gaming machines

The gaming machine improves player engagement through advanced control systems for dynamic visual and auditory feedback, creating a more immersive gaming experience.

JP7765820B2Active Publication Date: 2025-11-07KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022105393
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-11-07
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Existing gaming machines lack sufficient mechanisms to enhance player engagement and interest in the game experience.

Method used

A gaming machine with advanced control systems for variable symbol display, sound effects, vibration, light effects, and operation prompting features, allowing for enhanced game modes and dynamic visual and auditory feedback to increase player interaction.

Benefits of technology

The implementation of these features significantly enhances player enjoyment and engagement by providing a more immersive and interactive gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game machine can execute a variation performance in which a performance symbol is variably displayed and then stopped and displayed according to a variation display and stop display of a special symbol, execute a vibration performance that vibrates a performance body in the variation performance, and execute an emphasis performance that emphasizes the performance body when the vibration performance is executed. The vibration performance includes a first vibration performance and a second vibration performance different from the first vibration performance, can execute a specific notification regarding performance effect, make the performance mode of the emphasis performance different when the first vibration performance is executed and when the second vibration performance is executed, and make the notification mode of the specific notification common.SELECTED DRAWING: Figure 141
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Description

[Technical Field]

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

[0002] In a gaming machine, for example, Patent Document 1 describes that effects are performed using a display screen or the like. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-033816 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the gaming machines described in the above patent documents, there is room for further improvement in the presentation in terms of increasing the interest in the game.

[0005] The present invention aims to improve the enjoyment of games. [Means for solving the problem]

[0006] The present invention, which achieves the above object, is realized as the following gaming machine. This gaming machine (for example, a pachinko gaming machine 100) is a gaming machine that can execute a special game that is advantageous to a player, A first control means (for example, a game control unit 200) for controlling the progress of a game; A second control means (for example, a performance control unit 300) for controlling the performance, The first control means It is possible to make a judgment according to the game information, It is possible to display the special symbols in a variable manner and then stop them. The second control means It can be set to either the first mode or the second mode, It is possible to display information display according to the game information, A predetermined character image can be displayed, It is possible to perform a role production that operates a movable role, There are first operating means and second operating means, An operation prompting effect that prompts an operation of the first operating means can be executed, A specific notification regarding the operation of the second operating means can be executed, The specific notification can be executed during the operation prompting performance, The sound during execution of the operation prompting effect can be made different when the first mode is set and when the second mode is set, The notification sound for the specific notification can be made common when the first mode is set and when the second mode is set, It is possible to execute a variable effect in which the effect pattern is displayed in a variable manner and then stopped. In the variation performance, a vibration performance can be executed in which the first operating means is vibrated, When the vibration effect is executed, an emphasis effect that emphasizes the first operating means can be executed, The vibration effects include a first vibration effect and a second vibration effect having a vibration mode different from that of the first vibration effect, When the first vibration effect is executed and when the second vibration effect is executed, the performance mode of the emphasis effect can be made different, and the notification mode of the specific notification can be made common, In the highlighting effect, a light emitting effect can be executed, In the light-emitting effect, a first light-emitting effect that emits light in a first cycle and a second light-emitting effect that emits light in a second cycle different from the first cycle can be executed, In the operation prompting performance, a display that periodically changes the operation image can be executed, The display that periodically changes the operation image includes a first display that can be executed in a first cycle, a second display that can be executed in the first cycle, and a third display that can be executed in a second cycle that is different from the first cycle. The first display, the second display, and the third display can be displayed simultaneously. do.

[0007] The above reference numerals in this section are given as examples in explaining the present invention, and the present invention is not restricted by these reference numerals. [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a schematic front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the pachinko gaming machine when viewed from the rear. [Figure 3] (a) is an enlarged view showing an example of a display located at the bottom left of the game board, (b) is a partial plan view of a pachinko game machine, and (c) is an enlarged view showing an example of a sub-information display located at the bottom left of the game board. [Figure 4] 2 is a diagram showing the internal configuration of a control unit of the pachinko gaming machine of the present embodiment. FIG. [Figure 5] FIG. 2 is an explanatory diagram of an image / sound control unit and a lamp control unit of the present embodiment. [Figure 6] 2 is a block diagram showing the functional configuration of a game control unit of the present embodiment. FIG. [Figure 7] 10 is a flowchart showing the operation of basic processing by the game control unit. [Figure 8] 10 is a flowchart showing the operation of the game control unit during power interruption processing. [Figure 9] 10 is a flowchart showing the main control processing of the game control unit. [Figure 10] 10 is a flowchart showing the contents of the start port switch processing. [Figure 11]10 is a flowchart showing the contents of a gate switch process. [Figure 12] A flowchart showing the contents of the second large prize entry port switch processing. [Figure 13] 10 is a flowchart showing the contents of special symbol processing. [Figure 14] 10 is a flowchart showing the contents of the big win determination process. [Figure 15] 10 is a flowchart showing the contents of the variation pattern selection process. [Figure 16] 10 is a flowchart showing the contents of processing during stoppage. [Figure 17] 10 is a flowchart showing the contents of a customer waiting setting process. [Figure 18] 10 is a flowchart showing the contents of normal symbol processing. [Figure 19] This is a flowchart showing the contents of the first large prize slot processing. [Figure 20] This is a flowchart showing the contents of the second large prize slot processing. [Figure 21] 10 is a flowchart showing the contents of a game status setting process. [Figure 22] 10 is a flowchart showing the contents of an electric tulip process. [Figure 23] These figures show examples of the configuration of random numbers used in this embodiment, where (a) is a figure showing an example of the configuration of a jackpot random number, (b) is a figure showing an example of the configuration of a jackpot pattern random number, (c) is a figure showing an example of the configuration of a small jackpot pattern random number, (d) is a figure showing an example of the configuration of a reach random number, and (e) is a figure showing an example of the configuration of a winning random number. [Figure 24] A figure showing an example of the fluctuation patterns and table settings used in the fluctuation pattern selection process. [Figure 25] A figure showing an example of the fluctuation patterns and table settings used in the fluctuation pattern selection process. [Figure 26] 10A and 10B are block diagrams illustrating an example of the configuration of the RAM of the game control unit, where (a) is a block diagram showing the configuration of the memory area, and (b) is a block diagram showing the configuration of each of the memory units shown in (a). [Figure 27] This is a block diagram explaining an example of the configuration of the RAM of the performance control unit, where (a) is a block diagram showing the configuration of the reserved memory area, and (b) is a block diagram showing the configuration of each of the memory units shown in (a). [Figure 28] 10 is a flowchart showing the contents of a preliminary determination process. [Figure 29] 10A and 10B are diagrams illustrating examples of pre-determination patterns and table settings used in the pre-determination process. [Figure 30] 10A and 10B are diagrams illustrating examples of pre-determination patterns and table settings used in the pre-determination process. [Figure 31] 10A and 10B are flowcharts showing the operation of the performance control unit, in which FIG. 10A shows main processing, and FIG. 10B shows interrupt processing. [Figure 32] 10 is a flowchart showing the contents of a command receiving process. [Figure 33] 33 is a flowchart showing the contents of the pre-determination effect selection process and the effect selection process of FIG. 32. [Figure 34] 33 is a flowchart showing the contents of the big win effect selection process of FIG. 32. [Figure 35] 33 is a flowchart showing the content of the ending effect selection process of FIG. 32. [Figure 36] 33 is a flowchart showing the contents of the customer waiting command receiving process of FIG. 32. [Figure 37] 10 is a flowchart showing the contents of a specific time-saving related performance process. [Figure 38] 10 is a flowchart showing the contents of effect button processing. [Figure 39] This is a pre-determination effect pattern table used when a gaming ball enters the first starting hole in a normal gaming state. [Figure 40] This is a pre-determined presentation pattern table used when a game ball enters the second starting hole in a special time-saving game state. [Figure 41] This is a variable presentation pattern table used when a variable presentation is performed based on winning at the first starting port during normal game play. [Figure 42] This is a variable presentation pattern table used when a variable presentation is performed based on winning at the second starting port in a special time-saving game state. [Figure 43] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 44] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 45] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 46] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 47] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 48] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 49] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 50] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 51] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 52] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 53] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 54] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 55] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 56] 10A is a diagram showing the execution timing of each notification in the first left-hand hit notification, and FIG. 10B is a diagram showing the execution timing of each notification in the second left-hand hit notification. [Figure 57] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 58] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 59] This is a diagram showing the display timing of each effect image in the second right-hit image, and the output timing of the right-hit sound effect and right-hit sound. [Figure 60] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 61] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 62] A diagram showing the execution timing of each effect in the button effect. [Figure 63] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 64] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 65] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 66] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 67] A diagram showing the execution timing of each effect in the button effect. [Figure 68] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 69] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 70] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 71] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 72] A diagram showing the execution timing of each effect in the button effect. [Figure 73] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 74] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 75]A diagram showing the execution timing of each effect in the button effect. [Figure 76] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 77] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 78] A diagram showing the execution timing of each effect in the button effect. [Figure 79] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 80] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 81] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 82] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 83] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 84] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 85] A diagram showing the execution timing of each effect in the button effect. [Figure 86] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 87] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 88] A diagram showing the execution timing of each effect in the button effect. [Figure 89] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 90] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 91] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 92] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 93] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 94] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 95] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 96] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 97] A diagram showing the execution timing of each effect in the button effect. [Figure 98] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 99] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 100] A diagram showing the execution timing of each effect in the button effect. [Figure 101] A diagram showing the execution time and cycle of each button effect. [Figure 102] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 103] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 104] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 105] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 106] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 107] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 108] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 109] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 110]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 111] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 112] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 113] A diagram showing the execution time of each effect during reach-time effects. [Figure 114] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 115] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 116] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 117] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 118] A diagram showing the execution time of each performance in the role-playing performance. [Figure 119] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 120] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 121] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 122] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 123] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 124] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 125] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 126] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 127] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 128] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 129] (1) is a diagram showing the execution time of each effect in the start-up suggestion effect, and (2) is a diagram showing the execution time of each effect in the ongoing suggestion effect. [Figure 130] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 131] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 132] A diagram showing the execution timing of each effect in the jackpot effect. [Figure 133] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 134] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 135] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 136] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 137] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 138] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 139] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 140] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 141] A diagram showing the execution time and cycle of each effect in the jackpot effect. [Figure 142] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 143] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 144] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 145] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 146] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 147] FIG. 10 is a diagram showing the relationship between images related to the presentation. [Figure 148] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 149] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 150] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 151] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 152] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 153] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 154] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 155] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 156] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 157] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 158] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 159] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 160] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 161] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 162] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 163] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 164] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 165] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 166] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 167] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 168] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 169] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 170] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 171] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 172] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 173] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 174] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 175] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 176] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 177] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 178] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 179] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 180]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 181] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 182] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 183] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 184] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 185] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 186] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 187] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 188] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 189] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 190] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 191] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 192] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 193] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 194] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 195] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 196] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 197] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 198] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 199] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 200] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 201] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 202] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 203] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 204] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 205] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 206] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 207] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 208-1] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 208-2] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 209] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 210] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 211] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 212] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 213] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 214]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 215] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 216] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 217] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 218] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 219] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 220] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 221] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 222] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 223] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 224] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 225] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 226] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 227] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 228] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 229] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 230] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 231] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 232] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 233] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 234] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 235] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 236] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 237-1] A diagram showing a timing chart of the performance when a fluctuation stop command is received by the performance control unit. [Figure 237-2] A diagram showing a timing chart of the performance when the fluctuation stop command is not received by the performance control unit. [Figure 238] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 239] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 240] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 241] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 242] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 243] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 244] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 245] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 246] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 247] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 248] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 249] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 250] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 251] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 252] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 253] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 254] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 255] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 256] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 257] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 258] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 259] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 260] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 261] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 262] 1 is a diagram showing the flow of a game on a pachinko gaming machine 100. FIG. [Figure 263] FIG. 10 is a diagram showing a background setting table. [Figure 264] FIG. 10 is a diagram showing a display example of a background image. [Figure 265] FIG. 10 is a diagram showing a background setting table. [Figure 266]FIG. 10 is a diagram showing a display example of a background image. [Figure 267] A figure showing a setting table when a special losing pattern stops. [Figure 268] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 269] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 270] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 271] A diagram showing a gradual display effect using a pending image. [Fig. 272] A diagram showing a gradual display effect using a pending image. [Fig. 273] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 274] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 275] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 276] A diagram showing a gradual display effect using a pending image. [Figure 277] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 278] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 279] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 280] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 281] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 282] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 283] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 284] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 285] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 286] A diagram showing a gradual display effect using a pending image. [Figure 287]FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 288] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 289] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 290] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 291] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 292] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 293] A diagram showing a gradual display effect using a pending image. [Fig. 294] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 295] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 296] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 297] A diagram showing a gradual display effect using a pending image. [Figure 298] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 299] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 300] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 301] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 302] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 303] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 304] A diagram showing a gradual display effect using a pending image. [Figure 305] An explanatory diagram of each effect in variable effect example 9. [Figure 306] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 307] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 308] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 309] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 310] An explanatory diagram of each effect in variable effect example 10. [Figure 311] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 312] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 313] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 314] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 315] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 316] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 317] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 318] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 319] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 320] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 321] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 322] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 323] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 324] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 325] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 326] A diagram showing a gradual display effect using a pending image. [Figure 327] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 328] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 329] An explanatory diagram of each effect in variable effect example 14. [Figure 330] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 331] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 332] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 333] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 334] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 335] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 336] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 337] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 338] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 339] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 340] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 341] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 342] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 343] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 344] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 345] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 346] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 347] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 348] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 349]FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 350] FIG. 10 is a diagram showing one aspect of the performance performed by the performance control unit. DETAILED DESCRIPTION OF THE INVENTION

