state that is more likely to be controlled to an advantageous state than the normal state. [Background technology]

[0002] Conventionally, there is a gaming machine that is controlled to a high probability state (probability change state), which is a special state that is more likely to be controlled to a jackpot state that is more advantageous than the normal state, for a predetermined number of variable display times (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-83580 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in Patent Document 1, before the high probability state (probability change state) ends, advantageous states (jackpot states) that are controlled to the high probability state (probability change state) again occur repeatedly, which can result in a large amount of gaming balls, which are gaming media, being awarded in a short period of time, which could overly stimulate the player's gambling instincts.

[0005] The present invention has been made in light of such problems, and aims to provide a gaming machine that can prevent excessive gaming value from being awarded in a short period of time, which would lead to an excessive increase in gambling tendencies. [Means for solving the problem]

[0006] The gaming machine of means 1 is A gaming machine that variably displays a plurality of types of effect identification information including specific effect identification information to derive and display a display result, and is controllable to an advantageous state that is advantageous to a player, and is also controllable to a normal state and a special state that is more easily controlled to the advantageous state than the normal state, a specific effect execution means for executing a specific effect by temporarily suspending the specific effect identification information at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, and then restarting the variable display; A suggestion effect execution means capable of executing a suggestion effect that suggests a temporary stop of the specific effect identification information; a notification effect execution means capable of executing a notification effect for notifying a temporary stop of the specific effect identification information; a special effect execution means capable of executing a special effect after the execution of the notification effect; the suggestion effect execution means is capable of executing, as the suggestion effect, an effect in which effect identification information different from the specific effect identification information is changed to a first state in which visibility is low by an effect display that displays convergent lines directed toward a predetermined position where the specific effect identification information can temporarily stop, and then the density of the convergent lines in the effect display is increased to change to a second state in which visibility is even lower than the first state; The notification effect execution means is capable of executing, as the notification effect, an effect in which effect identification information different from the specific effect identification information is made invisible, The suggestive effect execution means is capable of executing the suggestive effect even when the specific effect identification information does not temporarily stop, and when the specific effect identification information does not temporarily stop, is capable of continuously displaying the effect display for a predetermined period after the predetermined timing has passed, and erases the effect display before any effect identification information different from the specific effect identification information is stopped and displayed at the predetermined position where the specific effect identification information temporarily stops, The display area of ​​the effect display is larger in the second state than in the first state. It is characterized by the following.

[0007] The gaming machine of means 2 is A gaming machine that variably displays a plurality of types of performance identification information to derive and display a display result, and is controllable to an advantageous state that is advantageous to a player, and is controllable to a normal state and a special state that is more likely to be controlled to the advantageous state than the normal state, a specific effect execution means for executing a specific effect by temporarily suspending special identification information different from the effect identification information at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, and then restarting the variable display; A suggestion effect execution means capable of executing a suggestion effect that suggests a temporary stop of the special identification information; a notification effect execution means capable of executing a notification effect for notifying a temporary stop of the special identification information; a special effect execution means capable of executing a special effect after the execution of the notification effect; the suggestion effect execution means is capable of executing, as the suggestion effect, an effect in which the effect identification information is changed to a first state in which visibility is low by an effect display that displays convergent lines directed toward a predetermined position where the special identification information can temporarily stop, and then the density of the convergent lines in the effect display is increased to change the effect identification information to a second state in which visibility is even lower than the first state; The notification effect execution means is capable of executing, as the notification effect, an effect that makes the effect identification information invisible, The suggestion effect execution means is capable of executing the suggestion effect even when the special identification information does not temporarily stop, and when the special identification information does not temporarily stop, is capable of continuously displaying the effect display for a predetermined period after the predetermined timing has passed, and erases the effect display at the predetermined position where the special identification information temporarily stops before any of the effect identification information is stopped and displayed, The display area of ​​the effect display is larger in the second state than in the first state. It is characterized by the following.

[0008] Furthermore, the embodiments for carrying out the invention described below include the inventions relating to the following means A to B. Conventionally, there have been gaming machines that are capable of executing variable display of decorative symbols (effect identification information), as shown in JP 2016-131876 A, and are also capable of executing pseudo consecutive effects (specific effects) that include temporarily stopping pseudo consecutive symbols (specific effect identification information) and then re-variably displaying them during the variable display of the decorative symbols.

[0009] However, since no effect is executed when the pseudo consecutive symbols temporarily stop, there is a problem that not only is it not possible to increase the player's sense of expectation for the pseudo consecutive symbols temporarily stopping, but it is also not possible to increase the player's sense of excitement when the pseudo consecutive symbols temporarily stop.

[0010] This invention has been made with a focus on such problems, and aims to provide a gaming machine that can increase the player's sense of expectation and enhance the player's sense of excitement.

[0011] The gaming machine of means A is A gaming machine (e.g., a pachinko gaming machine 1) that can variably display a plurality of types of effect identification information (e.g., decorative symbols) including specific effect identification information (e.g., pseudo-repeated symbols) to derive and display a display result, and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, As a variable display, a specific effect execution means (for example, a part where the effect control CPU 120 executes the variable display process shown in FIG. 14) that can execute a specific effect (for example, a pseudo-continuous effect) that temporarily stops the specific effect identification information at a predetermined timing from when the variable display of the effect identification information starts until the display result is derived and displayed, and then resumes the variable display; A suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 14) that can execute a suggestion effect (for example, a temporary stop suggestion effect) that suggests that the specific effect identification information is temporarily stopped; A notification effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 14) capable of executing a notification effect (for example, a temporary stop notification effect) that notifies that the specific effect identification information has temporarily stopped; Equipped with The suggestive performance execution means is capable of executing, as the suggestive performance, a performance in which the visibility of performance identification information different from the specific performance identification information is first reduced to a first low visibility state by displaying an effect display, and then reduced to a second low visibility state having even lower visibility than the first low visibility state (for example, as shown in Figures 15-33 and 15-34, the visibility of the left and right decorative patterns is reduced by displaying concentrated lines at a density D1 on the image display device 5, and then the visibility of the left and right decorative patterns is further reduced by displaying concentrated lines at a density D2), The notification effect execution means is capable of executing, as the notification effect, an effect in which effect identification information different from the specific effect identification information is made invisible (for example, as shown in Figures 15-34 and 15-35, an effect image for temporary stop notification is displayed in the entire display area of ​​the image display device 5, making the decorative patterns on the left and right invisible); The suggestive effect execution means can execute the suggestive effect even when the specific effect identification information does not temporarily stop, and when the temporary stop does not occur, can continue to display the effect display for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 15-44, when the temporary stop suggestive effect is executed and the pseudo consecutive symbols do not temporarily stop, the convergence lines continue to be displayed even after the pseudo consecutive symbols are no longer displayed on the image display device 5). It is characterized by the following. According to this feature, the suggestive effect can increase the player's anticipation of a temporary stop, and the execution of the notification effect can increase the player's sense of excitement at the temporary stop.In addition, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop has not occurred and easing the player's disappointment at not making a temporary stop, thereby increasing the player's interest in the game.

[0012] The gaming machine of means B is A gaming machine (e.g., a pachinko gaming machine 1) that can variably display a plurality of types of performance identification information (e.g., decorative patterns) to derive and display a display result, and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, As a variable display, at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, a specific effect (for example, a pseudo consecutive effect) that can execute a specific effect that temporarily stops special identification information (for example, a pseudo consecutive pattern) different from the effect identification information and then resumes the variable display (for example, a part where the effect control CPU 120 executes the variable display during effect processing shown in FIG. 14 ); A suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 14) capable of executing a suggestion effect (for example, a temporary stop suggestion effect) that suggests that the special identification information is temporarily stopped; A notification effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 14) capable of executing a notification effect (for example, a temporary stop notification effect) that notifies that the special identification information has temporarily stopped; Equipped with The suggestive effect execution means can execute, as the suggestive effect, an effect in which the visibility of the effect identification information is first reduced to a first low visibility state by displaying an effect display, and then reduced to a second low visibility state having even lower visibility than the first low visibility state (for example, as shown in Figures 15-33 and 15-34, the visibility of the left and right decorative patterns is reduced by displaying concentrated lines at a density D1 on the image display device 5, and then the visibility of the left and right decorative patterns is further reduced by displaying concentrated lines at a density D2), The notification effect execution means is capable of executing an effect that makes the effect identification information invisible as the notification effect (for example, as shown in Figures 15-34 and 15-35, an effect image for temporary stop notification is displayed in the entire display area of ​​the image display device 5, thereby making the decorative patterns on the left and right invisible), The suggestive effect execution means can execute the suggestive effect even when the special identification information does not temporarily stop, and when the temporary stop does not occur, can continue to display the effect display for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 15-44, when the temporary stop suggestive effect is executed and the pseudo consecutive symbols do not temporarily stop, the convergence lines continue to be displayed even after the pseudo consecutive symbols are no longer displayed on the image display device 5). It is characterized by the following. According to this feature, the suggestive effect can increase the player's anticipation of a temporary stop, and the execution of the notification effect can increase the player's sense of excitement at the temporary stop.In addition, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop has not occurred and easing the player's disappointment at not making a temporary stop, thereby increasing the player's interest in the game.

[0013] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7]FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] 10 is a flowchart showing an example of a performance control main process. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 10-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 10-3] FIG. 2 is a schematic diagram of a movable body unit. [Figure 10-4] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 10-5] FIG. 2 is an explanatory diagram showing each random number. [Figure 10-6] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. [Figure 10-7] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 10-8] FIG. 10 is a diagram illustrating a variation pattern. [Figure 10-9] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 10-10] 10 is a block diagram showing an example of the configuration of a game control data retention area. FIG. [Figure 10-11] (A) is a block diagram showing an example of the configuration of the data holding area for performance control, and (B) is a diagram showing an example of the configuration of the command buffer received at the time of starting winning. [Figure 10-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 10-13] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 10-14] 10 is a flowchart illustrating an example of a command analysis process. [Figure 10-15] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 10-16]This is a diagram showing whether or not a preview effect will be performed and the determination ratio of the display pattern. [Figure 10-17] A figure showing an example of updating the first pending memory display area and the second pending memory display area. [Figure 10-18] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 10-19] 10 is a flowchart showing an example of a variable display effect process. [Figure 10-20] FIG. 10 is an explanatory diagram of a variable display control timer and a movable body control timer. [Figure 10-21] This is a timing chart for the variable display of Super Reach α1 jackpot and Super Reach α2 jackpot. [Figure 10-22] This is a timing chart for the variable display of Super Reach α1 miss and Super Reach α2 miss. [Figure 10-23] This is a timing chart for the variable display of Super Reach β1 jackpot and Super Reach β2 jackpot. [Figure 10-24] This is a timing chart for the variable display of Super Reach β1 miss and Super Reach β2 miss. [Figure 10-25] 10 is a diagram showing the presence or absence of a movable object suggestive action and the image enlargement ratio during each enlarged display period. FIG. [Figure 10-26] (A) is a diagram showing the presentation mode of each movable body action suggestion presentation, and (B) is a diagram showing the presentation mode of each movable body action presentation. [Figure 10-27] 10A and 10B are diagrams showing the presentation mode up to the reach presentation in the image display device. [Figure 10-28] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-29] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-30] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-31] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-32]10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-33] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-34] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-35] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 10-36] 10 is a diagram showing a presentation mode of reach presentation in an image display device according to a modified example. FIG. [Figure 10-37] 10 is a diagram showing a presentation mode of reach presentation in an image display device according to a modified example. FIG. [Figure 11-1] This is a configuration diagram showing various control boards and the like installed in the pachinko gaming machine of characteristic part 162SG. [Figure 11-2] 10A, 10B, and 10C are diagrams illustrating examples of performance control commands. [Figure 11-3] FIG. 2 is an explanatory diagram showing each random number. [Figure 11-4] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. [Figure 11-5] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 11-6] FIG. 10 is a diagram illustrating a variation pattern. [Figure 11-7] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 11-8] An explanatory diagram showing the relationship between the variable display time of each variation pattern and the ball output status flag. [Figure 11-9] 10 is a block diagram showing an example of the configuration of a game control data retention area. FIG. [Figure 11-10] (A) is a block diagram showing an example of the configuration of the data holding area for performance control, and (B) is a diagram showing an example of the configuration of the command buffer received at the time of starting winning. [Figure 11-11]10 is a flowchart showing an example of a game control main process in a pachinko gaming machine of characteristic section 162SG. [Figure 11-12] 10 is a flowchart showing an example of a game control timer interrupt process in a pachinko game machine of characteristic section 162SG. [Figure 11-13] 10A is a flowchart showing an example of a ball output state determination process, and FIG. 10B is an explanatory diagram showing the relationship between the ball output state flag value and each adjustment. [Figure 11-14] 10 is a flowchart showing an example of a start winning determination process. [Figure 11-15] (A) is a flowchart showing an example of a process for determining a random number value when winning, and (B) is a diagram showing the contents of a variable category command. [Figure 11-16] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 11-17] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 11-18] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 11-19] A flowchart showing an example of a jackpot end process. [Figure 11-20] This is an explanatory diagram showing the relationship between the progress of the jackpot and the opening and closing status of the jackpot opening. [Figure 11-21] An explanatory diagram showing the relationship between the ball output state flag value and each period in the jackpot state. [Figure 11-22] 10 is a flowchart illustrating an example of a command analysis process. [Figure 11-23] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 11-24] (A) is a diagram showing an example of the display pattern determination ratio for reserved memories of jackpots (excluding special jackpot C), and (B) is a diagram showing an example of the display pattern determination ratio for reserved memories of losses. [Figure 11-25] (A) is a diagram showing the first pending memory display area and the second pending memory display area, and (B) is a diagram showing an example of updating the first pending memory display area and the second pending memory display area. [Figure 11-26] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 11-27] 10 is a flowchart showing an example of a preview performance determination process. [Figure 11-28] 10A to 10C show tables A to C for determining the type of preview performance. [Figure 11-29] 10 is a flowchart showing an example of a variable display effect process. [Figure 11-30] A figure showing a fluctuation pattern determination table for misses. [Figure 11-31] An explanatory diagram showing a loss variation pattern determination table selected depending on the value of the ball output status flag. [Figure 12] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 13] This figure shows the numerical range of a jackpot and the numerical range of a miss with time-saving in the variable display of the first special chart in normal state or time-saving state. [Figure 14] 10 is a flowchart showing an example of a performance control process. [Figure 15-1] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 15-2] 10A and 10B are diagrams illustrating the operation of the second movable body. [Figure 15-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 15-4] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 15-5] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 15-6] FIG. 2 is an explanatory diagram showing each random number. [Figure 15-7] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. [Figure 15-8] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 15-9]FIG. 10 is a diagram illustrating a variation pattern. [Figure 15-10] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 15-11] (A) is a block diagram showing an example of the configuration of the data holding area for performance control, and (B) is a diagram showing an example of the configuration of the command buffer received at the time of starting winning. [Figure 15-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 15-13] (A) is a flowchart showing an example of a process for determining a random number value when winning, and (B) is a diagram showing the contents of a variable category command. [Figure 15-14] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 15-15] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 15-16] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 15-17] A flowchart showing an example of a jackpot end process. [Figure 15-18] 10 is a flowchart illustrating an example of a command analysis process. [Figure 15-19] 10 is a part of a flowchart showing an example of a performance control process. [Figure 15-20] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 15-21] 10A is a diagram showing an example of a display pattern determination ratio for a jackpot reserved memory, and FIG. 10B is a diagram showing an example of a display pattern determination ratio for a losing reserved memory. [Figure 15-22] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 15-23] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 15-24] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 15-25] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 15-26] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 15-27] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 15-28] An explanatory diagram of each performance period and performance content in pseudo-consecutive performances. [Figure 15-29] (A) is a flowchart showing an example of the preview performance determination process (for when a pseudo consecutive performance is executed), and (B) is a diagram showing whether or not a preview performance will be executed and the determination ratio of the preview performance to be executed. [Figure 15-30] (A) is a flowchart showing an example of the preview performance decision process (for when pseudo consecutive performances are not executed), and (B) is a diagram showing whether or not a preview performance will be executed and the decision rate of the preview performance to be executed. [Figure 15-31] (A) is a diagram showing the ratio of determining whether to execute the special temporary stop notification effect, and (B) is a diagram showing the ratio of determining the period of the temporary stop notification effect. [Figure 15-32] 10A and 10B are diagrams illustrating an output mode of sound output from a speaker. [Figure 15-33] This figure shows the display mode of each image during the temporary stop suggestion performance period when the pseudo consecutive patterns do not stop. [Figure 15-34] This is a diagram showing the display mode of each image during the temporary stop suggestion performance period when pseudo consecutive symbols temporarily stop. [Figure 15-35] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-36] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-37] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-38] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-39] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-40] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-41] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-42] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-43] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-44] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-45] This is an explanatory diagram showing the change in visibility of the decorative patterns on the left and right during the temporary stop suggestion display period and the temporary stop notification display period. [Figure 15-46] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-47] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 15-48] FIG. 10 is a diagram showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects in a modified example. [Figure 16-1] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 16-2] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 16-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 16-4] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects. [Figure 16-5] FIG. 10 is an explanatory diagram of image data that constitutes a display on an image display device in a modified example. [Figure 16-6] FIG. 10 is a diagram showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects in a modified example. [Figure 16-7] FIG. 10 is a diagram showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects in a modified example. [Figure 16-8]FIG. 10 is a diagram showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects in a modified example. [Figure 16-9] FIG. 10 is a diagram showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects in a modified example. [Figure 16-10] 10 is an explanatory diagram showing the transparency of convergent lines and effect images in a modified example. [Figure 16-11] FIG. 10 is a diagram showing the display mode of an image display device in variable display mode that executes pseudo consecutive effects in a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0015] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0016] [form] The gaming machine of type 1 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, and can also be controlled to a normal state and a special state (e.g., a time-shortening state (a high probability high base state or a low probability high base state)) that is more easily controlled to the advantageous state than the normal state, An update means (for example, a part where the CPU 103 executes the ball output state determination process shown in FIG. 11-13) that can update predetermined numerical data from a first value (for example, "0") to a second value (for example, "1" or "2") when the number of times that the advantageous state has occurred during an advantageous period (for example, a period during which consecutive wins have occurred) in which the normal state has never been controlled since the normal state was controlled to either the advantageous state or the special state has reached a specific number (for example, when the number of consecutive wins is equal to or greater than "5", which is the first determination number); and an adjusting means for adjusting the speed at which the game value is awarded in a unit period to decrease when the predetermined numerical data is the second value (for example, as shown in Figs. 11-13 and 11-21, a portion in which the CPU 103 sets the ball-out state flag value to "1" or "2" in the ball-out state determination process, thereby lengthening the fanfare presentation period, interval period, and ending presentation period during a jackpot game), The update means updates the predetermined numerical data from the second value to the first value when the termination condition is met (for example, as shown in FIG. 11-13, when the CPU 103 sets the payout status flag to "1", the CPU 103 sets the payout status flag to "0" based on the fact that the number of remaining variable display times after the determination set in the same manner becomes 0). It is characterized by the following. According to this feature, when the predetermined numerical data is the second value, an adjustment is made to slow down the speed at which game value is awarded, thereby preventing excessive game value from being awarded in a short period of time when the predetermined numerical data is the second value, which would lead to an excessive increase in gambling tendencies.

[0017] The gaming machine of the second aspect of the characteristic part 162SG is the gaming machine of the first aspect, A gaming machine that can be controlled to the advantageous state when a variable display is executed and the variable display result becomes a specific result (for example, a jackpot), The adjusting means adjusts the variable display period of the variable display executed when the predetermined numerical data is the second value so that it is longer than the variable display period of the variable display executed when the predetermined numerical data is the first value (for example, as shown in FIG. 11-8, when the value of the ball output state flag is "1" or "2" (when it is the first high ball output state or the second high ball output state), the special chart variable display period in each variation pattern is set longer than when the value of the ball output state flag is "0" (when it is the low ball output state)), It is characterized by the following. According to this feature, by lengthening the variable display period, the time interval during which the advantageous state occurs when the specified numerical data is the second value can be lengthened, and therefore the speed at which game value is awarded when the specified numerical data is the second value can be slowed down without reducing the game value awarded in the advantageous state.

[0018] The gaming machine of the characteristic part 162SG of form 3 is the gaming machine of form 1 or form 2, The advantageous state includes an awardable period during which game value can be awarded (for example, as shown in FIG. 11-20, the period of each round of play during which the big prize opening is in an open state) and an unawardable period during which game value cannot be awarded (for example, as shown in FIG. 11-20, the fanfare performance period, interval period, and ending performance period during which the big prize opening is in a closed state), The adjusting means adjusts the period during which the advantageous state cannot be granted, which is controlled when the predetermined numerical data is the second value, to be longer than the period during which the advantageous state cannot be granted, which is controlled when the predetermined numerical data is the first value (for example, as shown in FIG. 11-21, when the value of the ball output state flag is "1" or "2", the fanfare effect period, interval period, and ending period during the jackpot game are set longer than when the value of the ball output state flag is "0"); It is characterized by the following. According to this feature, the non-awarding period during which the game value is not awarded is lengthened, thereby slowing down the speed at which the game value is awarded when the predetermined numerical data is the second value.

[0019] The gaming machine of the characteristic part 162SG of form 4 is the gaming machine of any one of forms 1 to 3, The advantageous state type determination means is capable of determining whether the advantageous state is a first advantageous state (for example, a probability variable jackpot B) or a second advantageous state (for example, a probability variable jackpot A) in which the amount of game value awarded is greater than that of the first advantageous state (for example, a part in which the CPU 103 executes the process (step 162SGS154) of determining the jackpot type in the normal process of the special symbol shown in FIG. 11-16 ); The adjusting means adjusts the rate at which the first advantageous state is determined by the advantageous state type determining means when the predetermined numerical data is the second value to be higher than the rate at which the first advantageous state is determined by the advantageous state type determining means when the predetermined numerical data is the first value (for example, as shown in modified example 162SG-1, when the ball output state is a high ball output state, the rate at which the probability variable jackpot A is determined as the jackpot type is lowered and the rate at which the probability variable jackpot B is determined is increased compared to when the ball output state is a low ball output state), It is characterized by the following. According to this feature, when the specified numerical data is the second value, it becomes easier to determine the first advantageous state in which the amount of game value awarded is small, so the amount of game value awarded when the specified numerical data is the second value can be reduced, and as a result, the speed at which game value is awarded when the specified numerical data is the second value can be slowed down.

[0020] The gaming machine of the fifth aspect of the characteristic part 162SG is the gaming machine according to any one of the first to fourth aspects, The adjustment means adjusts the rate at which the advantageous period end determination means determines the end of the advantageous period when the predetermined numerical data is the second value to be higher than the rate at which the advantageous period end determination means determines the end of the advantageous period when the predetermined numerical data is the first value (for example, as shown in modified example 162SG-2, a part that increases the rate at which the jackpot type is determined to be a non-variable jackpot in a high ball output state compared to a low ball output state, and a part that increases the rate at which the drop-out lottery is won in a high ball output state compared to a low ball output state), It is characterized by the following. According to this feature, when the specified numerical data is the second value, it is easier to determine the end of the advantageous period and it is easier to control it to the normal state, so the number of times consecutive advantageous states occur via special states can be reduced, and as a result, the speed at which game value is awarded when the specified numerical data is the second value can be slowed down.

[0021] The gaming machine of the sixth aspect of the characteristic part 162SG is the gaming machine according to any one of the first to fifth aspects, The termination condition is that the number of occurrences of the advantageous state that occurred during the advantageous period after the predetermined numerical data was updated from the first value to the second value by the update means has reached the termination determination number (for example, as shown in variant example 162SG-3, the part that controls the first high ball output state or the second high ball output state to the low ball output state on the condition that 100 variable displays have been executed since being controlled to the first high ball output state or the second high ball output state), It is characterized by the following. According to this feature, the adjustment can be terminated when the number of advantageous states for which termination determination is made occurs during the advantageous period after the specified numerical data is updated from the first value to the previous second value.

[0022] The gaming machine of the seventh aspect of the characteristic part 162SG is the gaming machine according to any one of the first to sixth aspects, A gaming machine that can be controlled to the advantageous state when a variable display is executed and the variable display result becomes a specific result (for example, a jackpot), The termination condition is that the number of variable displays executed after the predetermined numerical data is updated from the first value to the second value by the update means reaches a termination determination number (for example, the value "100" set as the remaining number of variable displays after determination becomes "0" after 100 variable displays are executed). It is characterized by the following. According to this feature, the adjustment can be ended when the variable display of the number of times of end determination is executed after the predetermined numerical data is updated from the first value to the previous second value.

[0023] The gaming machine of the eighth aspect of the characteristic part 162SG is the gaming machine according to any one of the first to seventh aspects, The termination condition is that the magnitude of the game value used in the game after the predetermined numerical data is updated from the first value to the second value by the update means reaches a magnitude for determining termination (for example, as shown in variant example 162SG-4, after setting the value of the ball output status flag to "1", the value of the ball output status flag is set to "0" based on the total number of game balls that have entered each winning slot or entered the outlet during the consecutive win period reaching a predetermined number (for example, 1,000 balls)). It is characterized by the following. According to this feature, the adjustment can be terminated when the amount of game value used in the game after the specified numerical data is updated from the first value to the previous second value reaches the amount of termination judgment.

[0024] The gaming machine of the ninth aspect of the characteristic part 162SG is the gaming machine according to any one of the first to eighth aspects, a storage means (e.g., RAM 102) capable of retaining the value of the predetermined numerical data even when the power supply to the gaming machine is stopped; An initialization means for initializing the stored contents of the storage means based on the establishment of a predetermined condition when power supply to the gaming machine is started (for example, when the CPU 103 executes the game control main process shown in FIG. 11-11 at the start of the pachinko gaming machine 1, a part for executing the processes of steps S6a and S6b based on the fact that the restoration condition is not established (step S3; N)); Equipped with When the memory contents of the memory means are initialized by the initialization means, the first value is set to the predetermined numerical data (for example, as shown in FIG. 11-11, the CPU 103 sets the value of the payout state flag to "0" corresponding to the low payout state in the processing of step S6b). It is characterized by the following. This feature makes it possible to prevent adjustments from being made when power supply is started.

[0025] The gaming machine of the tenth aspect of the characteristic part 162SG is the gaming machine of any one of the first to ninth aspects, a storage means (e.g., RAM 102) capable of retaining the value of the predetermined numerical data even when power supply to the gaming machine is stopped; When power supply to the gaming machine is started, the predetermined numerical data is restored based on the value of the predetermined numerical data stored in the storage means (for example, when the CPU 103 executes the game control main process shown in FIG. 11-11 upon startup of the pachinko gaming machine 1, if the restoration condition is met (step S3; Y), restoration processing (step S4) including updating of the ball output state flag using backup data is executed, thereby restoring the state to a high ball output state if the state was high when the power outage occurred, and restoring the state to a low ball output state if the state was low when the power outage occurred). It is characterized by the following. According to this feature, if the predetermined numerical data at the time of power interruption is the second value, the adjustment can be continued when the power interruption is restored.

[0026] The gaming machine of the eleventh aspect of the characteristic part 162SG is the gaming machine according to any one of the first to tenth aspects, A notification means capable of notifying that the predetermined numerical data is the second value (for example, as shown in FIG. 11-13, in the ball output state determination process, the CPU 103 sets the value of the ball output state flag to "1" in the process of step S162SG06, and then starts lighting up the high ball output state notification LED 162SG071 in the process of step S162SG08), It is characterized by the following. It can be recognized that adjustment has been made by the predetermined numerical data being the second value.

[0027] The gaming machine of a twelfth aspect of the characteristic part 162SG is the gaming machine of the eleventh aspect, A game control means (e.g., CPU 103) capable of controlling the progress of a game; A light-emitting means having a plurality of light-emitting units (for example, a first special symbol display device 4A and a second special symbol display device 4B, a normal symbol display device 20, a high ball output state notification LED 162SG071) whose light emission is controlled by the game control means, The notification is made by illuminating the light-emitting unit (for example, a part that notifies the high ball output state by lighting up the high ball output state notification LED162SG071), It is characterized by the following. According to this feature, notification can be made by light emission control common to other light emitting units by the game control means.

[0028] The gaming machine of the characteristic part 162SG of form 13 is the gaming machine of any one of forms 1 to 12, A game control means (e.g., CPU 103) capable of controlling the progress of a game; A performance control means (for example, a performance control CPU 120) capable of controlling performance based on control information (for example, a performance control command shown in FIG. 11-2) transmitted from the game control means; Equipped with The game control means is capable of transmitting control information that can identify that the predetermined numerical data is the second value to the performance control means (for example, as shown in FIG. 11-13, after CPU 103 executes the sending setting of the payout state designation command in the processing of step 162SGS17, the part that executes the command control processing shown in FIG. 5), The presentation control means is capable of executing presentation control based on control information that can identify that the predetermined numerical data is the second value (for example, as shown in Figures 11-27 and 11-28, the presentation control CPU 120 is capable of identifying the ball output state from the received ball output state designation command in the preview presentation determination process, and determining whether or not to execute a preview presentation during variable display and the presentation type of the preview presentation to be executed using a preview presentation type determination table corresponding to the identified ball output state). It is characterized by the following. According to this feature, it is possible to execute a presentation control corresponding to whether the predetermined numerical data is the second value or not, thereby increasing the interest in the game.

[0029] The gaming machine of the characteristic part 162SG of form 14 is the gaming machine of any one of forms 1 to 13, A performance execution means (for example, a performance control CPU 120) is provided that can execute a specific performance (for example, a reach performance) that can suggest that there is a high possibility that the game will be controlled to the advantageous state, and a preview performance (for example, a foresight preview performance) that previews the execution of the specific performance, The performance execution means limits the execution of the preview performance during a predetermined period before the update means updates the predetermined numerical data from the second value to the first value (for example, as shown in FIG. 11-23, the performance control CPU 120 determines whether the number of remaining variable displays after determination is equal to or less than the number of pre-reading limit times in the processing of step 162SGS242b of the pre-reading preview setting processing, and does not execute the pre-reading preview performance if the number of remaining variable displays after determination is equal to or less than the number of pre-reading limit times (step 162SGS242b; Y)). It is characterized by the following. According to this feature, it is possible to prevent the preview performance from becoming inappropriate because the adjustment is no longer performed when the specified numerical data is updated from the second value to the first value.

[0030] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.

[0031] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.

[0032] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[0033] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.

[0034] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."

[0035] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0036] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0037] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0038] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0039] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.

[0040] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.

[0041] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0042] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0043] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0044] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0045] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0046] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.

[0047] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0048] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.

[0049] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0050] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.

[0051] A movable body 32 that operates in accordance with the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.

[0052] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0053] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.

[0054] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).

[0055] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).

[0056] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0057] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values ​​such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.

[0058] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.

[0059] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values ​​in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.