[0010] (First embodiment) Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. [Basic configuration of gaming machine] FIG. 1 is a schematic front view of a pachinko gaming machine 100 according to the present embodiment. FIG. 2 is a rear view of the pachinko gaming machine 100 when viewed from the rear side. 1 is a pachinko gaming machine 100 as an example of a gaming machine, which is configured to pay out prize balls when a gaming ball shot out in response to a player's instruction enters a prize ball. The pachinko gaming machine 100 includes a gaming board 110 from which the gaming balls are shot out, and a frame member 150 that surrounds the gaming board 110. The gaming board 110 is detachably attached to the frame member 150.

[0011] The game board 110 has, on the front side, a game area 111 for playing games with game balls, a rail member 112 that forms a path along which game balls launched from below rise and head toward the upper position of the game area 111, and a guide member 113 on the right side of the game area 111 that guides the game balls. In this embodiment, an image display unit 114 that displays various images for effects is disposed in a position in the game area 111 that is easily visible to the player. This image display unit 114 has a display screen such as a liquid crystal display, and as the player progresses through the game, it displays, for example, decorative symbols to notify the player of the lottery result of the special symbol lottery (pattern variation result), and displays effect images such as the appearance of characters or items. In addition, the image display unit 114 is provided with a plurality of layers on which images are displayed, and an image is displayed on each of the plurality of layers. The front of the gaming board 110 is provided with three movable role pieces 115 and a board lamp 116 used for various effects. The three movable role pieces 115 are arranged in a row in the left-right direction above the image display unit 114. When describing each of the three movable role pieces 115 individually, the movable role piece 115 arranged on the left side will be referred to as the "left movable role piece 115A." The movable role piece 115 arranged in the center will be referred to as the "middle movable role piece 115B." The movable role piece 115 arranged on the right side will be referred to as the "right movable role piece 115C." When there is no need to distinguish between the three movable role pieces 115, they will simply be referred to as the movable role pieces 115. When describing the left movable role piece 115A, the middle movable role piece 115B, and the right movable role piece 115C collectively, they will be referred to as the "three movable role pieces 115." The movable accessory 115 performs various effects by moving on the game board 110. The board lamp 116 also performs various effects by emitting light.

[0012] In the game area 111, there are arranged game nails and windmills (not shown) for changing the direction in which game balls fall. In addition, in the game area 111, various devices related to winning prizes and lotteries are arranged at predetermined positions. In addition, in the game area 111, there is arranged an outlet 117 for discharging game balls that have been shot into the game area 111 but have not entered a prize hole to the outside of the game area 111. In addition, the pachinko game machine 100 is equipped with an out-ball detection switch (SW) 227 (see FIG. 4 described later) for detecting out-balls consisting of game balls that flow into the outlet 117.

[0013] In this embodiment, various prize-winning and lottery-related devices are provided on the game board 110, including a first start gate 121 and a second start gate 122 that start a special symbol lottery (jackpot lottery) when a game ball enters the game, and a start gate (hereinafter simply referred to as a gate) 124 that starts a normal symbol lottery (open / close lottery) when a game ball passes through. In FIG. 1, the gates 124 are provided on the left and right sides of the game area 111, with the left gate 124 being labeled 124L and the right gate 124 being labeled 124R. The first start gate 121 and the second start gate 122 refer to winning gates that trigger the activation of a predetermined special symbol display. Specifically, switches (first start port switch 211 and second start port switch 212, which will be described later) that detect the passage of a gaming ball when a winning prize is awarded are provided in the first start port 121 and the second start port 122. When a gaming ball wins the first start port 121 or the second start port 122, the switch detecting the passage of the gaming ball triggers the activation of the special symbol display device.

[0014] Second starting hole 122 is equipped with an electric tulip (opening / closing member) 123 as a normal electric device in which a pair of tulip-shaped blades open and close by an electric solenoid and light up. Electric tulip 123 is configured so that when the blades are closed, it is difficult for a gaming ball to enter second starting hole 122, but when the blades are open, the entrance to second starting hole 122 expands, making it easier for the gaming ball to enter second starting hole 122. When a normal symbol lottery is won, electric tulip 123's blades light up or flash and open for a specified time (for example, 0.15 seconds to 1.8 seconds) and a specified number of times (for example, 1 to 3 times).

[0015] The pachinko gaming machine 100 has two game states: a no-electric support state in which there are fewer chances of winning at the second starting hole 122, and an electric support state in which there are more chances of winning at the second starting hole 122 than in the no-electric support state. The machine is controlled to either the no-electric support state or the electric support state under predetermined conditions, such as triggered by a jackpot or the number of draws for a special symbol. The electric support state is a game state controlled by one or a combination of, for example, shortening the normal symbol variation time, extending the opening time of the electric tulip 123, or increasing the probability of winning the normal symbol lottery. The pachinko gaming machine 100 has two game states: a no-time-reduction state in which the special symbol variation time is long, and a time-reduction state in which the special symbol variation time is shorter than that in the no-time-reduction state. Here, the time-reduction state is more advantageous to the player than the no-time-reduction state. In this embodiment, the electric support state and the time-saving state are controlled simultaneously. In the following description, the electric support state and the time-saving state are simply referred to as the time-saving state, and the no electric support state and no time-saving state are simply referred to as the no-time-saving state.

[0016] In this embodiment, as other devices related to winning prizes and lotteries, first large prize opening 125 and second large prize opening 126 are arranged on game board 110 as special electric devices that open depending on the results of a special symbol lottery, and normal prize opening 127, which does not trigger a lottery even if a game ball wins. First large prize opening 125 is provided with first large prize opening door 125D that opens and closes first large prize opening 125. Second large prize opening 126 is provided with second large prize opening door 126D that opens and closes second large prize opening 126. In the following explanation, for convenience, the open / closed state and opening / closing operation of first large prize opening door 125D may be referred to as the open / closed state and opening / closing operation of first large prize opening 125. In addition, in the following description, the open / closed state and opening / closing operation of the second large prize opening door 126D may be described as the open / closed state and opening / closing operation of the second large prize opening door 126D for the sake of convenience. In this embodiment, a display 130 is disposed at the bottom left of the game board 110 to display the lottery results and the number of reserved balls.

[0017] In the pachinko gaming machine 100 shown in FIG. 1, the second starting hole 122 equipped with the electric tulip 123, the gate 124R, the first large winning hole 125, and the second large winning hole 126 are arranged in the right area of ​​the gaming area 111. Therefore, in the pachinko gaming machine 100 of this embodiment, when attempting to win in the second starting hole 122, the gate 124R, the first large winning hole 125, the second large winning hole 126, etc., the gaming ball is caused to flow down into the right area of ​​the gaming area 111. Here, the left area of ​​the gaming area 111 is regarded as the first gaming area. Also, the right area of ​​the gaming area 111 is regarded as the second gaming area. In the illustrated example, the second starting opening 122 equipped with the electric tulip 123, the gate 124R, the first large prize opening 125, and the second large prize opening 126 are arranged in the right area of ​​the game area 111, but this is not limited to this. The second starting opening 122 equipped with the electric tulip 123, the gate 124R, the first large prize opening 125, and the second large prize opening 126 may be arranged in the left area of ​​the game area 111, and the first starting opening 121, the gate 124L, and the normal prize opening 127 may be arranged in the left area of ​​the game area 111. In this case, the right area of ​​the game area 111 is regarded as the first game area. Furthermore, the left area of ​​the game area 111 is regarded as the second game area.

[0018] In addition, on the back side of the game board 110, there are attached a game control board 200B that determines whether a special symbol has been won, and a performance control board 300B that controls the performance in an integrated manner. A background volume control volume 300S is also attached to the performance control board 300B. The background volume control volume 300S is a switch used to adjust the volume of the sound output from the speaker 156 (described later) from the back of the pachinko gaming machine 100. In this embodiment, the background volume control volume 300S is configured to adjust the volume to any of ten levels, from "1" to "10." The background volume control volume 300S is also rotatable, allowing the volume to be adjusted one level at a time by rotating it. For example, if the background volume control volume 300S is set to volume "3," and then rotated clockwise to set the volume to "4," the performance control unit 300 sets the volume to "4." If the background volume control volume 300S is set to volume "3," and then rotated counterclockwise to set the volume to "2," the performance control unit 300 sets the volume to "2." In this embodiment, the administrator of the pachinko gaming machine 100 can operate the background sound volume adjustment volume 300S by opening the board case 300C that houses the performance control board 300B.

[0019] In this embodiment, the performance control unit 300 sets the volume to one of seven levels, "1" to "7." The volume settings of "1" to "7" on the background volume adjustment volume 300S correspond to the volumes "1" to "7" on the performance control unit 300, respectively. The volume settings of "8" to "10" on the background volume adjustment volume 300S correspond to the volume "8" on the performance control unit 300.

[0020] Also, various boards (not shown) are attached to the back of the gaming board 110, such as an image control board that controls the effects using images and sounds, and a lamp control board that controls the effects using various lamps and movable accessory 115. Also, on the back of the gaming board 110, a connector 200C that connects the gaming control board 200B and the effect control board 300B, and a switching power supply (not shown) that converts the supplied 24V AC power into DC power and outputs it to the various boards, etc. The connector 200C is provided with a plurality of wires (not shown) for connecting the gaming control board 200B and the effect control board 300B.

[0021] The frame member 150 is equipped with a launching device (not shown) that electrically launches game balls at predetermined time intervals (for example, 100 balls per minute) with a hitting force corresponding to the angle of operation when a player touches the handle 151 and rotates the lever 152 clockwise. The frame member 150 also has a supplying device (not shown) that supplies game balls to the launching device one by one in sequence in timing linked to the player's operation of the lever 152, and a tray 153 that temporarily stores game balls supplied by the supplying device to the launching device. Balls dispensed by a payout unit, for example, are dispensed onto this tray 153. In this embodiment, the tray 153 is configured as an integrated upper and lower tray, but a configuration example in which the upper and lower trays are separated is also conceivable. Also, a configuration example in which the handle 151 of the launching device is made to emit light under predetermined conditions is also conceivable.

[0022] The frame member 150 also has a stop button 154 for temporarily stopping the launch of game balls even when the player is touching the handle 151 of the launching device, and an ejection button 155 for dropping the game balls accumulated in the tray 153 into a box (not shown) and removing them. The frame member 150 also includes a speaker 156 and a frame lamp 157 that notify the game status and situation of the pachinko gaming machine 100 and perform various effects. The speaker 156 performs various effects using music, voice, and sound effects. The frame lamp 157 is composed of a light-emitting element such as an LED, and performs various effects using light by changing lighting and flashing patterns, light emission colors, etc. Note that the frame lamp 157 may be configured in a way that allows it to perform effects by changing the direction of light irradiation. The frame member 150 also includes a transparent plate (not shown) for separating the game board 110 from the player.