[0060] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0061] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0062] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).

[0063] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0064] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0065] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0066] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).

[0067] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.

[0068] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.

[0069] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.

[0070] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0071] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.

[0072] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."

[0073] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0074] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0075] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0076] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

[0077] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).

[0078] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0079] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.

[0080] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state. (Progress of the production, etc.)

[0081] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or as effects using any effect device including some or all of these.

[0082] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0083] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.

[0084] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.

[0085] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0086] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0087] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."

[0088] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").

[0089] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0090] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.

[0091] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.

[0092] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0093] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.

[0094] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0095] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0096] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0097] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.

[0098] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0099] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0100] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.

[0101] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch provided on the power supply board 17.

[0102] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.

[0103] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0104] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0105] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0106] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0107] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0108] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0109] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0110] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0111] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0112] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.

[0113] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0114] The random number circuit 124 counts updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0115] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0116] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.

[0117] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0118] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0119] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.

[0120] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.

[0121] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.

[0122] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values ​​are set in the work area by the execution of the clearing process.

[0123] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.

[0124] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values ​​set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0125] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to statically display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.

[0126] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.

[0127] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.

[0128] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.

[0129] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

[0130] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S6 is executed but the setting change state is not controlled, and if the clear switch is off, the recovery process of step S4 is executed but the setting confirmation state is not controlled.

[0131] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt process.

[0132] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).

[0133] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.

[0134] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.

[0135] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0136] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0137] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of ​​RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission of the performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0138] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0139] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0140] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values ​​compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.

[0141] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.

[0142] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.

[0143] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.

[0144] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," and the game is in a time-saving state or a probability variable state and the end of the count limit is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0145] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.

[0146] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.

[0147] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.

[0148] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.

[0149] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.

[0150] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.

[0151] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.

[0152] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value has six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values ​​that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.

[0153] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.

[0154] In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values ​​are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.

[0155] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.

[0156] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is normal or time-saving, the range of 1020 to 1237 among the hit determination values ​​is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range corresponding to each setting value from 1238 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.

[0157] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values ​​is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the set value is 2 to 6, the numerical range according to each set value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.

[0158] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values ​​is set as a common numerical range of small hit determination values ​​for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0159] In the first special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33094 among the hit determination values ​​is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0160] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values ​​is set as a common numerical range of small hit determination values ​​for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0161] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values ​​is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0162] The number of setting values ​​that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the jackpot probability in the normal state is 1 / 320 and the probability variable state loops at a rate of 65% (so-called probability variable loop type), and when the setting value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and the game condition after the end of the jackpot game is controlled to the probability variable state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any of 1 to 3, the gameplay is the same. However, a setting may be set in which the jackpot probability and small jackpot probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any of 4 to 6). When the gameplay is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the predetermined switch).

[0163] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.

[0164] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power supply voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 and return it to its initial position, and control to perform predetermined operation checks.

[0165] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0166] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to emit an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.

[0167] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.

[0168] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.

[0169] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0170] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.

[0171] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0172] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.

[0173] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.

[0174] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.

[0175] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to its initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0176] The small win performance processing in step S174 is a process executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.

[0177] The small win end effect processing of step S175 is a process executed when the value of the effect process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.

[0178] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0179] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.

[0180] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.

[0181] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.

[0182] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0183] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.

[0184] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0185] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0186] In this specification, expressions of comparison of various percentages such as the performance percentage (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."

[0187] (Explanation of feature part 109SG) Next, characteristic portion 109SG in the embodiment of the present invention (hereinafter abbreviated as present characteristic portion 109SG) will be described.

[0188] Among conventional gaming machines, there is one described in Patent Publication No. 2013-99572 (Patent Document 1), which is capable of announcing the result of a performance by the movement of a movable body (execution of a specific performance) and is equipped with a speaker (sound output means) that can output performance sounds.

[0189] The gaming machine described in Patent Document 1 is capable of executing a suggestive effect that suggests that a specific effect will be executed by repeatedly moving a movable body during a period before the execution of a specific effect, and by executing this suggestive effect, it is possible to draw the player's attention to whether or not the specific effect will be executed. Furthermore, with such a gaming machine, it is possible to increase the player's interest in the game by ending the repeated movement of the movable body as a suggestive effect a predetermined period before the specific effect, and by changing the type of effect sound output from the speaker before and after the predetermined period (changing the type of effect sound output from the speaker), but there is a problem in that the change in the type of effect sound output from these speakers before and after the predetermined period becomes difficult to recognize due to the movement of the movable body.

[0190] The present invention has been made in view of such problems, and aims to provide a gaming machine that makes it easy to recognize that the type of sound produced has changed before and after a predetermined period of time.

[0191] 10-1 is a front view of the pachinko gaming machine 1 in this characteristic part 109SG. As shown in FIG. 10-1, in the pachinko gaming machine 1 in this characteristic part 109S, a movable body unit 109SG400 is provided between the game board 2 and the image display device 5 provided on the back side thereof.

[0192] As shown in Fig. 10-3(A), the movable body unit 109SG400 has a base 109SG410. A first movable body 109SG401 is disposed in the center of the base 109SG410 in the left-right width direction, a second movable body 109SG402L is disposed on the left side of the base 109SG410 in the left-right width direction, and a third movable body 109SG402R is disposed on the right side of the base 109SG410 in the left-right width direction.

[0193] Furthermore, the movable body unit 109SG400 has a first movable body motor 109SG421 for operating the first movable body 109SG401, a second movable body motor 109SG422 for operating the second movable body 109SG402L, and a third movable body motor 109SG423 for operating the third movable body 109SG402R. Therefore, the second movable body 109SG402L and the third movable body 109SG402R in this characteristic unit 109SG can operate independently of the first movable body 109SG401. Furthermore, a movable body LED 109SG495 is built into a predetermined position of the first movable body 109SG401 (for example, an upper position of the first movable body 109SG401).

[0194] Of these first movable body 109SG401, second movable body 109SG402L, and third movable body 109SG402R, the first movable body 109SG401 can be moved by driving the first movable body motor 109SG421 from a retracted position (see Figure 10-3(A)) which is a position below the image display device 5, to a suggested position (see Figure 10-3(B)) which is above the retracted position, and to a performance position (see Figure 10-3(C)) which is above the suggested position and also in front of the image display device 5.

[0195] Furthermore, the second movable body 109SG402L and the third movable body 109SG402R can be moved from a retracted position (see Figure 10-3(A)), which is below the image display device 5, to a position close to the left and right of the first movable body 109SG401, which has moved to the performance position (see Figure 10-3(C)), by driving the motor 109SG422 for the second movable body and the motor 109SG423 for the third movable body.

[0196] In addition, in this characteristic part 109SG, as shown in Figures 10-3(A) to 10-3(C), the state in which the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are all positioned in the retracted positions is referred to as the first state of the movable body unit 109SG400, the state in which the first movable body 109SG401 is positioned in the suggested position while the second movable body 109SG402L and the third movable body 109SG402R are positioned in the retracted positions is referred to as the second state of the movable body unit 109SG400, and the state in which the first movable body 109SG401 is positioned in the performance position and the second movable body 109SG402L and the third movable body 109SG402R are positioned in positions close to the left and right of the first movable body 109SG401 which is positioned in the performance position is referred to as the third state of the movable body unit 109SG400.

[0197] FIG. 10-4(A) is an explanatory diagram showing an example of the contents of a performance control command used in this feature unit 109SG. The performance control command is, for example, two bytes long, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 10-4(A) is just an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.

[0198] In the example shown in FIG. 10-4(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variation time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.

[0199] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols and decorative symbols. In the variable display result specification command, as shown in Figure 10-4(B), for example, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss," a "jackpot," or a "minor hit," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot."

[0200] For example, as shown in FIG. 10-4(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the predetermined result and the jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "non-variable jackpot". Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result will be "small jackpot".

[0201] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). In addition, command 9502H is a third game state designation command corresponding to a game state in which special probability control is performed but time-saving control is not performed (high probability low base state, special probability state without time-saving), and command 9503H is a fourth game state designation command corresponding to a game state in which time-saving control and special probability control are both performed (high probability high base state, special probability state with time-saving).

[0202] Command A0XXH is a start-of-win command (also called a "fanfare command") that specifies the display of a presentation image indicating the start of a jackpot or small win game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-win command that specifies the display of a presentation image at the end of a jackpot game or small win.

[0203] In the hit start designation command and hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds (for example, "1" to "10") in the normal opening jackpot state and the high-speed opening jackpot state described below.

[0204] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B.

[0205] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).

[0206] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.

[0207] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of the judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a pattern specification command that indicates whether the variable display result will be a "jackpot" or not, the judgment result of the type of jackpot (probable hit or non-probable hit), and whether it will be a small hit, as the judgment result at the time of winning. Furthermore, command C6XXH is a variation category command that indicates the judgment result of whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other," as the judgment result at the time of winning.

[0208] 10-4(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of times that the probability variable control or time-saving control will be executed, etc. may be provided.

[0209] FIG. 10-5 is an explanatory diagram illustrating the random number values ​​counted on the main board 11 side. As shown in FIG. 10-5, in this feature unit 109SG, on the main board 11 side, the numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the type of jackpot, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal symbol display result are controlled so that they can be counted. Note that random number values ​​other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.

[0210] The random number circuit 104 may be configured to count numerical data indicating some or all of these random number values ​​MR1 ​​to MR4. The CPU 103 may count numerical data indicating some of the random number values ​​MR1 ​​to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 109SG154 shown in FIG. 10-10.

[0211] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "1" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "1" to "100."

[0212] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns as one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.

[0213] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.

[0214] 10-6(A) shows an example of the configuration of the special chart display result determination table 1 stored in the ROM 101. In this feature unit 109SG, a common special chart display result determination table is used for the first special chart and the second special chart as the special chart display result determination table, but the present invention is not limited to this, and individual special chart display result determination tables may be used for the first special chart and the second special chart.

[0215] The special symbol display result determination table 1 is a table that is referenced to determine, based on a random number value MR1 for determining the special symbol display result, whether or not to control the variable display result into a jackpot game state as a "jackpot" before a confirmed special symbol that is a variable display result is derived and displayed in a special symbol game using a first special symbol by the first special symbol display device 4A or a special symbol game using a second special symbol by the second special symbol display device 4B.

[0216] In the special chart display result determination table 1 in this characteristic part 109SG, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a special chart state (high probability state).

[0217] In the special symbol display result determination table 1, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is the determination data assigned to the determination result of whether or not to set the special symbol display result as a "jackpot" and control the game state to a jackpot. In the special symbol display result determination table 1 in this feature unit 109SG, when the game state is a probability variable state (high probability state), more determination values ​​are assigned to the "jackpot" special symbol display result than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the pachinko game machine 1 performs probability variable control, the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot is higher (approximately 1 / 30 in this feature unit 109SG) than the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this feature unit 109SG). That is, in the special chart display result judgment table 1, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.

[0218] 10-6(B) shows an example of the configuration of the special symbol display result determination table 2 stored in the ROM 101. The special symbol display result determination table 2 is a table that is referenced to determine whether or not to control the variable display result to a small win game state as a "small win" based on a random number value MR1 for determining the special symbol display result before a determined special symbol that is a variable display result is derived and displayed in a special symbol game using the first special symbol by the first special symbol display device 4A or a special symbol game using the second special symbol by the second special symbol display device 4B.

[0219] In the special chart display result determination table 2 in this characteristic part 109SG, regardless of whether the game state in the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a special chart display state (high probability state), a numerical value (determination value) that is compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "small hit".

[0220] In the special symbol display result determination table 2, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a small hit game state as a "small hit." In the special symbol display result determination table 2 in this feature unit 109SG, the number of determination values ​​assigned to a "small hit" is different between the first special symbol game and the second special symbol game. Specifically, in the case of the first special symbol game, a determination value is assigned to a "small hit," but in the case of the second special symbol game, no determination value is assigned to a "small hit." Therefore, as will be described later, in a high base state where the variable display of the second special chart is executed with priority over the variable display of the first special chart, and where time-saving control is executed, resulting in a win in the second start winning port formed by the variable winning ball device 6B and causing the variable display of the second special chart to be executed frequently, ``small wins'' almost never occur, and in a high base state where game balls are likely to enter the second start winning port formed by the variable winning ball device 6B, the occurrence of small wins which do not result in many game balls being obtained can be avoided, thereby preventing a decrease in interest in the game.

[0221] FIG. 10-7(A) shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this feature unit 109SG is a table referenced to determine one of several types of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and that the game state is to be controlled to a jackpot. In the jackpot type determination table, a numerical value (determination value) compared with the random number value MR2 for jackpot type determination is assigned to several types of jackpot types, such as "non-variable jackpot," "variable jackpot A," "variable jackpot B," and "variable jackpot C," depending on whether the special symbol variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0222] Here, the types of jackpots in this feature section 109SG will be explained using Figure 10-7(B). In this feature section 109SG, the jackpot types are set to ``probable jackpot A'' and ``probable jackpot B'', in which high-probability control and time-saving control are executed after the jackpot game state ends, resulting in a transition to a high-probability, high-base state; ``probable jackpot C'', in which high-probability control is executed but time-saving control is not executed after the jackpot game state ends, resulting in a transition to a high-probability, low-base state; and ``non-probable jackpot'', in which only time-saving control is executed after the jackpot game state ends, resulting in a transition to a low-probability, high-base state.

[0223] The jackpot gaming state resulting from "probable jackpot A" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state resulting from "probable jackpot B" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). And the jackpot gaming state resulting from "probable jackpot C" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). And the jackpot gaming states resulting from "probable jackpot C" and "non-probable jackpot" are normal opening jackpots in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). Therefore, "Probable jackpot A" is sometimes referred to as a 10-round (10R) probable jackpot, "Probable jackpot B" is sometimes referred to as a 5-round (5R) probable jackpot, and "Probable jackpot C" is sometimes referred to as a 2-round (2R) probable jackpot.

[0224] Although not shown, the small win game state in this feature part 109SG changes the special variable winning ball device 7 to the first state, which is advantageous to the player, twice, and the opening time is 0.1 seconds. After the small win game ends, the game state immediately before the small win game is carried over.

[0225] The high-probability control and time-saving control executed after the end of the jackpot game state of a probability variable jackpot continue to be executed until another jackpot occurs after the end of the jackpot game state. Therefore, if the jackpot that occurs again is a probability variable jackpot, the high-probability control and time-saving control are executed again after the end of the jackpot game state, so that the jackpot game state occurs continuously without going through the normal state, resulting in a so-called consecutive win state.

[0226] On the other hand, the time-saving control that is executed after the end of the jackpot game state due to a "non-certain jackpot" ends when a predetermined number of special game games (100 times in this feature part 109SG) are played, or when the jackpot game state is reached before the predetermined number of special game games are played.

[0227] In the setting example of the jackpot type determination table shown in Figure 10-7(A), the allocation of judgment values ​​to the jackpot types of "probable jackpot A," "probable jackpot B," "probable jackpot C," and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of judgment values ​​(values ​​in the range of "81" to "100") is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C," which have a small number of rounds, while when the variably displayed special chart is the second special chart, no judgment value is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C." With this setting, the proportion of jackpot types determined as "probable jackpot B" or "probable jackpot C," which have a small number of rounds, can be made different between cases where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is met and cases where the jackpot type is determined as one of a plurality of types based on the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B being met. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C," which is a normal opening jackpot state with a small number of rounds or a high-speed opening jackpot state. Therefore, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to high opening control associated with time-saving control, frequent occurrence of jackpot states with a small number of prize balls can be avoided, preventing a decrease in game interest.