[0023] Figure 3 is a diagram illustrating a pachinko gaming machine 100 according to this embodiment, where Figure 3(a) is an enlarged view showing an example of a display 130 arranged at the bottom left of the gaming board 110, Figure 3(b) is a partial plan view of the pachinko gaming machine 100, and Figure 3(c) is an enlarged view showing an example of a sub-information display 80 arranged at the bottom left of the gaming board. As shown in FIG. 3(a), the display 130 of the pachinko gaming machine 100 includes a first special symbol display 221 that operates in response to a win at the first start gate 121, a second special symbol display 222 that operates in response to a win at the second start gate 122, and a normal symbol display 223 that operates in response to passage through the gate 124. The first special symbol display 221 displays a special symbol in a variable manner and then a static display to display the lottery result based on a win at the first start gate 121. The second special symbol display 222 displays a special symbol in a variable manner and then a static display to display the lottery result based on a win at the second start gate 122. The first special symbol display 221 and the second special symbol display 222 perform cyclical fluctuations (cyclical displays) multiple times, with the change in display mode being one cycle (= 256 ms), and static displays after the special symbol fluctuation time has elapsed. The normal symbol display 223 displays the lottery result by variably displaying the normal symbol and then stopping it based on the fact that the gaming ball has passed through the gate 124. In this embodiment, the first special symbol display 221 and the second special symbol display 222 are each composed of a display device with an array of LEDs, and the lottery result of the special symbol lottery is displayed by the lighting mode of the LEDs. Similarly, the normal symbol display 223 is also composed of a display device with an array of LEDs, and the lottery result of the normal symbol lottery is displayed by the lighting mode of the LEDs.

[0024] Further, the display 130 is provided with a first special symbol reserve indicator 218 that operates in response to a reserve in the first special symbol indicator 221, a second special symbol reserve indicator 219 that operates in response to a reserve in the second special symbol indicator 222, and a normal symbol reserve indicator 220 that operates in response to a reserve in the normal symbol indicator 223. In this embodiment, the first special symbol reserve indicator 218, the second special symbol reserve indicator 219 and the normal symbol reserve indicator 220 are each composed of a display device with an array of LEDs, and the number of reserves is displayed by the lighting state of the LEDs.

[0025] Here, we will explain the reservation. If a gaming ball enters the first start slot 121 or the second start slot 122 during the variable display operation of the special symbol (while the variable display for one winning event is being performed), the variable display operation of the special symbol based on the later winning event cannot be started because the special symbol is still changing. Therefore, the later winning events are stored up to a specified number (for example, four), and the right to start the special symbol for that winning gaming ball is reserved until the variable display operation for the previously winning gaming ball is completed. The same processing as for the special symbols is also performed for the normal symbols. The fact that such a reservation has been made and the number of reservations (unchanged number) are displayed on the first special symbol reservation indicator 218, the second special symbol reservation indicator 219, and the normal symbol reservation indicator 220.

[0026] Furthermore, the display 130 is equipped with a status indicator 224 that displays the status of the pachinko gaming machine 100. In this embodiment, the status indicator 224 is configured as a display device with two LEDs arranged in an array. One of the two LEDs lights up to indicate whether the status of the pachinko gaming machine 100 is in a time-saving state in which the special symbol variation time is short. The other LED lights up to indicate whether a state is advantageous to the player by hitting to the right (by changing the hitting force of the gaming ball).

[0027] The display 130 also includes a round number display 225 that displays the number of rounds when the first major winning slot 125 is activated in a jackpot game that is performed according to the result of the special symbol lottery. The jackpot game will be described later. The round number display 225 is composed of a display device with an array of LEDs, and the number of rounds when the first major winning slot 125 is activated in a jackpot game is displayed by the lighting state of the LEDs.

[0028] The display 130 also includes a status confirmation indicator 226. The status confirmation indicator 226 is composed of a single LED and is used to indicate that a setting change mode (described later) or a setting confirmation mode (described later) has been set. When the setting change mode or setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or setting confirmation mode is ended, the LED goes out. As such, since the status confirmation indicator 226 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the setting change mode or setting confirmation mode has been set. The status confirmation indicator 226 may be installed in any location as long as it is on the front (surface) of the pachinko gaming machine 100.

[0029] In this embodiment, the same display mode (illuminated display) is used whether the setting change mode or the setting check mode is set, but the display may be such that it is possible to recognize which mode the setting is set in. For example, the status check indicator 226 may be illuminated in the setting change mode and flashed in the setting check mode, or vice versa.

[0030] In this embodiment, the status confirmation indicator 226 is provided as a dedicated indicator to indicate that the setting change mode or the setting confirmation mode is set, but it may be used in combination with other indicators. For example, in the setting change mode or the setting confirmation mode, the first special symbol indicator 221, the second special symbol indicator 222, the first special symbol reserved indicator 218, the second special symbol reserved indicator 219, the number of rounds indicator 225, the status indicator 224, etc. are turned off, so one or more LEDs of these indicators may be turned on.

[0031] The frame member 150 of the pachinko gaming machine 100 is equipped with an input device through which a player inputs effects. As shown in FIG. 3(b), in this embodiment, as an example of an input device, an effect button 161 and effect keys 162, which are adjacent to the effect button 161 and consist of a plurality of keys arranged in a roughly cross shape, are arranged on the frame member 150. In the illustrated example, consider a case where an effect is performed in which an operation to select one image from a plurality of images is accepted. In this case, for example, a player can select one of a plurality of images displayed on the image display unit 114 by operating the effect keys 162, which consist of four keys arranged in a cross shape, and then select the selected image by operating the effect button 161. Furthermore, as for the form of the input device, in addition to the effect button 161 and effect keys 162 shown in the figure, various input forms such as a lever or a handle can be adopted depending on the content of the effect, etc.

[0032] In addition, the pachinko game machine 100 of this embodiment is equipped with a sub-information display 80 inside the game area 111, which consists of a sub-first change indicator 81, a sub-second change indicator 82, a sub-first hold indicator 83, a sub-second hold indicator 84, a sub-normal map change indicator 85, a sub-normal map hold indicator 86, and a sub-right-hit indicator 87. The sub-information display 80 is basically composed of an LED and is designed to be dynamically lit. The sub-information display 80 does not have an indicator, such as the status check indicator 226, that indicates whether the setting change mode or setting check mode is set.

[0033] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the variable display of the corresponding special symbol begins, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), and lights up when the corresponding special symbol is displayed stationary. In other words, the sub-first variable indicator 81 and the sub-second variable indicator 82 repeatedly perform a cyclic display, with one flash representing one cycle (= 1 second), and light up when the corresponding special symbol is displayed stationary.

[0034] The result of the special symbol jackpot determination may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be lit in the case of a jackpot, and may be turned off in the case of a miss.

[0035] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold number) described later, and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left and right LEDs are flashing.

[0036] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.

[0037] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.

[0038] The sub-regular map reserve indicator 86 is used to display the number of reserved regular map memories (regular map reserve number) and is composed of two LEDs. When the regular map reserve number is "0", the left and right LEDs are turned off, when the regular map reserve number is "1", the left LED is turned on and the right LED is turned off, when the regular map reserve number is "2", the left LED is turned on, when the regular map reserve number is "3", the left LED is flashing and the right LED is turned on, and when the regular map reserve number is "4", the left and right LEDs are flashing.

[0039] The sub right-hit indicator 87 is configured with one LED to encourage the player to shoot the game ball toward the right area of ​​the game area 111 (so-called right hit). The LED lights up during a jackpot state (special game) and a time-saving game state, and is turned off in other game states.

[0040] [Configuration of the control unit] Next, a control unit that controls the operation and processes signals in the pachinko gaming machine 100 will be described. FIG. 4 is a block diagram showing the internal configuration of the control unit of the pachinko gaming machine of this embodiment. FIG. 5 is an explanatory diagram of the image / sound control unit and the lamp control unit of this embodiment.

[0041] As shown in Fig. 4, the control unit includes a game control unit 200 as a game control means for determining whether a special symbol has been won, etc. Also, as a performance control means, the control unit includes a performance control unit 300 for overall control of the performance, and a payout control unit 330 for controlling the payout of payout balls.

[0042] [Game control unit configuration and functions] The game control unit 200 includes a CPU 201 that performs calculations when determining whether a special symbol has been won, a ROM 202 that stores programs executed by the CPU 201 and various data, and a RAM 203 that is used as a working memory for the CPU 201.

[0043] The game control unit 200 controls the gaming state of the pachinko gaming machine 100 to either a no-time-shortening state or a time-shortening state. The gaming state of the pachinko gaming machine 100 in the no-time-shortening state may be referred to as a normal gaming state below. The gaming state of the pachinko gaming machine 100 in the time-shortening state may be referred to as a time-shortening state below. In this embodiment, the time-shortening gaming state includes a special time-shortening gaming state and a specific time-shortening gaming state. The special time-shortening gaming state is a gaming state controlled via a jackpot game. The specific time-shortening gaming state is a gaming state controlled when the number of times the variable display of the special symbol, which is executed after a predetermined condition is met (executing RAM clear and resetting the number of variations), reaches a specific number (300 times in this embodiment). As a result, the gaming state of the pachinko gaming machine 100 becomes one of a normal gaming state, a special time-shortened gaming state, and a specific time-shortened gaming state. The gaming control unit 200 then switches between the normal gaming state and the special time-shortened gaming state based on predetermined conditions. The gaming control unit 200 also switches between the normal gaming state and the specific time-shortened gaming state based on predetermined conditions. The gaming control unit 200 also switches between the specific time-shortened gaming state and the special time-shortened gaming state based on predetermined conditions. In the time-shortened gaming state, the gaming control unit 200 also performs control such as increasing the probability of winning the normal symbol lottery compared to the normal gaming state, shortening the normal symbol variation time, and extending the opening time of the electric tulip 123.

[0044] The game control unit 200 draws a lottery for a special symbol when a gaming ball enters the first start opening 121 or the second start opening 122. Then, a special game such as a big win game or a small win game is played depending on the result of the special symbol drawing. In a big win game, the game control unit 200 controls the first large winning opening 125, which is a special electric device, to repeat a predetermined number of rounds in which the opening state is maintained until a predetermined condition (for example, 29.5 seconds have elapsed or 10 gaming balls have entered) is met. The game control unit 200 controls the interval between opening and closing operations of the first large winning opening 125. In a small win game, the game control unit 200 controls the second large winning opening 126, which is a special electric device, to repeat a predetermined number of rounds in which the opening state is maintained until a predetermined condition (for example, 0.9 seconds have elapsed) is met. The game control unit 200 controls the interval between opening and closing operations when the second big winning opening 126 is opened.

[0045] The game control unit 200 also performs a normal symbol lottery when the gaming ball passes through the gate 124. Then, the game control unit 200 controls the operation of the electric tulip according to the determination result of the normal symbol lottery. In addition, the game control unit 200 sets holds that occur when the game ball enters the first start port 121 or the second start port 122 during special pattern fluctuation, and holds that occur when the game ball passes through the gate 124 during normal pattern fluctuation. Furthermore, the game control unit 200 sends information related to game control, such as the results of the special pattern lottery and the normal pattern lottery, information on changing the time-saving state to no time-saving state, and information on setting hold, to the performance control unit 300 via the connector 200C (see Figure 2) using commands described below.

[0046] Furthermore, when a gaming ball enters the first start opening 121, the second start opening 122, the first major winning opening 125, the second major winning opening 126, or the regular winning opening 127, the gaming control unit 200 instructs the payout control unit 330 to pay out a predetermined number of prize balls per gaming ball depending on the location where the gaming ball entered. For example, the gaming control unit 200 sends an instruction command (command) to the payout control unit 330 so as to pay out three prize balls when the gaming ball enters the first start opening 121, four prize balls when the gaming ball enters the second start opening 122, nine prize balls when the gaming ball enters the second major winning opening 126, thirteen prize balls when the gaming ball enters the first major winning opening 125, and ten prize balls when the gaming ball enters the regular winning opening 127. Even if it is detected that a gaming ball has passed through the gate 124, the payout control unit 330 is not instructed to pay out any prize balls associated with that. When the payout control unit 330 pays out prize balls in accordance with an instruction from the game control unit 200, the game control unit 200 acquires information regarding the number of paid-out prize balls from the payout control unit 330. In this way, the number of paid-out prize balls is managed. The game control unit 200 can be regarded as a first control means for controlling the progress of the game.