[0228] In addition, in the example of setting the jackpot type determination table shown in Figure 10-7(A), the allocation of determination values ​​for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart game.

[0229] Therefore, as mentioned above, just as the allocation of judgment values ​​for "Special Jackpot B" and "Special Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values ​​for "Special Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.

[0230] In addition, in the case of a special chart game of the second special chart, a predetermined range of judgment values ​​different from that in the case of a special chart game of the first special chart may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". For example, in the case of a special chart game of the second special chart, fewer judgment values ​​may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" compared to the case of a special chart game of the first special chart. Alternatively, regardless of whether it is a special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.

[0231] FIG. 10-8 shows a variation pattern in this characteristic part 109SG. In this characteristic part 109SG, a plurality of variation patterns are prepared in advance corresponding to the cases where the variable display result is a "miss" and the variable display mode of the decorative symbol is a "non-reach" and a "reach", respectively, and also corresponding to the cases where the variable display result is a "big hit" or a "small hit". Note that a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol is a "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol is a "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is a "miss". The variation pattern corresponding to the variable display result being "jackpot" is called a jackpot variation pattern.

[0232] The jackpot variation pattern and reach variation pattern include a normal reach variation pattern in which a reach effect of a normal reach is executed, and a super reach variation pattern in which a reach effect of a super reach is executed. Note that, in this feature part 109SG, only one normal reach variation pattern is provided, but the present invention is not limited to this, and multiple normal reach variation patterns such as normal reach α, normal reach β, ... may be provided.

[0233] In addition, the fluctuation patterns in this feature section 109SG also include a special hit fluctuation pattern (PC1-1) corresponding to when the variable display result is a "small hit" or the variable display result is a "jackpot" and the jackpot type is a "probable jackpot C."

[0234] As shown in Figure 10-8, the special chart variable display time of the normal reach variation pattern in which the reach performance of the normal reach in this feature part 109SG is executed is set shorter than that of the super reach variation pattern.

[0235] Furthermore, in this characteristic part 109SG, as will be described later, rather than first determining the type of fluctuation pattern, such as a non-reach type, a normal reach type, a super reach type, etc., and then determining the fluctuation pattern to be executed from the fluctuation patterns belonging to the determined type, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern without determining these types, but the present invention is not limited to this, and for example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may be first determined from these random number values ​​for determining the type of fluctuation pattern, and then the fluctuation pattern to be executed may be determined from the fluctuation patterns belonging to the determined type.

[0236] 10-9 is an explanatory diagram of a method for determining a variation pattern in this characteristic unit 109SG. In this characteristic unit 109SG, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed and the number of reserved memories.

[0237] Specifically, as shown in Figure 10-9, if the variable display result is a non-probable jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table A from PB1-1 (fluctuation pattern of a normal reach jackpot), PB1-2 (fluctuation pattern of a super reach α1 jackpot), PB1-3 (fluctuation pattern of a super reach α2 jackpot), PB1-4 (fluctuation pattern of a super reach β1 jackpot), and PB1-5 (fluctuation pattern of a super reach β2 jackpot).

[0238] Also, if the variable display result is a guaranteed jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table A from PB1-1 (fluctuation pattern of a normal reach jackpot), PB1-2 (fluctuation pattern of a super reach α1 jackpot), PB1-3 (fluctuation pattern of a super reach α2 jackpot), PB1-4 (fluctuation pattern of a super reach β1 jackpot), and PB1-5 (fluctuation pattern of a super reach β2 jackpot).

[0239] As shown in Figure 10-9, the number of judgment values ​​assigned to PB1-1 is the same in jackpot fluctuation pattern determination table A and jackpot fluctuation pattern determination table B, but the number of judgment values ​​assigned to PB1-2, PB1-3, PB1-4, and PB1-5 is different. Specifically, in jackpot fluctuation pattern determination table A, 2 judgment values ​​are assigned to PB1-1, 45 to PB1-2, 150 to PB1-3, 300 to PB1-4, and 500 to PB1-5. On the other hand, in jackpot fluctuation pattern determination table B, 2 judgment values ​​are assigned to PB1-1, 30 to PB1-2, 135 to PB1-3, 315 to PB1-4, and 515 to PB1-5. In other words, in this feature part 109SG, when the variable display result is a jackpot with a high probability of occurring, the fluctuation pattern is determined to be PB1-4 or PB1-5, which are the fluctuation patterns of Super Reach β1 and β2, with a higher probability than when the variable display result is a non-jackpot with a high probability of occurring, so it is possible to draw the player's attention to the fluctuation pattern in the variable display.

[0240] In addition, when the variable display result is a small win, select the special win variation pattern determination table, and use the special win variation pattern determination table to determine the variation pattern as PC1-1 (variation pattern of special win). In other words, in this feature part 109SG, when the variable display result is a probability variable big win C and when it is a small win, the variable display is executed with the same variation pattern, so it is difficult for the player to identify whether the variable display result is a probability variable big win C or a small win from the variation pattern.

[0241] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is two or less, the miss fluctuation pattern determination table A is selected, and the miss fluctuation pattern determination table A is used to determine the fluctuation pattern from PA1-1 (non-reach miss fluctuation pattern), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α1 miss fluctuation pattern), PA2-3 (super reach α2 miss fluctuation pattern), PA2-4 (super reach β1 miss fluctuation pattern), and PA2-5 (super reach β2 miss fluctuation pattern).

[0242] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is three, the miss fluctuation pattern determination table B is selected, and the miss fluctuation pattern determination table B is used to determine the fluctuation pattern from PA1-2 (shortened fluctuation pattern of non-reach miss), PA2-1 (fluctuation pattern of normal reach miss), PA2-2 (fluctuation pattern of super reach α1 miss), PA2-3 (fluctuation pattern of super reach α2 miss), PA2-4 (fluctuation pattern of super reach β1 miss), and PA2-5 (fluctuation pattern of super reach β2 miss).

[0243] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is four, the miss fluctuation pattern determination table C is selected, and the miss fluctuation pattern determination table C is used to determine the fluctuation pattern from PA1-3 (shortened fluctuation pattern of non-reach miss), PA2-1 (fluctuation pattern of normal reach miss), PA2-2 (fluctuation pattern of super reach α1 miss), PA2-3 (fluctuation pattern of super reach α2 miss), PA2-4 (fluctuation pattern of super reach β1 miss), and PA2-5 (fluctuation pattern of super reach β2 miss).

[0244] Furthermore, if the variable display result is a "miss" in the time-shortening state (high base state), the miss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined using the miss fluctuation pattern determination table D from PA1-4 (time-shortening fluctuation pattern for non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α1 miss fluctuation pattern), PA2-3 (super reach α2 miss fluctuation pattern), PA2-4 (super reach β1 miss fluctuation pattern), and PA2-5 (super reach β2 miss fluctuation pattern).

[0245] In other words, when the variable display result in this feature part 109SG is a "miss," the probability that the variable display will be executed using a shortened variable pattern (PA1-2, PA1-3, PA1-4) in which the special chart variable display time is shorter than the normal non-reach miss variable pattern (PA1-1) is higher, based on the number of reserved memories of the variable special chart being 3 or 4, or the time-shortened state, so it is possible to prevent the game from being prolonged while shortening the period until the next variable display result becomes a jackpot.

[0246] As shown in Figures 10-28 to 10-35, the variable display of Super Reach α1 in this feature part 109SG (variable display of variation patterns PA2-2, PB1-2) has a special chart variable display time of 40 seconds, and is a variable display that executes a battle performance between ally character A and enemy character A as the reach performance of Super Reach. The variable display of Super Reach α2 (variable display of variation patterns PA2-3, PB1-3) has a special chart variable display time of 50 seconds, and is a variable display that executes a battle performance between ally character A and enemy character B as the reach performance of Super Reach. The variable display of Super Reach β1 (variable display of variation patterns PA2-4, PB1-4) has a special chart variable display time of 60 seconds, and is a variable display that executes a battle performance between ally character A and enemy character A as the reach performance of Super Reach. The variable display of Super Reach β2 (variable display of variation patterns PA2-5, PB1-5) has a special chart variable display time of 60 seconds, and is a variable display that executes a battle performance between ally character A and enemy character A as a reach performance of Super Reach.

[0247] As shown in Figure 10-9, the expected jackpot probability for each variable display in this feature section 109SG is set to be the highest for Super Reach β2, followed by Super Reach β1, Super Reach α2, Super Reach α1, normal reach, and non-reach in descending order (expected jackpot probability for each variable display in this feature section 109SG: Super Reach β2 > Super Reach β1 > Super Reach α2 > Super Reach α1 > normal reach > non-reach).

[0248] In other words, when focusing on the variable display of the Super Reach, in this feature section 109SG, the expected probability of a jackpot differs depending on the combination of whether the ally character displayed in the battle performance (reach performance of the Super Reach) is ally character A or ally character B, and whether the enemy character displayed in the battle performance (reach performance of the Super Reach) is enemy character A or enemy character B.

[0249] The RAM 102 in this characteristic unit 109SG is provided with a game control data holding area 109SG150 as shown in FIG. 10-10, for example, as an area for holding various data used to control the progress of the game in the pachinko game machine 1. The game control data holding area 109SG150 shown in FIG. 10-10 includes a first special symbol reserve memory unit 109SG151A, a second special symbol reserve memory unit 109SG151B, a normal symbol reserve memory unit 109SG151C, a game control flag setting unit 109SG152, a game control timer setting unit 109SG153, a game control counter setting unit 109SG154, and a game control buffer setting unit 109SG155.

[0250] The first special symbol reserve memory unit 109SG151A stores reserved data of a special symbol game (a special symbol game using a first special symbol in the first special symbol display device 4A) that has not yet started, but in which a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A and a start winning (first start winning) has occurred. As an example, the first special symbol reserve memory unit 109SG151A associates reserved numbers with the order of entry into the first start winning port (the order of detection of the game ball), and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the type of jackpot, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the first start condition when the game ball passes (enters), until the number of stored data reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the first special chart reserved memory unit 109SG151A indicates that the execution of the special chart game using the first special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.

[0251] The second special symbol reserve memory unit 109SG151B stores reserved data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started, but in which a game ball has passed (entered) through the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred. As an example, the second special symbol reserve memory unit 109SG151B associates reserved numbers with the order of entry into the second start winning port (the order of detection of the game ball), and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the jackpot type, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the second start condition when the game ball passes (enters), until the number reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the second special chart reserved memory unit 109SG151B indicates that the execution of a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.

[0252] In addition, the reservation information (first reservation information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port, and the reservation information (second reservation information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port may be stored in a common reservation storage unit in association with the reservation number. In this case, start port data indicating whether the game ball passed through (entered) the first start winning port or the second start winning port may be included in the reservation information and stored in association with the reservation number.

[0253] The normal symbol reserve memory unit 109SG151C stores reserve information for normal symbol games that have not yet been started by the normal symbol display device 20, even though the game ball that has passed through the passing gate 41 has been detected by the gate switch 21. For example, the normal symbol reserve memory unit 109SG151C associates the game ball with a reserve number in the order in which it passed through the passing gate 41, and stores numerical data indicating a random number value MR4 for determining the normal symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, as reserved data until the number reaches a predetermined upper limit value (for example, "4").

[0254] The game control flag setting unit 109SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 109SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.

[0255] The game control timer setting unit 109SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 109SG153 stores data indicating timer values ​​of each of a plurality of types of timers.

[0256] The game control counter setting unit 109SG154 is provided with a plurality of types of counters for counting count values ​​used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 109SG154 stores data indicating the count values ​​of each of the plurality of types of counters. Here, the game control counter setting unit 109SG154 may be provided with a random counter for counting some or all of the game random numbers in a manner that allows the CPU 103 to update them by software.

[0257] The random counter of the game control counter setting unit 109SG154 stores, as a random count value, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR2 to MR4, and the numerical data indicating each random number value is updated periodically or irregularly in accordance with the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be software for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be software for updating the random count value by performing predetermined processing such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.

[0258] The game control buffer setting unit 109SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 109SG155 stores data indicating buffer values ​​for each of a plurality of types of buffers.

[0259] The RAM 122 mounted on the performance control board 12 is provided with a performance control data holding area 109SG190, for example, as shown in Fig. 10-11(A), as an area for holding various data used to control performance operations. The performance control data holding area 109SG190 shown in Fig. 10-11(A) includes a performance control flag setting unit 109SG191, a performance control timer setting unit 109SG192, a performance control counter setting unit 109SG193, and a performance control buffer setting unit 109SG194.

[0260] The performance control flag setting unit 109SG191 is provided with multiple types of flags whose states can be updated in accordance with the performance operation state, such as the display state of the performance image on the screen of the image display device 5, and performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 109SG191 stores, for each of the multiple types of flags, data indicating the flag value and data indicating the on or off state.

[0261] The performance control timer setting unit 109SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 109SG192 stores data indicating the timer values ​​of each of the plurality of types of timers.

[0262] The performance control counter setting unit 109SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 109SG193 stores data indicating the count values ​​of each of the plurality of types of counters.

[0263] The performance control buffer setting unit 109SG194 is provided with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 109SG194 stores data indicating the buffer values ​​of each of multiple types of buffers.

[0264] In this feature unit 109SG, data constituting the start winning time receiving command buffer 109SG194A as shown in FIG. 10-11(B) is stored in a predetermined area of ​​the performance control buffer setting unit 109SG194. The start winning time receiving command buffer 109SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. In addition, the start winning time receiving command buffer 109SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs in the first start winning port or the second start winning port, a set of four commands, namely, a start port winning designation command (first start port winning designation command or second start port winning designation command), a pattern designation command, a variable category designation command, and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the start winning reception command buffer 109SG194A have storage areas (entries) reserved for associating these start port winning designation command, pattern designation command, variable category designation command, and reserved memory number notification command, and storing them separately as the first special symbol reserved memory and the second special symbol reserved memory.

[0265] When the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, the contents of these storage areas (entries) are shifted up one by one as described below, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special drawing hit waiting process executed when the variable display is ended.

[0266] Furthermore, in the start winning time receiving command buffer 109SG194A of this feature section 109SG, a memory area is reserved for each storage area (entry) so that a hold display flag, to which a flag value corresponding to the display pattern (display mode) of the hold memory display is set, can be stored in association with each buffer number corresponding to the first special chart hold memory and the second special chart hold memory.

[0267] In addition, if it is not decided in the advance notice setting process described below that the advance notice performance will be executed, the hold display flag will be set to "0" corresponding to the display pattern of the normal hold memory display, and the hold memory display in the normal display mode (for example, a white circle) will be displayed in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U provided at the bottom of the image display device 5, and if it is decided that the advance notice performance will be executed, "1" (square (◇)) or "2" (star (☆)) corresponding to the display pattern of the hold memory display in a special mode (for example, a square (◇) or star (☆)) different from the normal display mode will be set, and the hold memory display in the special mode different from the normal display mode will be displayed in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U, and the variable display corresponding to the hold memory display will notify that there is a high possibility of a jackpot or a super reach.

[0268] When a start win occurs in the first start win slot, the performance control CPU 120 stores commands from the top (the entry with the lowest buffer number) of the empty entry corresponding to the first special symbol reserved memory in the start win reception command buffer 109SG194A, and when a start win occurs in the second start win slot, the CPU 120 stores commands from the top (the entry with the lowest buffer number) of the empty entry corresponding to the second special symbol reserved memory in the start win reception command buffer 109SG194A. When a start win occurs, commands from the start win slot designation command to the reserved memory number notification command are transmitted sequentially. Therefore, when commands are received, the start win slot designation command, the symbol designation command, the variable category designation command, and the reserved memory number notification command are stored in the storage areas corresponding to the last "1" to "4" of the buffer numbers corresponding to the first or second special symbol reserved memory, in that order.