[0047] As shown in Figure 4, the game control unit 200 is connected to detection means including a first start port detection unit (first start port switch (SW)) 211 that detects the entry of a game ball into the first start port 121, a second start port detection unit (second start port switch (SW)) 212 that detects the entry of a game ball into the second start port 122, an electric tulip opening / closing unit 213 that opens and closes the electric tulip 123, and a gate detection unit (gate switch (SW)) 214 that detects the passage of a game ball through the gate 124. Furthermore, the game control unit 200 is connected to a first large prize opening detection unit (first large prize opening switch (SW)) 215 that detects the entry of a game ball into the first large prize opening 125, a first large prize opening door opening / closing unit 216 that sets the first large prize opening door 125D of the first large prize opening 125 to a closed state and a protruding and tilted open state, a second large prize opening detection unit (second large prize opening switch (SW)) 209 that detects the entry of a game ball into the second large prize opening 126, a second large prize opening door opening / closing unit 210 that sets the second large prize opening door 126D of the second large prize opening 126 to a closed state and a protruding and tilted open state, and a normal prize opening detection unit (normal prize opening switch (SW)) 217 ​​that detects the entry of a game ball into the normal prize opening 127.

[0048] In addition, a magnetic detection sensor 207 that detects abnormal magnetism for a predetermined period of time and a radio wave detection sensor 208 that detects abnormal radio waves for a predetermined period of time are connected to the game control unit 200. The magnetic detection sensor 207 and the radio wave detection sensor 208 are connected to the game control board 200B via wiring (not shown). In addition, the game control unit 200 is connected to a first special pattern reserve display 218 that displays the number of reserved, unchanging symbols that have entered the first start gate 121 while the special pattern is changing, a second special pattern reserve display 219 that displays the number of reserved, unchanging symbols that have entered the second start gate 122 while the special pattern is changing, and a normal pattern reserve display 220 that displays the number of reserved, unchanging symbols that have passed through the gate 124 while the normal pattern is changing. Furthermore, the game control unit 200 is connected to a first special pattern display 221 which displays the change in the special pattern that occurs when a game ball enters the first starting hole 121 and the results of the special pattern lottery, a second special pattern display 222 which displays the change in the special pattern that occurs when a game ball enters the second starting hole 122 and the results of the special pattern lottery, a normal pattern display 223 which displays the change in the normal pattern and the results of the normal pattern lottery, and a status display 224 which displays the status of the pachinko game machine 100.

[0049] Then, detection signals detected by the first start gate switch 211, the second start gate switch 212, the gate switch 214, the first large prize gate switch 215, the second large prize gate switch 209, the normal prize gate switch 217, the magnetic detection sensor 207, and the radio wave detection sensor 208 are sent to the game control unit 200. In addition, control signals from the game control unit 200 are sent to the electric tulip opening / closing unit 213, the first large prize gate door opening / closing unit 216, the second large prize gate door opening / closing unit 210, the first special symbol reserve indicator 218, the second special symbol reserve indicator 219, the normal symbol reserve indicator 220, the first special symbol indicator 221, the second special symbol indicator 222, the normal symbol indicator 223, and the status indicator 224. As a result, the game control unit 200 performs various controls related to the number of prize balls to be paid out.

[0050] In addition, on the surface side of the gaming control board, there are mounted a RAM clear switch 228 for inputting a signal to clear the memory contents of the RAM 203 of the gaming control unit 200 or to update the setting value which indicates the stage of the advantageous degree of the game (the probability of determining a jackpot), a setting key switch 229 for inputting a signal to transition to a setting change mode or a setting confirmation mode which will be described later by operating the setting key, an information display 230 for displaying performance information and setting values ​​which enable the actual performance of the gaming machine to be grasped, and other electronic components.

[0051] The information display 230 is composed of four 7-segment displays (230a to 230d, see FIG. 48 described later) arranged in the horizontal direction. The two 7-segment displays 230a and 230b from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays 230c and 230d from the right form a numeric segment for displaying numeric information indicating setting values ​​and numerical values ​​of the performance information. Static lighting is used to display setting values, and dynamic lighting is used to display performance information.

[0052] Furthermore, an external information terminal board 350 for the board, which transmits various information to a host computer (not shown) installed in the hall, is connected to the game control unit 200. The game control unit 200 transmits information regarding the number of paid-out prize balls and information indicating the status of the game control unit 200, which are obtained from the payout control unit 330, to the host computer via the external information terminal board 350.

[0053] [Configuration and function of the disbursement control unit] The payout control unit 330 includes a CPU 331 that performs calculations when controlling the payout of balls, a ROM 332 that stores programs executed by the CPU 331 and various data, and a RAM 333 that is used as a working memory for the CPU 331. The payout control unit 330 controls the payout of balls based on the command sent from the game control unit 200. Specifically, the payout control unit 330 receives a command from the game control unit 200 to pay out a predetermined number of prize balls according to the location where the game ball has entered (such as the first starting hole 121). Then, it controls the payout drive unit 334 to pay out the number of prize balls specified in the command. The payout drive unit 334 here is composed of a drive motor that sends out game balls from a game ball storage unit.

[0054] Also connected to the payout control unit 330 are a payout ball detection unit 335 that detects the number of prize balls actually paid out from the game ball storage unit by the payout drive unit 334, a ball presence detection unit 336 that detects whether game balls are stored in the storage unit (not shown), and a full tank detection unit 337 that detects whether the tray 153 that holds the game balls used by the player when playing and the paid-out prize balls is full. The payout control unit 330 receives detection signals detected by the payout ball detection unit 335, ball presence detection unit 336, and full tank detection unit 337, and performs predetermined processing in accordance with these detection signals. Furthermore, the payout control unit 330 is connected to a frame external information terminal board 340 that transmits various information to a host computer installed in the hall. The payout control unit 330 then transmits to the host computer via the frame external information terminal board 340, for example, information regarding the number of prize balls that the payout drive unit 334 has been instructed to pay out, and information regarding the number of prize balls actually paid out detected by the payout ball detection unit 335. The payout control unit 330 also transmits similar information to the game control unit 200.

[0055] [Configuration and functions of the production control unit] The performance control unit 300 comprises a CPU 301 that performs calculations when controlling the performance, a ROM 302 that stores programs executed by the CPU 301 and various data, a RAM 303 that is used as working memory for the CPU 301, and a real-time clock (RTC) 304 that measures the date and time. The effect control unit 300 sets the effect content based on, for example, the result of the determination of whether or not a special symbol lottery has been won and the variation pattern sent from the game control unit 200. At this time, the effect control unit 300 may receive an operation input from the user using the effect button 161 or the effect key 162 and set the effect content according to the operation input. In this case, for example, a signal (operation signal) according to the operation is received from a controller (not shown) such as the effect button 161, and the operation content identified by this operation signal is reflected in the effect setting. In addition, the performance control unit 300 receives a signal (operation signal) corresponding to the operation of the background volume adjustment volume 300S (see Figure 2), and reflects the volume identified by this operation signal in the setting of the volume to be output from the speaker 156. Furthermore, when a game is suspended for a predetermined period of time, the effect control unit 300 instructs the setting of a screen display for waiting for customers as one of the effects. Furthermore, the presentation control unit 300 sets the presentation contents based on the change information of the time-shortening non-state and the time-shortening state received from the game control unit 200. Furthermore, the performance control unit 300 sends a command to the image / sound control unit 310 and the lamp control unit 320 to instruct the execution of the set performance content. In this way, the performance control unit 300 can execute a performance in response to the establishment of a specific condition. Examples of the specific condition include the reception of various commands (various signals), the passage of a predetermined period measured by the real-time clock (RTC) 304, etc. The performance control unit 300 can also be regarded as a second control means for controlling the performance. The performance control unit 300 also performs performances using various performance elements, such as a board lamp 116, a frame lamp 157, an image display unit 114, a movable accessory 115, a speaker 156, and a performance button 161.

[0056] Furthermore, the performance control unit 300 is connected to an image / sound control unit 310 that controls the performance using images and sounds, and a lamp control unit 320 that controls the performance using various lamps and movable props 115.

[0057] [Image / Audio Control Unit Configuration and Functions] As shown in FIG. 5, the image / audio control unit 310 includes a CPU 311 that performs calculations when controlling the images and sounds that represent the performance content, a ROM 312 that stores programs executed by the CPU 311 and various data, a RAM 313 that is used as a working memory for the CPU 311, a VDP (Video Display Processor) 314, a CGROM 315, and an SNDROM 316.

[0058] Based on the command sent from the performance control unit 300, the image / sound control unit 310 controls the image displayed on the image display unit 114 and the sound output from the speaker 156. Specifically, the CGROM 315 stores image data such as symbol images and background images to be displayed on the image display unit 114 during play, decorative symbols for notifying the player of lottery results, characters and items for displaying preview effects to the player, etc. The SNDROM 316 also stores various sound data such as music and voice to be output from the speaker 156 in synchronization with the image data or independently of the image data, as well as sound effects such as jingles. Based on the hold number command or variable performance start command sent from the performance control unit 300, the CPU 311 analyzes the animation pattern, creates a display list that summarizes drawing commands, and sends the display list to the VDP 314.

[0059] Based on the display list received from the CPU 311, the VDP 314 reads image data and sound data stored in the CGROM 315 and the SNDROM 316. Furthermore, the VDP 314 performs drawing processing for background image display, pattern image display, pattern image variation, character / item display, etc. using the read image data, and performs sound processing using the read sound data. The VDP 314 then controls the screen display on the image display unit 114 using the image data that has undergone drawing processing. The VDP 314 also controls the sound output from the speaker 156 using the sound data that has undergone sound processing. In this embodiment, the VDP 314 is configured to perform audio processing in addition to drawing processing, but this is not limiting, and a separate processor dedicated to audio processing may be provided.

[0060] [Lamp control unit configuration and functions] The lamp control unit 320 includes a CPU 321 that performs calculations when controlling the illumination of the board lamp 116 and the frame lamp 157 and the operation of the movable prop 115, a ROM 322 that stores programs executed by the CPU 321 and various data, and a RAM 323 that is used as a working memory for the CPU 321. The lamp control unit 320 controls the lighting / flashing and light color of the board lamp 116 and the frame lamp 157 based on the command sent from the performance control unit 300. It also controls the operation of the movable prop 115.

[0061] Specifically, ROM 322 of lamp control unit 320 stores lighting / flashing pattern data and light color pattern data (light emission pattern data) for board lamp 116 and frame lamp 157 according to the performance content set by performance control unit 300. CPU 321 selects and reads out the light emission pattern data stored in ROM 322 that corresponds to the command sent from performance control unit 300. Then, lamp control unit 320 controls the light emission of board lamp 116 and frame lamp 157 according to the read light emission pattern data. In addition, the ROM 322 of the lamp control unit 320 stores operation pattern data of the movable role object 115 according to the performance content set by the performance control unit 300. The CPU 321 controls the operation of the movable role object 115 according to the read operation pattern data.

[0062] In this embodiment, the game control unit 200, the presentation control unit 300, the image / sound control unit 310, the lamp control unit 320, and the payout control unit 330 are each individually configured in a game control board 200B as a main board arranged on the rear surface of the game board 110, a presentation control board 300B as a sub-board, an image control board, a lamp control board, and a payout control board. 5, the effect button 161, effect key 162, and background volume adjustment volume 300S are connected to the effect control unit 300 and controlled by the effect control unit 300, but are not limited to this. The effect button 161, effect key 162, and background volume adjustment volume 300S may be connected to the lamp control unit 320 and controlled by this lamp control unit 320.

[0063] [Functional configuration of the game control unit] Next, the functional configuration of the game control unit 200 will be described. Fig. 6 is a block diagram showing the functional configuration of the game control unit 200. As shown in Fig. 6, the game control unit 200 includes a random number acquisition unit 231, a normal symbol determination unit 232, a special symbol variation control unit 233, a special symbol determination unit 234, and a normal symbol variation control unit 236 as functional units that execute various lottery processes. The game control unit 200 also includes a variation pattern selection unit 235 as a functional unit that executes processing associated with the variation of special symbols. Furthermore, the game control unit 200 is equipped with a large prize opening operation control unit 237, an electric tulip operation control unit 238, a prize ball processing unit 239, an output control unit 240, and a random number control unit 241, which are functional units that control the operation of various devices and process data related to prize balls, etc.

[0064] The random number acquisition unit 231 acquires a random number value used in the special symbol lottery and a random number value used in the normal symbol lottery. Specifically, in the case of the random number value used in the special symbol lottery, one number (random number value) is selected (acquired) from a predetermined range of numbers for each type of random number, on the condition that a gaming ball has entered the first starting hole 121 or the second starting hole 122. The acquired random number value is used for determination by the special symbol determination unit 234. As will be described in detail later, the random numbers used in the special symbol lottery include a jackpot random number indicating whether or not a jackpot has occurred, a pattern random number indicating the type of jackpot, a variable pattern random number, a reach random number, etc. Furthermore, in the case of the random number value used in the normal symbol lottery, specifically, one number (random number value) is selected (obtained) from a predetermined range of numbers on the condition that the gaming ball has passed through the gate 124. The obtained random number value is used for determination by the normal symbol determination unit 232. Note that as the random number used in the normal symbol lottery, in addition to a winning random number indicating whether or not there is a win, a pattern random number indicating the type of win, a variable pattern random number, etc. may also be set. When a special symbol lottery is held, the special symbol variation control unit 233 controls the variation of the special symbol on the first special symbol display device 221 or the second special symbol display device 222 according to the lottery result.

[0065] When the special symbols start to vary, the special symbol determination unit 234 uses a random number table such as that shown in FIG. 23, which will be described later, to determine whether the result of the special symbol lottery is a jackpot, the type of jackpot if a jackpot is won, and whether a small jackpot or a miss if a jackpot is not won. That is, the random number acquisition unit 231 acquires a random number value (game information) related to the special symbol when the passage of the gaming ball is detected by the first start port switch 211 or the second start port switch 212, which are detection means, and the special symbol determination unit 234 determines whether or not to play a special game (jackpot game, etc.) that is advantageous to the player, based on the acquired random number value. The aforementioned special symbol lottery (jackpot lottery) refers to the processing in the random number acquisition unit 231 and the special symbol determination unit 234.

[0066] The variation pattern selection unit 235 selects a variation pattern (variation time) of the special symbols to be displayed on the first special symbol display device 221 and the second special symbol display device 222. Specifically, the variation pattern selection unit 235 determines the variation pattern based on the determination result of whether or not a jackpot game is to be played and the determination result of whether or not a variation pattern (for example, 15.0 seconds or more) that can produce a reach effect in the decorative symbol variation effect accompanying the special symbol variation is to be used. Then, based on the variation pattern selected by the variation pattern selection unit 235, the special symbol variation control unit 233 controls the variation of the special symbols. Details of the operations of the variation pattern selection unit 235 and the special symbol variation control unit 233 will be described later. Here, "reach" refers to a presentation that makes the player expect a big win in the decorative symbols described below.

[0067] When the normal symbol variation starts, the normal symbol determination unit 232 determines whether the result of the normal symbol lottery is a "win" or not, using a random number table as shown in FIG. 23(e) described later. That is, the normal symbol determination unit 232 determines whether or not to play the auxiliary game of opening and closing the electric tulip 123, based on the random number value for the normal symbol lottery acquired by the random number acquisition unit 231. Furthermore, when multiple types of wins are set in the normal symbol lottery, the normal symbol determination unit 232 determines the "type of win" when the determination result is a win. The normal symbol lottery is a process performed by the random number acquisition unit 231 and the normal symbol determination unit 232. When a normal symbol lottery is held, the normal symbol variation control unit 236 controls the variation of the normal symbol by the normal symbol display device 223 according to the lottery result. If the normal symbol determination unit 232 determines a "win" in the normal symbol lottery, the electric tulip operation control unit 238 opens the electric tulip 123 for a specified time and a specified number of times, creating a state in which a gaming ball can easily enter the second starting hole 122. On the other hand, if a "loss" is determined, the electric tulip 123 does not open in this manner. The operation patterns of the electric tulip 123 will be described later, but examples include an operation pattern in which the electric tulip opens once with an opening time of 0.15 seconds, and an operation pattern in which the electric tulip opens three times with an opening time of 1.80 seconds.

[0068] When the special symbol determination unit 234 determines a "big win" in the special symbol lottery, the large prize opening operation control unit 237 controls the opening operation of the first large prize opening 125 in an operation pattern specified based on the type of big win won, as a big prize game. Also, when the special symbol determination unit 234 determines a "small win" in the special symbol lottery, the large prize opening operation control unit 237 opens the second large prize opening 126 for a specified time and a specified number of times, as a small prize game. The prize ball processing unit 239 manages the number of prizes won by various devices related to winning and lottery, and sets commands for controlling the payout of prize balls according to the winning. The output control unit 240 controls the output of control commands from the game control unit 200 to the performance control unit 300 and the payout control unit 330. The random number control unit 241 updates various random number values ​​acquired by the random number acquisition unit 231 at predetermined timings.

[0069] [Basic operation of gaming machine] Next, the basic operation of the pachinko gaming machine 100 will be described. When the power is turned on, the game control unit 200 of the pachinko gaming machine 100 performs initialization and initial settings of various devices as basic processing at startup. After performing the basic processing, the game control unit 200 repeatedly executes main control processing, which is a series of processing related to the progress of the game. When the power is turned off, the game control unit 200 also executes a series of power-off processing.

[0070] FIG. 7 is a flowchart showing the basic processing operations performed by the game control unit 200. When the power of the pachinko gaming machine 100 is turned on, the gaming control unit 200 first permits access to the RAM 203 (see FIG. 4) (step (hereinafter, step will be abbreviated as "S") 701). Then, the gaming control unit 200 determines whether a RAM clear switch for clearing the RAM 203 is ON (S702). If the RAM clear switch is OFF (No in S702), the game control unit 200 next determines whether or not a backup flag relating to operation when power is cut off is ON (S703). If the backup flag is ON (Yes in S703), the game control unit 200 then determines whether the checksum created when the power was cut off is normal (S704). If the checksum is normal (Yes in S704), the game control unit 200 then executes a recovery process (S705). In this recovery process, the game control unit 200 sets the sub-control means, such as the presentation control unit 300, in response to recovery from a power-off state. Specifically, the game control unit 200 outputs a command to the presentation control unit 300 to set the sub-control means so as to reflect the game state of the pachinko gaming machine 100 at the time the power was cut off (whether or not a jackpot game is being played, and whether the game is in a normal game state, a special time-saving game state, or a specific time-saving game state). In addition, in this recovery process, the game control unit 200 turns off the backup flag.

[0071] On the other hand, if the RAM clear switch is ON (Yes in S702), the backup flag is OFF (No in S703), or the checksum is abnormal (No in S704), the game control unit 200 then clears the memory contents of RAM 203 (S706) and sets the working area of ​​RAM 203 (S707) as an initialization process. Then, the game control unit 200 outputs a command to the performance control unit 300 to set (initialize) the sub-control means, and sets the sub-board (sub-control means) (S708). Setting the sub-board includes clearing RAM 303, RAM 313, and RAM 323 mounted on each sub-board.

[0072] After the return process (see S705) is completed or after the sub-board setting (see S708) is completed, the game control unit 200 sets various counters and timers used for game control (S709). Then, the game control unit 200 repeatedly executes the following loop processes: interrupt permission (S710), interrupt prohibition (S711), symbol random number control process (S712), initial value random number update process (S713), and determination of whether the power cutoff flag is ON (S714). Here, the interrupt permission (S710) and the interrupt prohibition (S711) are provided to enable the execution of the interrupt process during the execution of this loop process (S710 to S714). In this embodiment, the main control process in the game control is executed by this interrupt process. The details of the main control process will be described later. In the symbol random number control process (S712), the game control unit 200 updates the variable pattern random number used in the special symbol lottery. In the initial value random number update process (S713), the game control unit 200 updates the initial values ​​of various random number values ​​used in game control. In determining the power cutoff flag, if the power cutoff flag is OFF (No in S714), the power of the pachinko gaming machine 100 is not cut off, and the gaming control unit 200 repeatedly executes the loop processing (S710 to S714) and the main control processing by interruption. On the other hand, if the power cutoff flag is ON (Yes in S714), the gaming control unit 200 starts processing for cutting off the power of the pachinko gaming machine 100 (processing at the time of power cutoff).

[0073] FIG. 8 is a flowchart showing the operation of the game control unit 200 during power-off processing. In the power-off process, the game control unit 200 first clears the settings of the output ports for various outputs (S801). Next, the game control unit 200 creates a checksum and stores it in the RAM 203 (S802). Next, the game control unit 200 turns on the backup flag (S803), prohibits access to the RAM 203 (S804), and enters an infinite loop.

[0074] [Main control process of gaming machine] Next, the main control process of the pachinko gaming machine 100 will be described. In the main control process, the game control unit 200 controls the game in the pachinko game machine 100, and also instructs the presentation control unit 300, which is a sub-control means, to control the presentation, and instructs the payout control unit 330 to control the payout of prize balls.

[0075] FIG. 9 is a flowchart showing the main control process of the game control unit 200. The main control process consists of a series of processes in game control, and is repeatedly executed at preset fixed time intervals (for example, 4 milliseconds). In this embodiment, the game control unit 200 generates an interrupt at preset fixed time intervals, and when the interrupt is permitted (see S710) in the loop process shown in Figure 7, the main control process is executed as interrupt processing. As shown in Figure 9, in the main control process, random number update processing, switch processing, symbol processing, electric accessory processing, prize ball processing, and output processing are executed in sequence (S901 to S906).

[0076] In the random number update process (S901), the game control unit 200 calls a function (subroutine) of the random number control unit 241 and updates the values ​​of various random numbers used in game control by the game control unit 200. Details of setting random numbers and updating random number values ​​will be described later.

[0077] The switch processing (S902) includes start port switch processing, gate switch processing, and second large prize port switch processing. In the start port switch processing, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the state of the first start port switch 211 and the second start port switch 212 in Fig. 4, and executes processing for the special symbol lottery when the switch is turned ON. Also, although this will be described in detail later, when performing pre-determination processing in the first start port switch 211 and the second start port switch 212, it calls the functions (subroutines) of the special symbol determination unit 234 and the variation pattern selection unit 235, and executes processing for pre-determination. In the gate switch processing, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the state of the gate switch 214 in Figure 4, and when the switch is turned ON, executes processing for the normal pattern lottery. In the second big prize opening process, the game control unit 200 monitors the state of the second big prize opening switch 209 in FIG. 4, and when the switch is turned on, executes the process for playing a big prize game. The details of these switch processes will be described later.

[0078] As the symbol processing (S903), special symbol processing and normal symbol processing are performed. In the special symbol processing, the game control unit 200 calls the functions (subroutines) of the special symbol change control unit 233, the special symbol determination unit 234, and the change pattern selection unit 235, and executes the special symbol change and the processing associated with this pattern change. In the normal symbol processing, the game control unit 200 calls the functions (subroutines) of the normal symbol determination unit 232 and the normal symbol variation control unit 236, and executes normal symbol variation and processing associated with this pattern variation. The details of these symbol processes will be described later.

[0079] As the electric accessory processing (S904), the first big prize winning slot processing, the second big prize winning slot processing, and the electric tulip processing are carried out. In the first large prize opening processing, the game control unit 200 calls the function (subroutine) of the large prize opening operation control unit 237 and controls the opening operation of the first large prize opening 125, which is a special electric device, based on predetermined conditions. In the second large prize opening processing, the game control unit 200 calls the function (subroutine) of the large prize opening operation control unit 237 and controls the opening operation of the second large prize opening 126, which is a special electric device, based on predetermined conditions. In the electric tulip processing, the game control unit 200 calls a function (subroutine) of the electric tulip operation control unit 238, and controls the opening operation of the electric tulip 123, which is a normal electric accessory, based on predetermined conditions. The details of these electric accessory processes will be described later.

[0080] In the prize ball processing (S905), the game control unit 200 calls a function (subroutine) of the prize ball processing unit 239, and sets a control command for managing the number of winning balls and paying out prize balls according to the winning balls.

[0081] In the output process (S906), the game control unit 200 calls a function (subroutine) of the output control unit 240, outputs a command for controlling presentation to the presentation control unit 300, and outputs a command for controlling payout to the payout control unit 330. The command for controlling presentation is generated in each process from S902 to S904, and is stored (set) in a storage area for control commands provided in the RAM 203. The command for controlling payout is generated in the process of S905, and is stored (set) in a storage area for control commands provided in the RAM 203. The RAM 203 has a storage area set for each type of control command.

[0082] The output control unit 240 sequentially checks the storage areas of each control command in RAM 203, and if a control command is stored in an individual storage area (i.e., if a control command is generated in the processing of S902 to S905), it reads out the control command and outputs it to the output destination (the performance control unit 300 or the payout control unit 330).

[0083] In this embodiment, as shown in Fig. 9, output processing is performed at the end of a series of main control processing. That is, commands generated in each processing of S902 to S905 by the above-mentioned functions as first processing means are stored in the corresponding storage area of ​​RAM 203 for each processing. Then, after these processings, output control unit 240 as second processing means outputs all the commands generated in each processing that have been accumulated in the storage area of ​​RAM 203. In other words, in this embodiment, when one cycle of main control processing is executed, the commands generated in the execution of that one cycle are output after the final command in the execution of that one cycle is generated.