[0269] 10-11(B) shows, the commands stored in the start winning time receiving command buffer 109SG194A are deleted from the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that just ended, and the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is about to start, and the contents of the reserved memory of the entry after the reserved memory of the variable display that is about to start are shifted. For example, when the variable display of the decorative pattern of the first special reserved memory is finished in the storage state shown in FIG. 10-11(B), the commands stored in buffer number "0" are deleted, the commands stored in buffer number "1" are shifted to buffer number "0", and the commands stored in the area corresponding to buffer number "2" are shifted to the area corresponding to buffer number "1", and the commands stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.

[0270] Next, the start winning determination process of this feature unit 109SG executed in step S101 of FIG. 5 will be described with reference to FIGS. 10-12. In the start winning determination process, the CPU 103 first determines whether the first start opening switch 22A, which is provided corresponding to the first start winning opening formed by the winning ball device 6A, is in the ON state based on a detection signal from the first start opening switch 22A (step 109SGS101a). If the first start opening switch 22A is in the ON state (step 109SGS101a; Y), the CPU 103 determines whether the first special symbol reserved memory number, which is the reserved memory number for the special symbol game using the first special symbol, has reached a predetermined upper limit (e.g., "4" as the upper limit memory number) (step 109SGS102). The CPU 103 may identify the first special symbol reserved memory number by, for example, reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 109SG154. When the number of reserved memories of the first special chart is not the upper limit value in step 109SGS102 (step 109SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 109SG155 is set to "1" (step 109SGS103).

[0271] When the first start opening switch 22A is off in step 109SGS101a (step 109SGS101; N), or when the first special symbol reserved memory number has reached the upper limit in step 109SGS102 (step 109SGS102; Y), it is determined whether the second start opening switch 22B, which is provided corresponding to the second start opening formed by the variable winning ball device 6B, is in the on state (step 109SGS101b). At this time, if the second start opening switch 22B is in the on state (step 109SGS101b; Y), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (step 109SGS105). The CPU 103 can specify the number of reserved second special symbols by reading the second reserved memory count value, which is the stored value of the second reserved memory count counter provided in the game control counter setting unit 109SG154. When the second reserved memory count is not the upper limit value in step 109SGS105 (step 109SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 109SG155 is set to "2" (step 109SGS106).

[0272] After executing either the process of step 109SGS103 or step 109SGS106, the number of reserved special symbols corresponding to the start port buffer value, which is the value stored in the start port buffer, is updated by adding 1 (step 109SGS107). For example, when the start port buffer value is "1," the first reserved symbol count value is added by 1, while when the start port buffer value is "2," the second reserved symbol count value is added by 1. Thus, the first reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the first start port and the first start condition corresponding to the special symbol game using the first special symbol is established. Furthermore, the second reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the second start port and the second start condition corresponding to the special symbol game using the second special symbol is established. At this time, the total reserved symbol count is also updated to increase by 1 (step 109SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 109SG154, may be updated to add one.

[0273] After executing the processing of step 109SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the variation pattern from the numerical data updated by the random counter of the random number circuit 104 and the game control counter setting unit 109SG154 (step 109SGS109). The numerical data indicating each extracted random number value is stored by being set as reserved information at the beginning of an empty entry in the special symbol reserved memory unit according to the start port buffer value (step 109SGS110). For example, when the start port buffer value is "1", the first special symbol reserved memory unit 109SG151A stores numerical data indicating the random number values ​​MR1 ​​to MR3, while when the start port buffer value is "2", the second special symbol reserved memory unit 109SG151B stores numerical data indicating the random number values ​​MR1 ​​to MR3.

[0274] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further to determine the type of jackpot if the variable display result is a "jackpot." The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the processing of step 109SGS109, the CPU 103 extracts numerical data indicating all of the random number values ​​used to determine the variable display mode including the variable display result and variable display time of the special symbol or decorative symbol.

[0275] Following the processing of step 109SGS110, a setting for sending a start port winning designation command according to the start port buffer value is made (step 109SGS111). For example, when the start port buffer value is "1," a setting for sending a first start port winning designation command to the performance control board 12 is made by storing the storage address of the first start port winning designation command table in ROM 101 in the buffer area designated by the transmission command pointer in the transmission command buffer. On the other hand, when the start port buffer value is "2," a setting for sending a second start port winning designation command to the performance control board 12 is made by storing the storage address of the second start port winning designation command table in ROM 101 in the buffer area of ​​the transmission command buffer. The start port winning designation command set in this way is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.

[0276] Following the processing of step 109SGS111, a random number value determination process is executed at the time of winning (step 109SGS112). After that, for example, the storage address of the reserved memory number notification command table in ROM 101 is stored in the buffer area designated by the transmission command pointer in the transmission command buffer, thereby setting up to send the reserved memory number notification command to the performance control board 12 (step 109SGS113). The reserved memory number notification command set in this way is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of step S27 shown in Figure 4 after the special symbol process processing is completed.

[0277] After executing the processing of step 109SGS113, it is determined whether the start port buffer value is "1" (step 109SGS114). At this time, if the start port buffer value is "1" (step 109SGS114; Y), the start port buffer is cleared and its stored value is initialized to "0" (step 109SGS115), and then the processing of step 109SGS104 is proceeded to. On the other hand, if the start port buffer value is "2" (step 109SGS114; N), the start port buffer is cleared and its stored value is initialized to "0" (step 109SGS116), and then the start winning processing is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a start winning of a valid game ball, it is possible to reliably complete the processing based on the detection of both valid start winnings.

[0278] 10-13(A) is a flowchart showing an example of a process executed in step 109SGS112 of FIG. 10-12 as a random number value determination process at the time of winning. In this feature section 109SG, when the variable display of the special symbol or the decorative symbol is started, a determination is made by the normal special symbol process (step S22 of FIG. 5, FIG. 10-11) described later as to whether or not to control the special symbol display result (the variable display result of the special symbol) as a "jackpot" and to control the game state to a jackpot. In addition, in the variable pattern setting process (step S23 of FIG. 5, FIG. 10-12) described later, a variable pattern that specifically defines the variable display mode of the decorative symbol is determined. On the other hand, apart from these determinations, when a gaming ball is detected in the start winning slot (first start winning slot or second start winning slot), CPU 103 executes the winning time random number determination process of step 109SGS112 to determine whether or not it is determined that a jackpot pattern will be statically displayed as a special symbol display result, and whether or not the variable display mode of the decorative symbol will be a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or decorative symbol based on the detection of the gaming ball entering the start winning slot begins, that is, before it is determined whether or not a jackpot will occur at the start of the variable display, it is determined that the special symbol display result will be a "jackpot" and which category of variable display mode the variable display mode of the decorative symbol will be, and based on this determination result, a preview effect such as a pre-reading preview effect will be executed by the effect control CPU 120 or the like, as will be described later.

[0279] 10-13(A), the CPU 103 first identifies the current game state of the pachinko gaming machine 1 by checking the state of the time-saving flag and the probability variable flag provided in the game control flag setting unit 109SG152, for example (step 109SGS121). The CPU 103 identifies the probability variable state when the probability variable flag is on, identifies the time-saving state when the probability variable flag is off and the time-saving flag is on, and identifies the normal state when both the probability variable flag and the time-saving flag are off.

[0280] Following the processing of step 109SGS121, the special symbol display result judgment table 1 shown in FIG. 10-6 is selected and set (step 109SGS122). After that, it is determined whether the numerical data indicating the random number value MR1 for special symbol display result judgment extracted in step 109SGS109 of FIG. 10-12 is within a predetermined jackpot judgment range (step 109SGS123). In the jackpot judgment range, individual judgment values ​​assigned to the special symbol display result of "jackpot" in the special symbol display result judgment table 1 selected by the processing of step 109SGS122 are set, and the CPU 103 can determine whether or not there is a judgment value that matches the random number value MR1 by comparing the random number value MR1 with each judgment value one by one. Alternatively, numerical values ​​indicating the minimum value (lower limit value) and maximum value (upper limit value) of the judgment value included in the jackpot judgment range may be set, and the CPU 103 may compare the random number value MR1 with the minimum or maximum value of the jackpot judgment range to determine whether the random number value MR1 is within the jackpot judgment range. In this case, if it is determined that the random number value MR1 is within the jackpot judgment range, it can be determined that the variable display result based on the reserved data including the random number value MR1 is determined to be a "jackpot."

[0281] If it is determined in step 109SGS123 that it is not within the big win judgment range, that is, if it is determined that there is no big win in the variable display (step 109SGS123; N), the special chart display result judgment table 2 shown in Figure 10-6 is selected and set (step 109SGS124). After that, it is determined whether the numerical data indicating the random number value MR1 for special chart display result judgment extracted in step 109SGS109 of Figure 10-12 is within a predetermined small win judgment range (step 109SGS125).

[0282] If the numerical data indicating the random number value MR1 is within a predetermined small hit determination range, that is, if it is determined that a small hit will occur in the variable display (step 109SGS125; Y), the transmission setting for the sixth pattern designation command, which is a pattern designation command corresponding to the variable display result being a "small hit", is executed (step 109SGS126), a variable pattern determination table for special hits is selected and set (step 109SGS127), and the process proceeds to step 109SGS138.

[0283] If the numerical data indicating the random number value MR1 is not within the predetermined small win judgment range, that is, if the variable display result in the variable display is a "miss," the transmission setting of the first pattern designation command, which is a pattern designation command corresponding to the variable display result being a "miss" (step 109SGS128), is executed, and it is determined whether the time-saving flag is in the on state, that is, whether the current game state is in the time-saving state (step 109SGS129). If the time-saving flag is off (step 109SGS129; N), the miss variation pattern determination table A is selected and set, and if the time-saving flag is in the on state (step 109SGS129; Y), the miss variation pattern determination table D is selected and set (step 109SGS131). Note that the miss variation pattern determination table A is a miss variation pattern determination table used when the number of reserved memories is two or less. In addition, the loss fluctuation pattern determination table D is a loss fluctuation pattern determination table that is used when the game state is a high base state in which time-shortening control is being executed.

[0284] In addition to these miss fluctuation pattern determination table A and miss fluctuation pattern determination table D, this feature part 109SG also has miss fluctuation pattern determination table B, which is used when the number of reserved memories is 3, and miss fluctuation pattern determination table C, which is used when the number of reserved memories is 4, prepared in advance.As shown in Figure 10-9, of these miss fluctuation pattern determination tables A to C, in miss fluctuation pattern determination table A, 600 determination values ​​from 0 to 599 are assigned to non-reach fluctuation patterns within the range that the random number value MR3 for fluctuation pattern determination can take, in miss fluctuation pattern determination table B, 700 determination values ​​from 0 to 699 are assigned to non-reach fluctuation patterns within the range that the random number value MR3 for fluctuation pattern determination can take, and in miss fluctuation pattern determination table C, 800 determination values ​​from 0 to 799 are assigned to non-reach fluctuation patterns within the range that the random number value MR3 for fluctuation pattern determination can take. On the other hand, in the loss fluctuation pattern determination tables A to C, 97 determination values ​​from 901 to 997 within the range that the random number value MR3 for determining the fluctuation pattern can take are assigned to the fluctuation pattern of the super reach.

[0285] For this reason, in step 109SGS126, the fluctuation pattern is determined using the fluctuation pattern determination table A for misses, and the determination of non-reach and super reach will always be the fluctuation pattern of non-reach or super reach even if the number of reserved memories changes after the determination, so when determining the initial winning, the determination is made using the fluctuation pattern determination table A for misses.

[0286] Also, if it is determined in step 109SGS123 that it is within the jackpot determination range, that is, if it is determined that a jackpot will occur during variable display (step 109SGS123; Y), as shown in FIG. 10-13(A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 109SGS132). At this time, the CPU 103 selects jackpot type determination table data from the table data constituting the jackpot type determination table according to the variable special chart specified corresponding to the start port buffer value (the "first special chart" corresponding to "1" or the "second special chart" corresponding to "2"). Then, by referring to the selected jackpot type determination table data, it determines which of multiple types the jackpot type is determined to be.

[0287] In addition, the transmission setting of the symbol designation command according to the determined jackpot type, that is, if it is a variable jackpot A, the second symbol designation command, if it is a variable jackpot B, the third symbol designation command, if it is a variable jackpot C, the fourth symbol designation command, if it is a non-variable jackpot, the fifth symbol designation command is executed (step 109SGS133), and then it is determined whether the determined jackpot type is a non-variable jackpot (step 109SGS134a). If the determined jackpot type is a non-variable jackpot (step 109SGS134a; Y), the jackpot fluctuation pattern determination table A is selected and set as a table for determining the jackpot fluctuation pattern (step 109SGS135), and proceeds to step 109SGS138.

[0288] Also, if the determined jackpot type is a probability variable jackpot (step 109SGS134a; N), the jackpot fluctuation pattern determination table B is selected and set (step 109SGS136), and the process proceeds to step 109SGS138.

[0289] After executing any of the processes of step 109SGS127, step 109SGS130, step 109SGS131, step 109SGS135, and step 109SGS136, the variable category according to the range of the judgment value including the random number value MR3 is determined using each variable pattern determination table set in each of these steps and the numerical data indicating the random number value MR3 for determining the variable pattern (step 109SGS138). In this feature part 109SG, as shown in Figure 10-13 (B), when at least the variable display result is "miss", there are provided a variable category that will be in the variable display mode of "non-reach" regardless of the total number of reserved memories, a variable category that will be in the variable display mode of "super reach", and an "other" variable category that will be in the variable display mode other than "non-reach" and "super reach" (for example, normal reach), and it is sufficient to be able to determine whether or not such a variable category will be determined based on the random number value MR3.

[0290] Thereafter, a variable category designation command according to the determination result of the processing in step 109SGS138 is set to be sent to the performance control board 12 (step 109SGS132), and then the winning random number determination processing is terminated.

[0291] Next, the operation of the performance control board 12 will be described. Figure 10-14 is a flowchart showing an example of the command analysis process executed in step S75 of Figure 6. In the command analysis process shown in Figure 10-14, the performance control CPU 120 first determines whether or not there is a received command from the main board 11 transmitted via the relay board 15, for example, by checking the contents of the performance control command receiving buffer (step 109SGS221). At this time, if there is no received command (step 109SGS221; N), the command analysis process ends.

[0292] If there is a received command in step 109SGS221 (step 109SGS221; Y), it is determined whether or not the received command is a command specifying winning at the first starting port, for example, by checking the MODE data of the received command (step 109SGS222).

[0293] If the received command is not the first start port winning specification command in step 109SGS222 (step 109SGS222; N), it is determined whether the received command is the second start port winning specification command (step 109SGS224).

[0294] If the received command in step 109SGS224 is not a second starting gate winning specification command (step 109SGS224; N), it is determined whether or not the received command is a pattern specification command (step 109SGS226).If the received command in step 109SGS226 is not a pattern specification command (step 109SGS226; N), it is determined whether or not the received command is a variable category command (step 109SGS227).If the received command in step 109SGS227 is not a variable category command (step 109SGS227; N), it is determined whether or not the received command is a first pending memory number notification command (step 109SGS228).

[0295] If the received command is not the first reserved memory number notification command in step 109SGS228 (step 109SGS228; N), it is determined whether the received command is the second reserved memory number notification command (step 109SGS230).

[0296] If the received command in step 109SGS222 is a command to specify winning at the first starting port (step 109SGS222; Y), if the received command in step 109SGS224 is a command to specify winning at the second starting port (step 109SGS224; Y), if the received command in step 109SGS226 is a command to specify a pattern (step 109SGS226; Y), or if the received command in step 109SGS227 is a variable category command (step 1 If the received command in step 109SGS227;Y), if the received command in step 109SGS228 is the first pending memory number notification command (109SGS228;Y), or if the received command in step 109SGS230 is the second pending memory number notification command (step 109SGS230;Y), the received command is stored at the beginning of the free area in the start winning time received command buffer 109SG194A shown in Figure 10-11 (step 109SGS233), and processing returns to step 109SGS221.

[0297] Furthermore, when a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command) is received together with a variable display start command (first variable display start command or second variable display start command), the reserved memory number notification command may not be stored in the start winning time reception command buffer 109SG194A. In other words, it is sufficient if the performance control commands received in response to the occurrence of a start winning can be stored sequentially from the beginning of the free space in the start winning time reception command buffer 109SG194A.

[0298] If the received command is not the second pending memory count notification command in step 109SGS230 (step 109SGS230; N), settings are made according to other received commands (step 109SGS234), and the process returns to step 109SGS221.

[0299] In particular, in the processing of this characteristic unit 162SGS234, if the received command is the first ball output state designation command, it determines that the ball output state is a low ball output state and sets (updates) the value of the ball output state flag for presentation to "0", if the received command is the second ball output state designation command, it determines that the ball output state is a first high ball output state and sets (updates) the value of the ball output state flag for presentation to "1", and if the received command is the third ball output state designation command, it determines that the ball output state is a second high ball output state and sets (updates) the value of the ball output state flag for presentation to "2".

[0300] In addition, in the command analysis process of this characteristic unit 109SG, if the received command is any of a start port winning designation command, a pattern designation command, a variable category command, and a pending memory number notification command, the received command is stored sequentially from the beginning of the free space in the start port winning reception command buffer 109SG194A, but the present invention is not limited to this, and if the received command is a start port winning designation command, a timer is set to wait for the pending memory number notification command to be received, and if the pending memory number notification command is not received before the timer times out, the entry pending memory that has not received the pending memory number notification command may be set as not being subject to the advance preview performance described below.

[0301] 10-15 is a flowchart showing an example of the process executed in step S161 of FIG. 5 as the advance notice setting process. In the advance notice setting process shown in FIG. 10-15, the performance control CPU 120 first checks the start winning time reception command buffer 109SG194A (step 109SGS241) and determines whether there is a reserved memory (entry) with the reserved display flag not set (step 109SGS242a). If there is no reserved memory with the reserved display flag not set (step 109SGS242a; N), the advance notice setting process is terminated. If there is a reserved memory with the reserved display flag not set (step 109SGS242a; Y), it further determines whether the reach performance of the super reach is being executed (step 109SGS242b).

[0302] Furthermore, whether or not a Super Reach reach effect is being executed can be determined by checking whether the value of the effect control process flag is 2 (whether or not variable display is being executed), and if the value of the effect control process flag is 2, by referring to the contents of the process data of the variable display being executed, it can be determined whether or not a Super Reach reach effect is being executed.

[0303] If the reach effect of the super reach is being executed (step 109SGS242b; Y), the process proceeds to step 109SGS250, and if the reach effect of the super reach is not being executed (step 109SGS242bb; N), it is further determined whether or not the symbol designation command stored in the entry (an entry in which the hold display flag is not set) is a symbol designation command indicating a small win (step 109SGS243a). If the symbol designation command stored in the entry is a symbol designation command indicating a small win (step 109SGS243a; Y), the process proceeds to step 109SGS250, and if the symbol designation command stored in the entry is a symbol designation command indicating a miss or a big win (step 109SGS243a; N), it is determined whether or not the symbol designation command stored in the entry is a first symbol designation command (a symbol designation command indicating a miss) (step 109SGS243b).

[0304] If the pattern designation command stored in the entry is not the first pattern designation command, that is, if the pattern designation command stored in the entry is a pattern designation command indicating a jackpot (step 109SGS243b; N), the type of jackpot is identified from the pattern designation command of the entry (step 109SGS244).

[0305] Then, based on the numerical data indicating the random number value for the pre-reading preview performance extracted, for example, from the random number circuit 124 or the random counter of the performance control counter setting unit 109SG193, and the type of jackpot identified in step 109SGS244, a pre-reading preview performance judgment table at the time of jackpot (not shown) is referenced to determine whether or not to execute the pre-reading preview performance and the display pattern when the pre-reading preview performance is executed (step 109SGS245).

[0306] In step 109SGS245, for example, the presence or absence of the pre-reading notice performance and the display pattern (pre-notification type) are determined at a determination ratio as shown in Fig. 10-16. In the setting example of the determination ratio shown in Fig. 10-16, the determination ratio of the presence or absence of the pre-reading notice performance and the display pattern (pre-notification type) is varied depending on the type of jackpot identified in the processing of step 109SGS244.

[0307] Specifically, two types of display patterns (pre-announcement types) of the pre-reading notice performance are provided: display pattern α and display pattern β. When the display pattern of the pre-reading notice performance is determined to be display pattern α, the reserved memory display is displayed in a white square (◇) in the first reserved memory display area 109SG005D or the second reserved memory display area 109SG005U, and when the display pattern (pre-announcement type) of the pre-reading notice performance is determined to be display pattern β, the reserved memory display is displayed in a white star (☆) in the first reserved memory display area 109SG005D or the second reserved memory display area 109SG005U.

[0308] Also, as shown in Figure 10-16, when the jackpot type is a "probability variable jackpot", the rate at which display pattern β is determined as the display pattern (notice type) is set higher than the rate at which display pattern α is determined. On the other hand, when the jackpot type is a "non-probability variable jackpot", the rate at which display pattern β is determined as the display pattern (notice type) is set lower than the rate at which display pattern α is determined.

[0309] With such a setting, when the variable display result is a "jackpot" and display pattern β is executed as the display pattern (preview type), the probability that the jackpot type will be a variable jackpot is higher than when display pattern α is executed, thereby increasing the player's expectations of a variable jackpot.

[0310] In addition, in this feature unit 109SG, when the variable display result is a jackpot, the execution of the pre-reading preview effect is always decided, and one of the display patterns, display pattern α, which displays the pending memory display in a white square (◇), or display pattern β, which displays it in a white star (☆), is executed; however, the present invention is not limited to this, and even when the variable display result is a jackpot, there may be a case where it is decided not to execute the pre-reading preview effect, just as when the variable display result is a "miss."

[0311] Also, in step 109SGS243b, if the symbol designation command of the entry whose display pending flag is on is the first symbol designation command, that is, if it is a command indicating a miss (step 109SGS243b; Y), the variable category indicated by the variable category designation command of the entry whose display pending flag is on is identified (step 109SGS247). Specifically, if the variable category designation command of the entry is C600H, it is identified as the category of the "non-reach" variable pattern, if it is C601H, it is identified as the category of the "super reach" variable pattern, and if it is C602H, it is identified as the category of the "other" variable pattern including normal reach.

[0312] Then, based on the numerical data indicating the random number value for the pre-reading preview performance extracted, for example, from the random number circuit 124 or the random counter of the performance control counter setting unit 109SG193, and the category of the fluctuation pattern identified in step 109SGS247, a determination is made as to whether or not to execute the pre-reading preview performance and the display pattern (pre-notice type) when the pre-reading preview performance is executed, by referring to a pre-reading preview performance judgment table for when a miss occurs (not shown) (step 109SGS248).

[0313] In step 109SGS248, for example, the execution or non-execution of the foreseeing preview performance and the display pattern (pre-announcement type) are determined at a determination ratio as shown in Fig. 10-16. In the setting example of the determination ratio shown in Fig. 10-16, the execution or non-execution of the foreseeing preview performance and the display pattern (pre-announcement type) are determined at different ratios depending on the category of the fluctuation pattern identified in the processing of step 109SGS247.

[0314] Specifically, two types of display patterns (notice type) are provided: display pattern α and display pattern β. Of these, when the display pattern (notice type) is determined to be display pattern α, the reserved memory display is displayed in a specific form of a white square (◇) in the first reserved memory display area 109SG005D or the second reserved memory display area 109SG005U, and when the display pattern (notice type) is determined to be display pattern β, the reserved memory display is displayed in a specific form of a white star (☆) in the first reserved memory display area 109SG005D or the second reserved memory display area 109SG005U. In addition, when the pre-reading notice performance is determined to be non-executed, the reserved memory display is displayed in a normal form of a circle (○) in the first reserved memory display area 109SG005D or the second reserved memory display area 109SG005U.

[0315] As shown in Figure 10-16, when the variable display result is "miss" and the category of the fluctuation pattern is "other", the rate at which the pre-reading preview effect is executed (the rate at which it is determined to be other than "no preview effect") is set higher than when the variable display result is "miss" and the category of the fluctuation pattern is "non-reach". Also, when the variable display result is "miss" and the category of the fluctuation pattern is "super reach", the rate at which the pre-reading preview effect is executed (the rate at which it is determined to be other than "no preview effect") is set higher than when the variable display result is "miss" and the category of the fluctuation pattern is "other".

[0316] When the variable display result is a "miss" and it is decided to execute the predictive preview performance, if the variation category is "other", the probability that the display pattern α will be determined is set higher than when the variation pattern category is "non-reach". Also, if the variation pattern category is "super reach", the probability that the display pattern α will be determined is set higher than when the variation pattern category is "other". Furthermore, when the variable display result is a "miss" and it is decided to execute the predictive preview performance, if the variation pattern category is "other", the probability that the display pattern β will be determined is set higher than when the variation pattern category is "non-reach", and if the variation pattern category is "super reach", the probability that the display pattern β will be determined is set higher than when the variation pattern category is "other".

[0317] Furthermore, when the variable display result is a "miss," the rate at which the advance notice performance is determined not to be executed is set to the highest, regardless of whether the category of the variable pattern is "non-reach," "other," or "super reach," and the rate at which the advance notice performance is determined to be executed and display pattern β is determined is set to the lowest.

[0318] Furthermore, when the variable display result is a "jackpot," the predictive preview performance is not determined to be non-executed (no preview performance), and the rate at which the predictive preview performance is determined to be executed and the display pattern α or the display pattern β is determined is set higher than the rate at which the display pattern α or the display pattern β is determined in any of the variable pattern categories when the variable display result is a "miss."

[0319] Furthermore, when the variable display result is "miss (non-reach)", "miss (super reach)", or "miss (other)", and it is determined that a foreseeable advance notice performance will be executed, the probability that display pattern α will be determined is set higher than the probability that display pattern β will be determined. On the other hand, when the variable display result is "jackpot (probable jackpot)", and it is determined that a foreseeable advance notice performance will be executed, the probability that display pattern β will be determined is set higher than the probability that display pattern α will be determined.

[0320] With such settings, when display pattern α or display pattern β is executed (displayed) as the display pattern (prediction type) of the advance preview performance, the variable display result is more likely to be a "jackpot" than when display pattern α or display pattern β is not executed (displayed), and particularly when display pattern β is executed (displayed), the probability that the variable display result will be a "jackpot" and the jackpot type will be a "probable jackpot" increases, thereby increasing the player's sense of anticipation.

[0321] After executing step 109SGS248, the performance control CPU 120 determines whether or not it was decided in step 109SGS247 to execute a preview performance, that is, whether or not the display pattern (preview type) was decided to be either display pattern α or display pattern β (step 109SGS249).

[0322] After step 109SGS245 is executed or if it is decided to execute a preview performance (step 109SGS249; Y), the flag value corresponding to the decided display pattern (preview type) is set to the pending display flag of the entry (step 109SGS246). Specifically, if the display pattern (preview type) decided in step 109SGS245 or step 109SGS248 is display pattern α which shows the pending memory display with "◇", the pending display flag of the entry is set to "1", and if the display pattern (preview type) decided in step 109SGS245 or step 109SGS248 is display pattern β which shows the pending memory display with "☆", the pending display flag of the entry is set to "2", and then proceed to step 109SGS252.

[0323] Also, in step 109SGS249, if it has not been decided that the advance preview performance will be performed (step 109SGS249; N), the pending display flag for the entry is set to "0", which indicates a white "○" (step 109SGS250), and then the process proceeds to step 109SGS252.

[0324] Also, as mentioned above, even when the reach effect of the super reach is being executed (step 109SGS242b; Y) or when the pattern designation command of the entry is a pattern designation command indicating a small win (step 109SGS243a), the pending display flag of the entry is set to "0" indicating a white "○" (step 109SGS250), and then proceed to step 109SGS252.

[0325] Then, the performance control CPU 120 updates the hold display based on the memory contents of the start winning reception command buffer 109SG194A (step 109SGS252). As a result, the hold memory newly stored in the start winning reception command buffer 109SG194A is displayed in a display mode corresponding to one of the "0", "1", and "2" set in the hold display flag. Also, when the variable display is executed and the memory contents of the start winning reception command buffer 109SG194A are shifted, the hold display in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U, which are located at the bottom of the image display device 5, is updated according to the memory contents of the start winning reception command buffer 109SG194A after the shift, as shown in FIG. 10-17.

[0326] Specifically, as shown in FIG. 10-17, if the number of first special symbol reserved memories is one, one reserved symbol is displayed. As for the display mode of this reserved symbol, if the flag value of the reserved symbol flag corresponding to the reserved symbol is "0", it is displayed in the display mode of "○" as shown in FIG. 10-17, if the flag value of the reserved symbol flag is "1", it is displayed in the display mode of "◇", and if the flag value of the reserved symbol flag is "2", it is displayed in the display mode of "☆". If the number of first special symbol reserved memories is two, two reserved symbol displays are displayed, and each reserved symbol display is displayed in the first reserved symbol display area 109SG005D in a manner corresponding to the flag value set in the reserved symbol display flag of the corresponding reserved symbol. If the number of first special symbol reserved memories is three, three reserved symbol displays are displayed, and each reserved symbol display is displayed in the first reserved symbol display area 109SG005D in a manner corresponding to the flag value set in the reserved symbol display flag of the corresponding reserved symbol. Also, if the number of first special chart reserved memories is four, four reserved memory displays are displayed, and each reserved memory display is displayed in the first reserved memory display area 109SG005D in a manner corresponding to the flag value set in the reserved display flag of the corresponding reserved memory.

[0327] Also, if the number of second special chart reserved memories is one, one reserved memory display is displayed. As for the display mode of this reserved memory display, as in the case of the first special chart, if the flag value of the reserved display flag corresponding to the reserved memory is "0", it is displayed in the display mode of "○", if the flag value of the reserved display flag is "1", it is displayed in the display mode of "◇", and if the flag value of the reserved display flag is "2", it is displayed in the display mode of "☆". Note that if the number of second special chart reserved memories is two, for example, as shown in FIG. 10-17, two reserved memory displays are displayed, and each reserved memory display is displayed in the second reserved memory display area 109SG005U in a mode corresponding to the flag value set in the reserved display flag of the corresponding reserved memory, for example, one reserved memory display is displayed in the display mode of "○", and one reserved memory display is displayed in the display mode of "☆". Also, if the number of second special chart reserved memories is three, three reserved memory displays are displayed, and each reserved memory display is displayed in the second reserved memory display area 109SG005U in a manner according to the flag value set in the reserved display flag of the corresponding reserved memory. Also, if the number of second special chart reserved memories is four, four reserved memory displays are displayed, and each reserved memory display is displayed in the second reserved memory display area 109SG005U in a manner according to the flag value set in the reserved display flag of the corresponding reserved memory.