[0084] [Modification of the basic operation of the gaming machine] In the example of operation described with reference to Figures 7 to 9, an interrupt is permitted in the loop processing portion of the basic processing, and a main control processing consisting of a series of processes is executed as the interrupt processing. However, the main control processing may be configured to be repeatedly executed at regular intervals, and the specific implementation means (execution procedure) is not limited to the examples shown in Figures 7 to 9. For example, the main control processing may be incorporated into the series of operations of the basic processing, the elapsed time may be measured at a predetermined timing, and the process may return to the main control processing every regular interval (e.g., 4 milliseconds). Furthermore, while the main control processing may be incorporated into the series of operations of the basic processing, an interrupt may be generated every regular interval, as in the operation described with reference to Figures 7 to 9, and when an interrupt is generated, the process may return to the main control processing incorporated into the basic processing.

[0085] Furthermore, when a command generated in the basic processing is output, in principle, each time a command is generated, it is stored in a command storage area of ​​the RAM 203, and the function of the output control unit 240, which is the second processing means, is called and output. The basic processing is different from the main control processing related to the progress of the game, and is a special processing such as an initial operation that is performed only when the power is turned on. Furthermore, since the processing procedure may vary due to branching based on conditions such as the state of the pachinko gaming machine 100 at the time of power-on, the basic processing is a processing to promptly output the generated command so that no output processing is missed. Note that, in cases where commands are generated consecutively by multiple related processing, or in other cases, a processing procedure may be adopted in which multiple commands are stored in a command storage area of ​​the RAM 203 and output collectively depending on the specific processing requirements.

[0086] [Random number update process by game control unit] Random numbers, used as judging information for various lotteries in game control, such as special symbol lotteries, are counted by a counter, starting from a predetermined initial value and incremented by one each time the random number update process (S901) of the main control process shown in Figure 9 is performed. The value at the time of each lottery is obtained by the start switch process (Figure 10) and the gate switch process (Figure 11) and is used in the special symbol process (Figure 13) and the normal symbol process (Figure 18). This random number counter is an infinite loop counter, and after the counted random number reaches its maximum value (e.g., 299 for the jackpot random number shown in Figure 23(a) below), it returns to its initial value. Furthermore, because the random number update process is performed at regular intervals, if the initial value of each random number is identified, the winning value may be estimated based on the update interval and initial value information. Therefore, after returning from the main control process to the basic process shown in Figure 7, the initial value of each random number is randomly changed in the initial value random number update process at S713.

[0087] [Start port switch processing by the game control unit] FIG. 10 is a flowchart showing the contents of the start port switch processing of the switch processing shown in S902 of FIG. In this start port switch processing, processing for a win at the first start port 121 and processing for a win at the second start port 122 are performed sequentially. Referring to FIG. 10, the game control unit 200 first determines whether a game ball has won at the first start port 121 and the first start port switch 211 has been turned ON (S1001). If the first start port switch 211 has been turned ON, the game control unit 200 then determines whether the number U1 of pending winnings at the first start port 121 is less than an upper limit (S1002). In the example shown in FIG. 10, the upper limit is set to four. If the number U1 of pending winnings has reached the upper limit (No in S1002), no more pending winnings can be reserved, and processing for the winning at the first start port 121 is terminated.

[0088] On the other hand, if the reserved number U1 is less than the upper limit (Yes in S1002), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for determining whether or not a win has been won this time and stores it in the RAM 203 (S1003). In this case, since the win occurred in the first starting slot 121, a random number value for the special symbol lottery is acquired. The random number value acquired at this time is the value updated in the random number update process of S901. This random number value then determines the result of the special symbol lottery in the subsequent special symbol process. The random number values ​​referred to here include a jackpot random number value that determines whether or not a win has been won, a small win, or a loss; a pattern random number value (jackpot pattern random number value) that determines the type of jackpot; a variation pattern random number value that specifies the variation pattern in the pattern variation; a reach random number value that determines whether or not a variation pattern (variation time) that can execute the reach effect described below is set when a loss occurs; and so on.

[0089] Next, the game control unit 200 performs a pre-determination process (S1004). The pre-determination process is a process (pre-determination) in which a winning ball (reserved ball) that has already acquired a random number by winning at the start hole but has not yet had its random number determined by the special symbol process (described later) is determined before the random number is determined by the special symbol process.

[0090] The effect control unit 300 of this embodiment can perform a preview effect that suggests the random number determination result by the special symbol processing based on the random number determination result (pre-determination result) determined by the pre-determination processing, before the random number determination by the special symbol processing and the result of the determination are announced. This preview effect is performed, for example, using a reserved display effect (described later) displayed on the image display unit 114 in response to the occurrence of a winning ball (reserved ball) that has already obtained a random number by winning in the starting hole but has not yet been determined by the special symbol processing. This preview effect based on the pre-determination suggests to the player the determination result when the random number is subsequently determined by the special symbol processing for the reserved ball corresponding to the pre-determination related to the preview effect. This allows the player to play with anticipation for the reserved ball. Details of the preview effect based on the pre-determination will be described later.

[0091] Then, the game control unit 200 adds 1 to the value of the reserved number U1 (S1005). Thereafter, the game control unit 200 sets a pre-determination result command including the pre-determination information obtained by the pre-determination process of S1004 in the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1006). Furthermore, the game control unit 200 sets a reserved number increase command in the RAM 203 to notify the performance control unit 300 of the increase in reserved number U1 by S1005 (S1007), and ends the processing for the winning at the first start port 121.

[0092] Next, processing for a win at the second start port 122 is performed. Referring to FIG. 10, the game control unit 200 next determines whether a game ball has won at the second start port 122 and the second start port switch 212 has been turned ON (S1008). If the second start port switch 212 has been turned ON, the game control unit 200 next determines whether the number U2 of pending wins at the second start port 122 that have not yet changed is less than the upper limit (S1009). In the example shown in FIG. 10, the upper limit is set to four. If the number U2 of pending wins has reached the upper limit (No in S1009), no more pending wins can be reserved, and processing for a win at the second start port 122 is terminated.

[0093] On the other hand, if the reserved number U2 is less than the upper limit (Yes in S1009), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1010). In this case, since the winning occurred in the second starting slot 122, a random number value for the special symbol lottery (jackpot random number value, jackpot pattern random number value, small win pattern random number value, reach random number value, variable pattern random number value, etc.) is acquired, as in S1003 above. The random number value acquired at this time is the value updated in the random number update process of S901. Then, this random number value is used to determine the result of the special symbol lottery in the subsequent special symbol process.

[0094] Next, the game control unit 200 performs a pre-determination process (S1011). The contents of this pre-determination process are the same as those of S1004 above. Then, the game control unit 200 adds 1 to the value of the reserved number U2 (S1012). Thereafter, the game control unit 200 sets a pre-determination result command including the pre-determination information obtained by the pre-determination process of S1011 in the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1013). Furthermore, the game control unit 200 sets a reserved number increase command in the RAM 203 to notify the performance control unit 300 of the increase in reserved number U2 by S1012 (S1014), and ends the processing for the winning at the second start port 122.

[0095] [Gate switch processing by the game control unit] FIG. 11 is a flowchart showing the gate switch processing when a gaming ball passes through the gate 124. In this gate switch processing, the game control unit 200 first determines whether or not the game ball has passed through the gate 124 and the gate switch 214 has been turned ON (S1101). If the gate switch 214 has been turned ON, the game control unit 200 then determines whether or not the number of reserved balls G that have not yet changed is less than the upper limit (S1102). In the example shown in FIG. 11, the upper limit is set to four balls. If the number of reserved balls G has reached the upper limit (No in S1102), no more winning balls that have not yet changed can be reserved, and the gate switch processing is terminated.

[0096] On the other hand, if the reserved number G is less than the upper limit (Yes in S1102), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1103). In this case, since the winning is at gate 124, a random number value (such as a winning random number value) for the normal symbol lottery is acquired.

[0097] Next, the game control unit 200 adds 1 to the value of the reserved number G (S1104). After the value of the reserved number G is added in S1104, the game control unit 200 sets a reserved number G increase command in RAM 203 to notify the performance control unit 300 of the increase in reserved number G due to S1104 (S1105), and ends processing for the winning at gate 124.

[0098] [Second major winning slot switch processing by the game control unit] FIG. 12 is a flowchart showing the contents of the second large prize entrance switch processing among the switch processing shown in S902 of FIG. In this second major prize opening switch processing, the game control unit 200 first determines whether or not the game ball has passed through the second major prize opening 126 and the second major prize opening switch 209 has been turned ON (S1201). If the second major prize opening switch 209 has not been turned ON (NO in S1201), the current second major prize opening switch processing is terminated.

[0099] On the other hand, if the second large prize opening switch 209 is turned ON (YES in S1201), the game control unit 200 determines whether or not a small prize game is in progress (S1202). If a small prize game is in progress (YES in S1202), the game control unit 200 sets a second large prize opening passage command in the RAM 203 (S1203). The second large prize opening passage command is a command indicating that the gaming ball has passed through the second large prize opening 126. The second large prize opening passage command set in S1203 is sent to the presentation control unit 300 by the output process shown in S906 of FIG. 9. On the other hand, if a small prize game is not in progress (NO in S1202), the game control unit 200 notifies the presentation control board 300 of a second large prize opening passage error. A second large prize opening passage error is an error that occurs when the gaming ball passes through the second large prize opening 126 at an abnormal timing.

[0100] Note that, among the areas on the right side of the gaming area 111, an area different from the second large winning opening 126 may be set as a specific area, and the pachinko gaming machine 100 may be provided with a specific area switch that detects whether a gaming ball has passed through this specific area. Then, instead of determining whether the second large winning opening switch 209 has been turned on, the game control unit 200 may determine whether the specific area switch has been turned on, and if it has been turned on during a small winning game, a large winning game, which will be described later, may be executed after the small winning game has ended. In other words, the area that detects whether a gaming ball has passed through during a small winning game is not limited to the second large winning opening 126.

[0101] [Special symbol processing by the game control unit] FIG. 13 is a flowchart showing the contents of the special symbol processing in the symbol processing shown in S903 of FIG. In this special symbol processing, the special symbol variation control unit 233 of the game control unit 200 first checks whether or not a jackpot game flag is ON in the flag setting (hereinafter referred to as flag setting) set in the RAM 203 (S1301). Here, the jackpot game flag is a flag that is set to identify that the result of the special symbol lottery is a jackpot.

[0102] If the jackpot game flag is ON, the pachinko gaming machine 100 is already in the jackpot, so the special symbol processing ends without starting the special symbol variation (Yes in S1301). On the other hand, if the jackpot game flag is OFF (No in S1301), the special symbol variation control unit 233 then determines whether the current state of the pachinko gaming machine 100 is in the special symbol variation or not (S1302). If the special symbol is not in the special symbol variation (No in S1302), the special symbol variation control unit 233 then performs processing regarding the reserved numbers U1 and U2 (see FIG. 10) of the unvaried special symbols (S1303 to S1306). In this embodiment, the reserved number U1 related to the winning of the first start slot 121 and the reserved number U2 related to the winning of the second start slot 122 are distinguished, so this processing is also performed individually for each corresponding start slot.

[0103] Specifically, the special symbol variation control unit 233 first determines whether the reserved number U2 related to the winning of the second starting gate 122 is 1 or more (S1303). If the reserved number U2 is 1 or more (Yes in S1303), the special symbol variation control unit 233 subtracts 1 from the value of the reserved number U2 (S1304). On the other hand, if the reserved number U2=0 (No in S1303), the special symbol variation control unit 233 next determines whether the reserved number U1 related to the winning of the first starting gate 121 is 1 or more (S1305). If the reserved number U1 is 1 or more (Yes in S1305), the special symbol variation control unit 233 subtracts 1 from the value of the reserved number U1 (S1306). On the other hand, if the number of reserved symbols U1 is 0 (No in S1305), this means that there is no winning combination to trigger the lottery for the special symbol, so the special symbol variation is not started, and the customer waiting setting process of a separate routine is executed to end the process (S1319). In this embodiment, priority is given to processing the reserved number U2 related to winning at the second start port 122. That is, if the reserved number U2 is 1 or more, processing is performed for the reserved number U2, and if the reserved number U2=0, processing is performed for the reserved number U1 (see S1303-S1306). On the other hand, it is also possible to control the reserved numbers U1 and U2 to be decremented in the order of winning, regardless of whether the winning is at the first start port 121 or the second start port 122.

[0104] After subtracting the reserved number U1 or reserved number U2 in S1304 or S1306, the special symbol variation control unit 233 generates a game status command indicating the current game status of the pachinko gaming machine 100 and sets it in the RAM 203 (S1307). The game status command set in S1307 is sent to the performance control unit 300 by the output process shown in S906 of Fig. 9. Furthermore, the special symbol variation control unit 233 turns off the customer waiting flag set in the flag setting of the RAM 203 (S1308). The customer waiting flag is a flag for identifying that the pachinko gaming machine 100 is in a customer waiting state, and is set in the customer waiting setting process (S1319, see Fig. 17 described later).

[0105] Next, the special symbol variation control unit 233 executes a jackpot determination process and a variation pattern selection process by a separate routine (S1309, S1310). As will be described in detail later, this jackpot determination process and variation pattern selection process determines setting information (jackpot symbol, game status, variation pattern, etc.) for the variation of the special symbols that are variably displayed on the first special symbol display device 221 and the second special symbol display device 222. Note that this information is included in the variation start command sent to the performance control unit 300.

[0106] After this, the special symbol variation control unit 233 starts variation of the special symbols displayed by the first special symbol display unit 221 and the second special symbol display unit 222 shown in Fig. 3 based on the setting contents determined in the jackpot determination process and the variation pattern selection process (S1311). Then, a variation start command including setting information indicating the setting contents (jackpot symbol, game status, variation pattern, etc.) is generated and set in the RAM 203 (S1312). The variation start command set in S1312 is sent to the performance control unit 300 by the output process shown in S906 of Fig. 9. Next, the special symbol variation control unit 233 adds one to the number of times the special symbol has been varied since the establishment of a predetermined condition (execution of RAM clearing, resetting of the number of variations) (S1313). Then, a variation number command indicating the added number of times the variable display has been performed is generated and set in the RAM 203 (S1314). The variation number command set in S1314 is sent to the performance control unit 300 by the output process shown in S906 of FIG. 9.

[0107] If it is determined in S1302 that the special symbol is changing (Yes in S1302), or after the change count command is set in S1314, the special symbol change control unit 233 determines whether the change time has elapsed (S1315). That is, it determines whether the time elapsed since the special symbol started changing in S1311 has reached the change time set in the change pattern selection process in S1310. If the change time has not elapsed (No in S1315), the special symbol change continues, and the special symbol processing ends.

[0108] On the other hand, if the variation time has elapsed (Yes in S1315), the special symbol variation control unit 233 first stops the variation of the special symbols in the first special symbol display device 221 and the second special symbol display device 222 at the symbol determined in the jackpot determination process in S1309 (S1316). Then, another routine of during-stop processing is executed (S1317). The contents of the during-stop processing will be described later. In addition, the special symbol variation control unit 233 sets a variation stop command for stopping the decorative symbols, which will be described later, in the RAM 203 (S1318). The variation stop command set in S1318 is sent to the performance control unit 300 by the output process shown in S906 of FIG. 9. In addition, if a win at the second starting port 122 occurs during the variation of the special pattern triggered by a win at the first starting port 121, the variation of the special pattern triggered by a win at the second starting port 122 may occur during the variation of the special pattern triggered by a win at the first starting port 121. Also, for example, if a win at the first starting port 121 occurs during the variation of the special pattern triggered by a win at the second starting port 122, the variation of the special pattern triggered by a win at the first starting port 121 may occur during the variation of the special pattern triggered by a win at the second starting port 122.

[0109] Also, in the example shown in Figure 13, after subtracting the value of the reserved number U2 or reserved number U1 (see S1304, S1306), the jackpot determination process and the variation pattern selection process are executed (see S1309, S1310), but this is not limited to this. In the special symbol processing, after the jackpot determination processing and the variation pattern selection processing are executed, a process of subtracting the value of the reserved number U2 or the reserved number U1 may be executed. In this case, in the variation pattern selection processing, a variation pattern is selected based on the value of the reserved number U2 or the reserved number U1 before subtraction.

[0110] [Jackpot Determination Processing by the Game Control Unit] FIG. 14 is a flowchart showing the contents of the big win determination process (S1309 in FIG. 13). In this jackpot determination process, the special symbol determination unit 234 of the game control unit 200 first determines the jackpot random number value in this special symbol lottery (S1401) and determines whether a jackpot or a small jackpot has occurred (S1402, S1405). Whether a jackpot or a small jackpot has occurred is determined by determining whether the value of the jackpot random number obtained in S1003 or S1010 of Figure 10 matches the value set as the winning value for a jackpot or the value set as the winning value for a small jackpot (see Figure 23(a)).

[0111] If the result of the random number determination in S1401 is a jackpot (Yes in S1402), the special symbol determination unit 234 then determines the jackpot symbol random number value (S1403). The type of jackpot is determined based on the result of this determination. The type of jackpot is determined by whether the value of the jackpot symbol random number acquired in S1003 or S1010 of FIG. 10 matches any of the values ​​preset for each type of jackpot (see FIG. 23(b)). After the above determination, the special symbol determination unit 234 sets the symbol (jackpot symbol) representing the type of jackpot determined by the determination of the jackpot symbol random number as setting information in the RAM 203 (S1404).

[0112] If the result of the random number determination in S1401 is a small win (No in S1402, Yes in S1405), the special symbol determination unit 234 then determines the small win symbol random number value (S1406). The type of small win is determined according to the result of this determination. The type of small win is determined by whether the value of the big win symbol random number acquired in S1003 or S1010 of FIG. 10 matches any of the values ​​preset for each type of small win (see FIG. 23(c)). After the above determination, the special symbol determination unit 234 sets the symbol (small win symbol) representing the type of small win determined by the determination of the small win symbol random number as setting information in the RAM 203 (S1407).

[0113] If the result of the random number determination in S1401 is neither a big win nor a small win (No in S1402 and S1405), the special symbol determination unit 234 then sets a symbol indicating that the lottery was lost (hereinafter referred to as a losing symbol) in the RAM 203 as setting information (S1408).

[0114] [Variation pattern selection process by game control unit] FIG. 15 is a flowchart showing the contents of the variation pattern selection process (S1310 in FIG. 13). In this variation pattern selection process, the variation pattern selection unit 235 of the game control unit 200 first refers to the game state of the pachinko game machine 100 (whether it is in the normal game state, the special time-saving game state, or the specific time-saving game state) (S1501). Then, using the determination result of S1402 of the jackpot determination process (FIG. 14), it determines whether or not a jackpot has been achieved in this special symbol lottery (S1502). Then, if a jackpot has been achieved (Yes in S1502), the variation pattern selection unit 235 reads out a variation pattern table for the jackpot from the ROM 202 and sets it in the RAM 203 (S1503).

[0115] On the other hand, if there is no big win (No in S1502), the variation pattern selection unit 235 next determines whether or not there is a small win in this special symbol lottery using the determination result of S1405 of the big win determination process (FIG. 14) (S1504). If there is a small win (YES in S1504), the variation pattern selection unit 235 reads out the variation pattern table for the small win from the ROM 202 and sets it in the RAM 203 (S1505).

[0116] On the other hand, if a small win has not been achieved (NO in S1504), a random number value is judged to determine whether or not to perform a so-called reach effect to make the player expect a big win (S1506).Whether or not to perform a reach effect is determined by judging whether or not the value of the reach random number acquired in S1003 or S1010 of Figure 10 matches a preset value (see Figure 23(d)). If the result of the determination using the random number value is that a reach effect is to be performed (Yes in S1507), the variation pattern selection unit 235 reads out a reach effect variation pattern table from the ROM 202 and sets it in the RAM 203 (S1508). Also, if a reach effect is not to be performed (No in S1507), the variation pattern selection unit 235 reads out a miss effect variation pattern table from the ROM 202 and sets it in the RAM 203 (S1509). Here, the fluctuation pattern table is a table that associates multiple pre-prepared fluctuation patterns (fluctuation times of 3 seconds, 7 seconds, 13 seconds, 15 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) with the value of the fluctuation pattern random number.

[0117] Next, the variation pattern selection unit 235 determines the variation pattern random number value using the variation pattern random number value acquired in S1003 or S1010 of Fig. 10 and the variation pattern table set in S1503, S1505, S1508, and S1509 (S1510). That is, the variation pattern selection unit 235 refers to the variation pattern table set in the RAM 203 and selects a variation pattern according to the random number value of the variation pattern random number. Therefore, even if the same random number value is acquired, the variation pattern table to be referenced differs depending on the game state of the pachinko gaming machine 100 (whether it is in a time-shortened state or not), the result of the special symbol lottery (whether it has been a jackpot or a small jackpot or whether to perform a reach effect if it has not been a jackpot or a small jackpot), etc., and therefore the variation pattern to be determined differs.

[0118] After this, the variation pattern selection unit 235 sets the variation pattern selected in S1510 as setting information in the RAM 203 (S1511). The setting information of the variation pattern set in S1511 is included in the variation start command set in S1312 of Fig. 13, and is transmitted to the performance control unit 300 by the output process shown in S906 of Fig. 9. The variation pattern selected in this embodiment and its setting will be described in detail later.

[0119] [Processing during stoppage by the game control unit] FIG. 16 is a flowchart showing the contents of the in-stop process (S1317 in FIG. 13). In this stopped processing, the game control unit 200 first checks whether a flag indicating a time-shortened state (hereinafter, the time-shortened flag) is ON in the flag setting of the RAM 203 (S1601). If the time-shortened flag is ON (Yes in S1601), the game control unit 200 subtracts 1 from the value of the number of lotteries (number of variations) J ​​in the time-shortened state (S1602), and checks whether the number of lotteries J has become 0 (S1603). If the number of lotteries J=0 (Yes in S1603), the game control unit 200 turns OFF the time-shortened flag (S1604). The operation of turning ON the time-shortened flag and setting the initial value of the number of lotteries J are performed in the game state setting processing (FIG. 21) in the first large prize winning port processing (FIG. 19) described later. Also, if the number of lotteries J is not 0 (NO in S1603), the game control unit 200 generates a time-saving number command indicating the value of the number of lotteries J in the time-saving state and sets it in the RAM 203 (S1605). The time-saving number command set in S1605 is sent to the performance control unit 300 by the output process shown in S906 of FIG.

[0120] If the time-saving flag is OFF (No in S1601), or after the time-saving flag is turned OFF in S1604, or after the time-saving count command is set in S1605, the game control unit 200 then generates a game status command and sets it in the RAM 203 (S1606). The game status command set in S1606 is sent to the performance control unit 300 by the output process shown in S906 of FIG. Next, the game control unit 200 determines whether or not a jackpot has been awarded in this special symbol lottery (S1607). Here, the determination of whether or not a jackpot has been awarded can be made based on the determination result of the jackpot determination process (FIG. 14). For example, if any of the symbols shown in the chart of FIG. 23(b), which will be described later, is set, the answer is Yes in S1607. If a losing symbol or a small winning symbol is set in the RAM 203 by the jackpot determination process, the answer is No in S1607.

[0121] If it is a jackpot (Yes in S1607), the game control unit 200 then turns on the jackpot game flag (S1608), which causes the game state setting in the RAM 203 to become the jackpot game state. Next, the game control unit 200 initializes the value of the number of lotteries J (S1609). Also, if the time-shortening flag is ON in S1601 and the number of lotteries J is not 0 in S1603, the game control unit 200 turns the time-shortening flag OFF (S1610).

[0122] After initializing the value of the number of lotteries J in S1610, the game control unit 200 starts the opening operation of the big win game (S1611). After that, the game control unit 200 sets an opening command in the RAM 203 for the performance control unit 300 to perform the performance in the opening operation according to the jackpot game flag (S1612), and ends the processing during the stop. This opening command is sent to the performance control unit 300 by the output processing shown in S906 of FIG.

[0123] On the other hand, if the result of this special symbol lottery is not a big win (No in S1607), the game control unit 200 next determines whether the result of this special symbol lottery is a small win or not (S1613). If it is a small win (YES in S1613), the game control unit 200 then turns on the small win game flag (S1614). This causes the game state setting in the RAM 203 to become a small win game state. Furthermore, the game control unit 200 starts the opening operation of the small win game (S1615). Next, the game control unit 200 sets an opening command for performing an effect in an opening operation according to the small win game flag in the performance control unit 300 in the RAM 203 (S1616). This opening command is sent to the performance control unit 300 by the output process shown in S906 of FIG.