[0328] Then, each time the variable display is executed, the reserved memory is reduced (consumed), and as shown in Figure 10-17, the reserved memory display also shifts in a predetermined shift direction (towards the center of the screen in this feature part 109SG).

[0329] In other words, when the reserved memory is consumed in the variable display start setting process described below, which is executed when the variable display starts, and the reserved memory in the start winning reception command buffer 109SG194A is shifted, the reserved memory display in the first reserved memory display area 109SG005D and the second reserved memory display area 109SG005U is also shifted and displayed based on the reserved memory in the start winning reception command buffer 109SG194A after the shift, and if there is a new reserved memory due to the start winning, the display pattern of that reserved memory is determined and set to the reserve display flag, and it is displayed in the first reserved memory display area 109SG005D and the second reserved memory display area 109SG005U in a display mode corresponding to the flag value set to the reserve display flag.

[0330] In addition, this characteristic section 109SG illustrates an example in which the processing of step 109SGS252 is executed in the advance notice setting process, but the present invention is not limited to this, and the processing for updating the hold displays in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U may be executed separately as a process different from the advance notice setting process (for example, a hold display update process).

[0331] Furthermore, in this characteristic section 109SG, a decision is made in step 109SGS242 as to whether or not to execute the advance preview performance in the reserved memory at the time of the start winning, provided that there is new storage of a command at the time of the start winning. However, if a start winning at the first start winning port and a start winning at the second start winning port occur simultaneously, and it is determined in step 109SGS242 that there is new storage of a command at the time of the start winning in both the first special chart and the second special chart, that is, if there is an entry with the display pending flag in the on state in both the first special chart reserved memory and the second special chart reserved memory, then both entries are subject to the decision as to whether or not to execute the advance preview performance. When both the reserved memory in which the command at the time of the start winning in the first special chart is newly stored and the reserved memory in which the command at the time of the start winning in the second special chart is newly stored are used to determine whether or not to execute the pre-reading preview performance, if there is no entry for the reserve display flag of "1" or "2" indicating the execution of the pre-reading preview performance, the pre-reading preview performance may be executed simultaneously in both the reserve display of the reserve memory in the first special chart and the reserve display of the second special chart.

[0332] Furthermore, in this characteristic section 109SG, as mentioned above, when a start winning entry into the first start winning port and a start winning entry into the second start winning port occur simultaneously, both the reserved memory in which the command at the time of the start winning entry in the first special chart is newly stored and the reserved memory in which the command at the time of the start winning entry in the second special chart is newly stored are subject to the decision on whether to execute or not to execute the pre-reading preview performance, but the present invention is not limited to this, and in such cases, it may be decided to execute or not to execute only one of the pre-reading preview performance in the reserved memory in the first special chart and the pre-reading preview performance in the reserved memory in the second special chart.

[0333] Specifically, when the game state is a normal state in which high opening control is not performed, the decision to execute or not execute the pre-reading notice performance in the reserved memory in the first special chart is given priority over the decision to execute or not execute the pre-reading notice performance in the reserved memory in the second special chart. Then, when it is decided to execute the pre-reading notice performance in the reserved memory in the first special chart, it is decided unequivocally not to execute the pre-reading notice performance in the reserved memory in the second special chart, and when it is decided not to execute the pre-reading notice performance in the reserved memory in the first special chart, it is decided to execute or not execute the pre-reading notice performance in the reserved memory in the second special chart.

[0334] On the other hand, when the game state is a time-saving state in which high-opening control is performed (high probability high base state / low probability high base state), the decision to execute or not execute the pre-reading preview performance in the reserved memory in the second special chart is given priority over the decision to execute or not execute the pre-reading preview performance in the reserved memory in the first special chart. Then, when it is decided to execute the pre-reading preview performance in the reserved memory in the second special chart, it is decided unequivocally not to execute the pre-reading preview performance in the reserved memory in the first special chart, and when it is decided not to execute the pre-reading preview performance in the reserved memory in the second special chart, it is decided to execute or not execute the pre-reading preview performance in the reserved memory in the first special chart.

[0335] 10-18 is a flowchart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 7. In the variable display start setting process, the performance control CPU 120 first determines whether the first variable display start command reception flag is in the on state (step 109SGS271). If the first variable display start command reception flag is in the on state (step 109SGS271; Y), the various command data and various flags stored in association with buffer numbers "1-0" to "1-4" of the first special chart reserved memory in the start winning time reception command buffer 109SG194A are shifted up by one buffer number (step 109SGS272). Note that the contents of buffer number "1-0" cannot be shifted because there is no destination to shift to, so it is erased.

[0336] Specifically, the various command data and flags stored in association with buffer number "1-1" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-0", the various command data and flags stored in association with buffer number "1-2" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-1", the various command data and flags stored in association with buffer number "1-3" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-2", and the various command data and flags stored in association with buffer number "1-4" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-3".

[0337] Also, in step 109SGS271, if the first variable display start command reception flag is off (step 109SGS271; N), it is determined whether the second variable display start command reception flag is on (step 109SGS273). If the second variable display start command reception flag is off (step 109SGS273; N), the variable display start setting process is terminated, and if the second variable display start command reception flag is on (step 109SGS273; Y), the various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special chart reserve memory in the start winning time reception command buffer 109SG194A are shifted up by one buffer number (step 109SGS274). Note that the contents of buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.

[0338] Specifically, the various command data and flags stored in association with buffer number "2-1" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-0", the various command data and flags stored in association with buffer number "2-2" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-1", the various command data and flags stored in association with buffer number "2-3" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-2", and the various command data and flags stored in association with buffer number "2-4" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-3".

[0339] After executing step 109SGS272 or step 109SGS274, the performance control CPU 120 reads out a variation pattern designation command from the variation pattern designation command storage area (step 109SGS275).

[0340] Next, the display result (stopping pattern) of the decorative pattern is determined according to the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 109SGS276). In this case, the performance control CPU 120 determines the stopping pattern of the decorative pattern according to the display result designated by the display result designation command, and stores data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area.

[0341] In this feature unit 109SG, when the received variable display result designation command is the second variable display result designation command corresponding to the probability variable jackpot A, the performance control CPU 120 determines, for example, a combination of decorative symbols (jackpot symbols) in which three symbols are aligned to form "7" as the stopping symbol. Also, when the received variable display result designation command is the third variable display result designation command corresponding to the probability variable jackpot B, the stopping symbol is determined from a plurality of combinations of odd symbols other than "7" (for example, combinations of decorative symbols such as "111", "333", "555", "999" etc.). Also, when the received variable display result designation command is the fourth variable display result designation command corresponding to the probability variable jackpot C, the stopping symbol is determined from "334", "778", which are the same chance numbers as the small win. Furthermore, when the received variable display result designation command is the fifth variable display result designation command corresponding to a non-variable jackpot, the performance control CPU 120 determines, for example, a decorative pattern combination (jackpot pattern) in which three symbols are aligned as even numbers as the stopping symbols. Furthermore, when the received variable display result designation command is the sixth variable display result designation command corresponding to a small jackpot, the stopping symbols are determined from among "334" and "778", which are the same chance numbers as the variable jackpot C. Furthermore, when the received variable display result designation command is the first variable display result designation command corresponding to a loss, the stopping symbols are determined to be decorative patterns in which three symbols are not aligned, and are a combination other than the above-mentioned chance numbers (loss pattern).

[0342] In determining these stopping symbols, the performance control CPU 120 may, for example, extract a random number for determining the stopping symbols, and determine the stopping symbols of the decorative symbols using a stopping symbol determination table in which data indicating the combination of decorative symbols is associated with a numerical value. In other words, the stopping symbols may be determined by selecting data indicating the combination of decorative symbols corresponding to the numerical value that matches the extracted random number.

[0343] Then, in step 109SGS281, the performance control CPU 120 selects a performance control pattern (process table) according to the variable pattern designation command, and starts the process timer for process data 1 of the selected process table (step 109SGS282).

[0344] In addition, the process table includes display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L and 8R, and operation unit control execution data for controlling the operation of the push button 31B and stick controller 31A, which are arranged in chronological order in correspondence with each process data n (numbered 1 to N).

[0345] Next, the performance control CPU 120 executes control of the performance devices (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and operation unit (push button 31B, stick controller 31A, etc.)) in accordance with the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (step 109SGS283). For example, to display an image corresponding to a fluctuation pattern on the image display device 5, it outputs a command to the display control unit 123. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the on / off of various lamps. It also outputs a control signal (sound number data) to the sound control board 13 to output sound from the speakers 8L, 8R.

[0346] In this feature section 109SG, the performance control CPU 120 controls the display of decorative patterns to be variable according to a variation pattern that corresponds one-to-one to the variation pattern designation command, but the performance control CPU 120 may also select a variation pattern to be used from multiple types of variation patterns that correspond to the variation pattern designation command.

[0347] Then, the variable display time timer is set to a value corresponding to the variable display time specified by the variable pattern designation command (step 109SGS284). The variable display control timer is also set to a first time (step 109SGS285). The first time is, for example, 33 ms, and the performance control CPU 120 writes image data currently being variably displayed, including image data indicating the display status of the left, center, and right decorative patterns, to the VRAM each time the first time elapses. The display control unit 123 outputs a signal corresponding to the image data written to the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal. This allows for the display of moving images of the decorative patterns and other effects (see FIG. 10-20).

[0348] Furthermore, the performance control CPU 120 determines whether the change pattern of the variable display is a change pattern of a super reach (step 109SGS287). If the change pattern of the variable display is a change pattern of a super reach (step 109SGS287; Y), a second time is set in the movable body control timer (step 109SGS288). The second time is, for example, 1 ms, and the performance control CPU 120 controls the first movable body motor 109SG421, the second movable body motor 109SG422, and the third movable body motor 109SG423 every time the first time elapses. This realizes movement control of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R (see FIG. 10-20).

[0349] After execution of step 109SGS288, or if the variable display fluctuation pattern is not a super reach fluctuation pattern (step 109SGS287; N), the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the variable display in-progress performance processing (step S172) and terminates the variable display start setting processing (step 109SGS286).

[0350] 10-19 is a flowchart showing the variable display performance processing (step S172) in the performance control process processing. In the variable display performance processing, the performance control CPU 120 decrements the values ​​of the process timer, variable display time timer, and variable display control timer by 1 (steps 109SGS301, 109SGS302, and 109SGS303). In addition, if the variable display is a Super Reach variable display (step 109SGS303b; Y), the CPU 120 decrements the value of the movable object control timer by 1 (step 109SGS303c).

[0351] After step 109SGS303c is executed, or if the variable display is not for the Super Reach (step 109SGS303b; N), the process proceeds to step 109SGS306.

[0352] In step 109SGS306, the performance control CPU 120 checks whether the process timer has timed out. If the process timer has timed out, it switches the process data (step 109SGS307). That is, it starts the process timer again by setting the process timer to the next process timer setting value in the process table (step 109SGS308). It also changes the control state for the performance device (performance component) based on the next set display control execution data, lamp control execution data, sound control execution data, operation unit control data, etc. (step 109SGS309a). On the other hand, if the process timer has not timed out, it controls the performance device (performance component) in accordance with the contents of the process data corresponding to the process timer (display control execution data, lamp control execution data, sound control execution data, operation unit control data, etc.) (step 109SGS309b).

[0353] After executing the processing of step 109SGS309a or step 109SGS309b, the performance control CPU 120 determines whether or not the variable display is a variable display of a super reach (step 109SGS309f).

[0354] If the variable display is a Super Reach variable display (step 109SGS309f; Y), it is further determined whether the movable body control timer has timed out (109SGS309g). If the movable body control timer has timed out (step 109SGS309g; Y), the first movable body motor 109SG421, the second movable body motor 109SG422, and the third movable body motor 109SG423 are driven in accordance with the contents of the process data (step 109SGS309h). Then, the movable body control timer is reset (the movable body control timer is set to the second time again), and the process proceeds to step 109SGS310 (step 109SGS309i).

[0355] Furthermore, if the variable display is not a Super Reach variable display (step 109SGS309f; N) or if the movable body control timer has not timed out (step 109SGS309g; N), proceed to step 109SGS310 without executing the processing of steps 109SGS309h and 109SGS309i.

[0356] Next, it is checked whether the variable display control timer has timed out (step 109SGS310). If the variable display control timer has timed out (step 109SGS310; Y), the performance control CPU 120 creates image data for the next display screen (to be displayed 33 ms after the previous image update) during the variable display, including the left, center, and right decorative patterns, and writes it to a predetermined area of ​​the VRAM (step 109SGS311). In this way, variable display control of decorative patterns and display control of other images (moving image display control) are realized in the image display device 5. The display control unit 123 outputs a signal to the image display device 5 based on data obtained by superimposing image data of a predetermined area, such as a set background image, on image data based on the display control execution data set in the process table. In this way, the background image, character image, and decorative pattern during the variable decorative pattern are displayed in the image display device 5. In addition, the first time is reset to the variable display control timer (step 109SGS312).

[0357] Furthermore, if the variable display control timer has not timed out (step 109SGS310; N), after executing step 109SGS312, the performance control CPU 120 checks whether the variable display time timer has timed out (step 109SGS313). If the variable display time timer has timed out, the value of the performance control process flag is updated to a value corresponding to the special symbol hit waiting process (step S173) (step 109SGS315). Even if the variable display time timer has not timed out, if the confirmation command reception flag indicating that a symbol confirmation designation command has been received is on (step 109SGS314; Y), the value of the performance control process flag is updated to a value corresponding to the special symbol hit waiting process (step S173) (step 109SGS315). Even if the variable display time timer has not timed out, when a pattern determination designation command is received, the control shifts to stop the variation, so that even if, for example, a variable pattern designation command indicating a long variation time is received due to noise between boards or the like, the variable display of the decorative pattern can be ended when the regular variable display time has elapsed (when the variable display of the special pattern has ended).

[0358] In addition, the process table used for variable display control of the decorative pattern contains process data during variable display of the decorative pattern. In other words, the sum of the process timer settings of process data 1 to n in the process table corresponds to the variable display time of the decorative pattern. Therefore, when the process timer of the last process data n times out in the processing of step 109SGS306, there is no process data (display control execution data, lamp control execution data, etc.) to switch, and the variable display control of the decorative pattern based on the process table ends.

[0359] Next, the operation modes of each effect device during reach effects of super reach α1, super reach α2, super reach β1, and super reach β2 in characteristic part 109SG will be described. The effect modes of variable display will be described with reference to Figs. 10-21 to 10-24.

[0360] First, as shown in Figures 10-21 and 10-22, with regard to the variable display of Super Reach α1 and Super Reach α2, when the reach performance of Super Reach α1 or Super Reach α2 begins, the character images (ally character A and enemy character A in the reach performance of Super Reach α1, and ally character A and enemy character B in the reach performance of Super Reach α2) displayed on the image display device 5 are enlarged during the first enlarged display period, second enlarged display period, and third enlarged display period.

[0361] Specifically, during the first enlarged display period, the character image is enlarged at a constant speed from the normal display magnification (1x) to a display magnification m1, during the second enlarged display period, the character image is enlarged at a constant speed from display magnification m1 to display magnification m2, and during the third enlarged display period, the character image is enlarged at a constant speed from display magnification m2 to display magnification m3. After the third enlarged display period ends, the display magnification of the character image is maintained at m3 for a predetermined period, and the display magnification of the character image is returned to the normal display magnification when the predetermined period has elapsed.

[0362] In this characteristic section 109SG, the first enlarged display period, the second enlarged display period, and the third enlarged display period are all periods of the same length. As shown in FIGS. 10-21 and 10-22, the difference between the display magnifications is largest between the normal display magnification and display magnification m1, and smallest between display magnification m2 and display magnification m3. In other words, in this characteristic section 109SG, the enlargement speed of the character image is set to be fastest during the first enlarged display period and slowest during the third enlarged display period (enlargement speed of the character image: first enlarged display period > second enlarged display period > third enlarged display period). In this characteristic section 109SG, "fast enlargement speed" refers to a high image enlargement rate per unit time.

[0363] Hereinafter, in this feature section 109SG, the period combining the aforementioned first enlarged display period and second enlarged display period (the period during which the movable body movement suggestion performance is executed) may be referred to as period T2, and the period combining the third enlarged display period and the specified period during which the display magnification of the character image is maintained at m3 may be referred to as period T3.

[0364] Furthermore, as shown in Figure 10-21, during the reach performance of Super Reach α1 and Super Reach α2, if the variable display result is a jackpot, from the end timing of period T3 to the end timing of the variable display, as a performance to notify that the variable display result is a jackpot, the first movable body 109SG401 is moved from the retracted position to the performance position, and the second movable body 109SG402L and the third movable body 109SG402R are moved to positions close to the left and right of the first movable body 109SG401 (after the movable body unit 109SG400 is changed from the first state to the third state), and then after a while, the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are moved to their respective retracted positions (changing the movable body unit 109SG400 from the third state to the first state), and movable body operation performance A is executed.

[0365] On the other hand, as shown in Figure 10-22, during the reach performance of Super Reach α1 and Super Reach α2, if the variable display result is a miss, a miss notification performance is executed to notify that the variable display result is a miss by not operating the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R from the end timing of period T3 to the end timing of the variable display.

[0366] Hereinafter, in this feature part 109SG, the execution period of the movable body performance A and the loss notification performance may be referred to as period T4. Of these periods T2 to T4, period T3 is the shortest period and period T4 is the longest period (length of periods T2 to T4: period T4>period T2>period T3).

[0367] During the reach performance of super reach α1 and super reach α2, effect images are also displayed on the image display device 5 as movable body operation suggestion performance A and movable body operation performance A (only when the variable display result is a jackpot).

[0368] Specifically, as shown in Figures 10-21 and 10-22, the image display device 5 executes a movable body operation suggestion performance A in which multiple star-shaped effect images 109SG005S move toward the first movable body 109SG401 at a speed V1 over the aforementioned period T2 (first enlarged display period and second enlarged display period).

[0369] Furthermore, if the variable display result is a jackpot, as part of the above-mentioned movable body operation presentation A, multiple star-shaped effect images 109SG005S move (spread) from the first movable body 109SG401 toward the edge of the image display device 5 at a speed V2 over a period T4. The absolute value of speed V2 is greater than the absolute value of speed V1. In other words, the movable body operation presentation A in this characteristic part 109SG is also a presentation in which the star-shaped effect images 109SG005S move faster than the movable body operation suggestion presentation A.

[0370] Furthermore, during the reach effects of Super Reach α1 and Super Reach α2, the movable body LED 109SG495 is also illuminated. Specifically, as shown in FIGS. 10-21 and 10-22, the movable body LED 109SG495 is illuminated at brightness C1 during the aforementioned period T2 (first enlarged display period and second enlarged display period) and during the middle of period T3 (more precisely, from the start timing of the first enlarged display period to the end timing of the third enlarged display period). Furthermore, if the variable display result is a jackpot, the movable body LED 109SG495 is illuminated at brightness C2, which is brighter than brightness C1, during period T4.

[0371] In addition, during the reach performance of Super Reach α1 and Super Reach α2, four types of sound effects can be output from speakers 8L and 8R: background music such as music, SE (sound effects), action suggestion sounds, and jackpot notification sounds, and the type of sound output varies depending on the time during the reach performance.

[0372] Specifically, as shown in Figures 10-21 and 10-22, the BGM is an effect sound output from the speakers 8L and 8R from the start of the variable display, and output from the speakers 8L and 8R is stopped only during period T3. In other words, the output of the BGM in the reach effect is executed from the start timing of the reach effect to the end timing of period T2, and over period T4.

[0373] Furthermore, like the background music, the sound effects (SE) are produced sounds that are output from the speakers 8L, 8R from the start of the variable display, but unlike the background music, there is no period during which the output from the speakers 8L, 8R is stopped. In other words, the output of the SE in the reach performance is executed throughout the entire reach performance.

[0374] The action suggestion sound is a sound effect output from speakers 8L, 8R as part of movable body action suggestion performance A. In other words, the action suggestion sound is output only during period T2, which is the execution period of movable body action suggestion performance A, and is not output during any other period. The jackpot notification sound is a sound effect output from speakers 8L, 8R as part of movable body action performance A. In other words, the jackpot notification sound is output only during period T4, which is the execution period of movable body action performance A when the variable display result is a jackpot, and is not output during any other period.

[0375] As shown in Figures 10-23 and 10-24, with regard to the variable display of Super Reach β1 and Super Reach β2, when the reach performance of Super Reach β1 or Super Reach β2 begins, the character images displayed on the image display device 5 (ally character B and enemy character A in the reach performance of Super Reach β1, and ally character B and enemy character B in the reach performance of Super Reach β2) are enlarged during the first enlarged display period, second enlarged display period, and third enlarged display period.

[0376] Hereinafter, the enlarged display of character images in the variable display of Super Reach β1 and Super Reach β2, the light emission mode of movable body LED109SG495, and the output of background music, sound effects, action suggestion sounds, and jackpot notification sounds from speakers 8L and 8R will be omitted as they are the same as those in the variable display of Super Reach α1 and Super Reach α2 shown in Figures 10-21 and 10-22.

[0377] As shown in Figure 10-23, during the reach performance of Super Reach β1 and Super Reach β2, if the variable display result is a jackpot, from the end timing of period T3 to the end timing of the variable display, as a performance to notify that the variable display result is a jackpot, first movable body 109SG401 is moved from the retracted position to the performance position, and second movable body 109SG402L and third movable body 109SG402R are moved to a position close to first movable body 109SG401 (after movable body unit 109SG400 is changed from the first state to the third state), and then after a while, first movable body 109SG401, second movable body 109SG402L, and third movable body 109SG402R are moved to their respective retracted positions (changing movable body unit 109SG400 from the third state to the first state), and movable body operation performance B is executed.

[0378] On the other hand, as shown in Figure 10-24, during the reach performance of Super Reach β1 and Super Reach β2, if the variable display result is a miss, a miss notification performance is executed from the end timing of period T3 to the end timing of variable display by not operating the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R. Movable body performance B is a performance executed over period T4, just like the movable body performance A and the miss notification performance described above.

[0379] Also, during the reach performance of Super Reach β1 and Super Reach β2, as shown in Figures 10-23 and 10-24, a movable body operation suggestion performance B is executed in which the first movable body 109SG401 is repeatedly moved (reciprocated) between the retracted position and the suggested position over the aforementioned period T2 (first enlarged display period and second enlarged display period). Note that the period T1 required for one reciprocating movement of the first movable body 109SG401 between the retracted position and the suggested position in the movable body operation suggestion performance B is shorter than the aforementioned period T3 (length of periods T1 to T4: period T4>period T2>period T3>period T1).

[0380] As described above, in the variable display of Super Reach α1, Super Reach α2, Super Reach β1, and Super Reach β2, as shown in Fig. 10-25, the movable body action suggestion effect is executed in the first enlarged display period and the second enlarged display period, but the movable body action suggestion effect is not executed in the third enlarged display period. Also, among the first enlarged display period, the second enlarged display period, and the third enlarged display period, the first enlarged display period is set to have the fastest enlargement speed of the character image (largest enlargement rate of the image per unit time), and the third enlarged display period is set to have the slowest enlargement speed of the character image (smallest enlargement rate of the image per unit time).

[0381] Furthermore, as shown in Figure 10-26(A), comparing movable body action suggestion performance A and movable body action suggestion performance B, movable body action suggestion performance A is a performance in which star-shaped effect image 109SG005S repeatedly acts on first movable body 109SG401 on image display device 5 (multiple star-shaped effect images 109SG005S move toward first movable body 109SG401 at speed V1), and first movable body 109SG401 itself does not move, whereas movable body action suggestion performance B is a performance in which first movable body 109SG401 repeatedly moves between a retracted position and a suggested position, which is different.On the other hand, both movable body action suggestion performance A and movable body action suggestion performance B have in common that movable body LED 109SG495 emits light at brightness C1 during the performance period.

[0382] As shown in Figure 10-26 (B), comparing movable body operation performance A and movable body operation performance B, movable body operation performance A moves the first movable body 109SG401 from a retracted position to a performance position, and moves the second movable body 109SG402L and the third movable body 109SG402R to positions close to the first movable body that has moved to the performance position (changing the movable body unit 109SG400 from the first state to the third state), and multiple star-shaped effect images 109SG005S spread out from the first movable body 109SG401 at a speed V2. Movable body operation performance B is a performance in which first movable body 109SG401 is moved from the retracted position to the performance position, and second movable body 109SG402L and third movable body 109SG402R are moved to positions close to the first movable body that has moved to the performance position (movable body unit 109SG400 is changed from the first state to the third state), and differs from movable body operation performance A in that the display of multiple star-shaped effect images 109SG005S diffusing from first movable body 109SG401 at speed V2 is not executed. Furthermore, both movable body operation performance A and movable body operation performance B have in common that movable body LED 109SG495 emits light at brightness C1 during the performance period.

[0383] Next, the display mode of reach effects on the image display device 5 in the variable display of super reach α1, super reach α2, super reach β1, and super reach β2 will be described with reference to FIGS. 10-27 to 10-35.

[0384] First, as shown in Figures 10-27(A) and 10-27(B), after a while after the variable display of one of Super Reach α1, Super Reach α2, Super Reach β1, or Super Reach β2 begins, the decorative patterns displayed in the "left" decorative pattern display area 5L and the "right" decorative pattern display area 5R stop in a combination indicating a reach. Then, when a predetermined period of time has elapsed in this reach state, if the variable display is a variable display of Super Reach α1, a battle performance between ally character A and enemy character A will begin as a reach performance (see Figures 10-27(C) and 10-28(A)), if the variable display is a variable display of Super Reach α2, a battle performance between ally character A and enemy character B will begin as a reach performance (see Figures 10-27(D) and 10-30(A)), if the variable display is a variable display of Super Reach β1, a battle performance between ally character B and enemy character A will begin as a reach performance (see Figures 10-27(E) and 10-32(A)), and if the variable display is a variable display of Super Reach β2, a battle performance between ally character B and enemy character B will begin as a reach performance (see Figures 10-27(F) and 10-34(A)).

[0385] Furthermore, when the reach performance of these super reaches begins, the decorative patterns displayed in the "left" decorative pattern display area 5L and the "right" decorative pattern display area 5R are moved to the upper left and right ends of the display area of ​​the image display device 5, respectively, and the decorative pattern displayed in the "center" decorative pattern display area 5Cni becomes temporarily invisible.

[0386] As shown in Figures 10-28(A) and 10-28(B), when the second half of the battle presentation, which is the reach presentation of Super Reach α1, begins, a video begins to be displayed, as shown in Figure 10-28(C), showing ally character A attacking enemy character A. During the video, as shown in Figures 10-28(C) to 10-28(F), the images of ally character A and enemy character A are enlarged during the first enlarged display period, second enlarged display period, and third enlarged display period, respectively, when ally character A is about to launch a close-range attack on enemy character A.

[0387] In particular, during the first enlarged display period and the second enlarged display period (Figs. 10-28(D) to 10-28(F)), the images of ally character A and enemy character A are displayed on the image display device 5 with lower contrast than before the first enlarged display period (Figs. 10-28(A) to 10-28(C)), and an image (movable body action suggestion effect A) of multiple star-shaped effect images 109SG005S moving at speed V1 toward the first movable body 109SG401 is displayed superimposed on these low-contrast images of ally character A and enemy character A. At this time, the star-shaped effect image 109SG005S is displayed with the same contrast as before the first enlarged display period, making it easier for the player to recognize how these multiple star-shaped effect images 109SG005S are moving at speed V1 toward the first movable body 109SG401.

[0388] Furthermore, during the first enlarged display period to the third enlarged display period, the movable body LED 109SG495 provided on the first movable body 109SG401 also emits light at the luminance C1.

[0389] 10-28(E) to 10-28(F), when the third enlarged display period has elapsed, the ally character A and the enemy character A are displayed at the display magnification m3 for a predetermined period. Note that the movable body LED 109SG495 is not illuminated during the predetermined period. ...

Claims

1. A gaming machine that variably displays a plurality of types of effect identification information including specific effect identification information to derive and display a display result, and is controllable to an advantageous state that is advantageous to a player, and is also controllable to a normal state and a special state that is more easily controlled to the advantageous state than the normal state, a specific effect execution means for executing a specific effect by temporarily suspending the specific effect identification information at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, and then restarting the variable display; A suggestion effect execution means capable of executing a suggestion effect that suggests a temporary stop of the specific effect identification information; a notification effect execution means capable of executing a notification effect for notifying a temporary stop of the specific effect identification information; a special effect execution means capable of executing a special effect after the execution of the notification effect; the suggestion effect execution means is capable of executing, as the suggestion effect, an effect in which effect identification information different from the specific effect identification information is changed to a first state in which visibility is low by an effect display that displays convergent lines directed toward a predetermined position where the specific effect identification information can temporarily stop, and then the density of the convergent lines in the effect display is increased to change to a second state in which visibility is even lower than the first state; The notification effect execution means is capable of executing, as the notification effect, an effect in which effect identification information different from the specific effect identification information is made invisible, The suggestive effect execution means is capable of executing the suggestive effect even when the specific effect identification information does not temporarily stop, and when the specific effect identification information does not temporarily stop, is capable of continuously displaying the effect display for a predetermined period after the predetermined timing has passed, and erases the effect display before any effect identification information different from the specific effect identification information is stopped and displayed at the predetermined position where the specific effect identification information temporarily stops, a display area of ​​the effect display is larger in the second state than in the first state; A gaming machine characterized by:

2. A gaming machine that variably displays a plurality of types of performance identification information to derive and display a display result, and is controllable to an advantageous state that is advantageous to a player, and is controllable to a normal state and a special state that is more likely to be controlled to the advantageous state than the normal state, a specific effect execution means for executing a specific effect by temporarily suspending special identification information different from the effect identification information at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, and then restarting the variable display; A suggestion effect execution means capable of executing a suggestion effect that suggests a temporary stop of the special identification information; a notification effect execution means capable of executing a notification effect for notifying a temporary stop of the special identification information; a special effect execution means capable of executing a special effect after the execution of the notification effect; the suggestion effect execution means is capable of executing, as the suggestion effect, an effect in which the effect identification information is changed to a first state in which visibility is low by an effect display that displays convergent lines directed toward a predetermined position where the special identification information can temporarily stop, and then the density of the convergent lines in the effect display is increased to change the effect identification information to a second state in which visibility is even lower than the first state; The notification effect execution means is capable of executing, as the notification effect, an effect that makes the effect identification information invisible, The suggestion effect execution means is capable of executing the suggestion effect even when the special identification information does not temporarily stop, and when the special identification information does not temporarily stop, is capable of continuously displaying the effect display for a predetermined period after the predetermined timing has passed, and erases the effect display at the predetermined position where the special identification information temporarily stops before any of the effect identification information is stopped and displayed, a display area of ​​the effect display is larger in the second state than in the first state; A gaming machine characterized by:

Citation Information

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