[0124] On the other hand, if it is not a small win (No in S1613), the game control unit 200 determines whether the number of times the variable display of the special symbol has been executed since the establishment of a predetermined condition (execution of RAM clear, reset of the number of times of variation) has reached a specific number (300 in this embodiment) (S1617). If the specific number has been reached (YES in S1617), the game control unit 200 executes a game status setting process of a separate routine (S1618). The content of the game status setting process will be described later. Also, if the number of times the variable display has been displayed has not reached the specific number of times (NO in S1617), the processing during the stoppage is terminated.

[0125] [Customer waiting setting processing by the game control unit] FIG. 17 is a flowchart showing the contents of the customer waiting setting process (S1319 in FIG. 13). In this customer waiting setting process, the game control unit 200 first checks whether the customer waiting flag is ON in the flag setting of the RAM 203 (S1701). Here, the customer waiting flag is a flag that is set to identify that the pachinko gaming machine 100 is in a customer waiting state.

[0126] If the customer waiting flag is ON, the pachinko gaming machine 100 is in a customer waiting state, and so the processing ends as is (Yes in S1701). On the other hand, if the customer waiting flag is OFF (No in S1701), the game control unit 200 generates a customer waiting command and sets it in the RAM 203 (S1702), and turns the customer waiting flag ON (S1703). The customer waiting command set in S1702 is sent to the performance control unit 300 by the output process shown in S906 of Fig. 9. The customer waiting flag is set when the variation of the special symbols has stopped and there are no reserved symbols.

[0127] [Normal symbol processing by the game control unit] FIG. 18 is a flowchart showing the contents of the normal symbol processing in the symbol processing shown in S903 of FIG. In this normal symbol processing, the normal symbol variation control unit 236 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S1801). Here, the auxiliary game flag is a flag that is set when a normal symbol lottery is won. When the auxiliary game flag is set, the electric tulip 123 is opened according to the electric tulip processing (FIG. 22) described later, and it is easy to win the second start hole 122 (auxiliary game state).

[0128] If the auxiliary game flag is ON, the auxiliary game state has already been entered and the normal symbol is stopped, so the normal symbol processing is terminated without starting the normal symbol change (Yes in S1801). On the other hand, if the auxiliary game flag is OFF (No in S1801), the normal symbol change control unit 236 then determines whether the current state of the pachinko gaming machine 100 is in the normal symbol change state (S1802). If the normal symbol is not in the normal symbol change state (No in S1802), the normal symbol change control unit 236 then determines whether the reserved number G (see FIG. 11) of unchanged normal symbols is 1 or more (S1803). If the reserved number G = 0 (No in S1803), this means that there is no winning to start the lottery for the normal symbol, so the processing is terminated without starting the normal symbol change.

[0129] On the other hand, if the reserved number G is 1 or more (Yes in S1803), the normal symbol variation control unit 236 subtracts 1 from the value of the reserved number G (S1804). Then, the normal symbol determination unit 232 determines the winning random number in this normal symbol lottery and determines whether or not the normal symbol lottery has been won (S1805). Whether or not a winning number has been won is determined by determining whether or not the value of the winning random number acquired in S1103 of Fig. 11 matches the value set as the winning value in a table or the like shown in Fig. 23(e) described later.

[0130] Next, the normal symbol variation control unit 236 sets the normal symbol according to the result of the normal symbol lottery (S1806). That is, if the normal symbol lottery is won, a symbol representing the win (hereinafter, a winning symbol) is set as setting information in the RAM 203. On the other hand, if the normal symbol lottery is not won, a symbol representing the loss (hereinafter, a losing symbol) is set as setting information in the RAM 203.

[0131] Next, the normal symbol variation control unit 236 sets the variation time of the normal symbol (S1807). This variation time is set based on the time-saving flag set in the processing of S1604, S1610 in FIG. 16, S2101 in FIG. 21 described later, etc. That is, if the time-saving flag is ON when setting by S1807, it is set to a short time (for example, 1.5 seconds), and if the time-saving flag is OFF, it is set to a long time (for example, 4.0 seconds). After this setting, the normal symbol variation control unit 236 starts the variation of the normal symbol on the normal symbol display 223 shown in FIG. 2(a) and FIG. 4 based on the setting contents of S1807 (S1808). It should be noted that the variation pattern of the normal symbol can also be determined by lottery. In this case, for example, when the game ball passes through the gate 124, the random number acquisition unit 231 acquires the random number value of the normal pattern fluctuation pattern, and in S1807, the normal pattern fluctuation control unit 236 determines the random number value of the normal pattern fluctuation pattern, thereby setting the fluctuation time.

[0132] After the normal symbol variation has started in S1808, or if it is determined in S1802 that the normal symbol variation is in progress (Yes in S1802), the normal symbol variation control unit 236 determines whether the variation time has elapsed (S1809). That is, it determines whether the time elapsed since the normal symbol variation started in S1808 has reached the variation time set in S1807. If the variation time has not elapsed (No in S1809), the normal symbol variation continues, and the normal symbol processing ends.

[0133] On the other hand, if the variation time has ended (Yes in S1809), the normal symbol variation control unit 236 stops the variation of the normal symbol on the normal symbol display 223 (S1810). Then, the normal symbol variation control unit 236 determines whether the result of the determination in S1805 was a win or not (S1811). If it was a win (Yes in S1811), the auxiliary game flag is turned ON (S1812). On the other hand, if the lottery was unsuccessful (No in S1811), the normal symbol processing ends without turning ON the auxiliary game flag.

[0134] [First major prize slot processing by the game control unit] FIG. 19 is a flowchart showing the contents of the first big winning slot processing in the electric role processing shown in S904 of FIG. In this first special prize opening processing, the special prize opening operation control unit 237 of the game control unit 200 first checks whether the special prize opening flag is ON in the flag setting of the RAM 203 (S1901). If the special prize opening flag is OFF, there is no winning at the first special prize opening 125, and so the first special prize opening processing is terminated (No in S1901). On the other hand, if the special prize opening flag is ON (Yes in S1901), the special prize opening operation control unit 237 next determines whether the pachinko gaming machine 100 is in the middle of an opening operation in the operation control at the time of a special prize opening that was started in the stop processing (FIG. 16) (S1902).

[0135] If the pachinko gaming machine 100 is in the opening state (Yes in S1902), the special prize opening operation control unit 237 then determines whether or not a preset time (opening time) for the opening operation has elapsed (S1903). If the opening time has not elapsed, the opening operation of the first special prize opening 125 continues, and the first special prize opening processing is terminated (No in S1903). On the other hand, if the opening time has elapsed (Yes in S1903), the special prize opening operation control unit 237 then performs operation settings for the first special prize opening 125 (S1904), initializes the number of wins C (C=0) (S1905), adds 1 to the current value of the number of rounds R of operation of the first special prize opening 125 (S1906), and starts operation (opens) the first special prize opening 125 (S1907).

[0136] The operation setting in S1904 sets the operation pattern of the first major winning slot 125 and the number of rounds (number of operation rounds) to be operated in that operation pattern. The operation pattern and number of rounds are set in various ways depending on the type of jackpot in the special symbol lottery. It is stipulated that the first major winning slot 125 is operated multiple times (multiple rounds) in succession during a jackpot game. For example, the slot is operated for 15 rounds (15R), with each round opening for 29.5 seconds. Another example is the slot is operated for two rounds (2R), with each round opening for 0.9 seconds. More specifically, the slot is opened for 0.9 seconds, closed for 1.0 second, and then opened for 0.9 seconds.

[0137] Next, the special prize opening operation control unit 237 determines whether the opening time for the operation pattern set in S1904 has elapsed (S1908). If the open state of the first special prize opening 125 has not elapsed the opening time (No in S1908), the special prize opening operation control unit 237 then determines whether the number of prizes C won by the first special prize opening 125 is equal to or greater than a specified number (for example, 9 prizes) (S1909). If the opening time has not elapsed and the number of prizes C is less than the specified number, the operation state (open state) of the first special prize opening 125 continues, and the first special prize opening processing is terminated (No in S1909). On the other hand, if the opening time has elapsed (Yes in S1908) or the number of winning prizes C has reached a specified number (Yes in S1909), the large prize opening operation control unit 237 terminates the operation of (closes) the first large prize opening 125 (S1910).

[0138] Next, the special prize opening operation control unit 237 determines whether the number of rounds R of operation of the first special prize opening 125 has reached the maximum value set in S1904 (S1911). If the maximum value has not been reached, the remaining operations are performed, and the first special prize opening processing is terminated (No in S1911).

[0139] If the number of rounds R of operation of the first big prize opening 125 reaches the maximum value (Yes in S1911), the big prize opening operation control unit 237 then starts the ending operation (S1912). Here, the content of the ending operation corresponds to the state of the big prize game flag. After this, the big prize opening operation control unit 237 sets an ending command for performing an ending operation corresponding to the big win game flag in the performance control unit 300 in the RAM 203 (S1913). This ending command is sent to the performance control unit 300 by the output process shown in S906 of FIG.

[0140] Next, the special prize opening operation control unit 237 resets the number of rounds R of operation of the first special prize opening 125 to 0 (S1914), and then determines whether the time elapsed since the start of the ending operation has passed the preset time for the ending operation (ending time) (S1917). If the ending time has not passed, the ending operation continues, and the first special prize opening processing is terminated (No in S1917). On the other hand, if the ending time has passed (Yes in S1917), the special prize opening operation control unit 237 then performs a game status setting process by the game control unit 200 (S1918), and then turns off the jackpot game flag and terminates the first special prize opening processing (S1919). The details of the game status setting process will be described later.

[0141] If it is determined in S1902 that the pachinko gaming machine 100 is not in the opening mode (No in S1902), the special prize opening operation control unit 237 then determines whether or not the game is ending (S1915). If the game is ending (Yes in S1915), the operation from S1917 onwards is executed.

[0142] On the other hand, if the pachinko gaming machine 100 is not ending (No in S1915), the special prize opening operation control unit 237 next determines whether the first special prize opening 125 is in operation (open) or not (S1916). If it is not in operation (No in S1916), the operations from S1905 onwards are executed, and if it is in operation (Yes in S1916), the operations from S1908 onwards are executed.

[0143] [Second major prize slot processing by the game control unit] FIG. 20 is a flowchart showing the contents of the second large winning slot processing in the electric role processing shown in S904 of FIG. In this second large prize opening processing, the large prize opening operation control unit 237 of the game control unit 200 first checks whether the small prize game flag is ON in the flag setting of the RAM 203 (S2001). If the small prize game flag is OFF (No in S2001), there is no prize in the second large prize opening 126, so the second large prize opening processing is terminated. On the other hand, if the small prize game flag is ON (Yes in S2001), the large prize opening operation control unit 237 next determines whether the pachinko gaming machine 100 is in the middle of an opening operation in the operation control at the time of a small prize that was started in the stop processing (FIG. 16) (S2002).

[0144] If the pachinko gaming machine 100 is in the opening mode (Yes in S2002), the special prize opening operation control unit 237 then determines whether or not a preset time (opening time) for the opening operation has elapsed (S2003). If the opening time has not elapsed, the opening operation of the second special prize opening 126 continues, and the second special prize opening processing is terminated (No in S2003). On the other hand, if the opening time has elapsed (Yes in S2003), the special prize opening operation control unit 237 then performs operation settings for the second special prize opening 126 (S2004), initializes the number of wins C (C=0) (S2005), adds 1 to the current value of the number of rounds R of operation of the second special prize opening 126 (S2006), and starts operation (opens) the second special prize opening 126 (S2007).

[0145] In the operation setting of S2004, the operation pattern of the second large winning opening 126 and the number of rounds (number of operation rounds) to be operated in that operation pattern are set. The operation pattern and number of rounds are set in various ways depending on the type of small win in the special symbol lottery. In addition, it is stipulated that in the case of a small win, the cumulative opening time of the second large winning opening 126 must be set within 1.8 seconds.

[0146] Next, the special prize opening operation control unit 237 determines whether the opening time for the operation pattern set in S2004 has elapsed (S2008). If the second special prize opening 126 has not yet been open for the opening time (No in S2008), the special prize opening operation control unit 237 then determines whether the number of prizes C won by the second special prize opening 126 is equal to or greater than a specified number (S2009). If the opening time has not elapsed and the number of prizes C is less than the specified number, the second special prize opening 126 remains in operation (open), and the second special prize opening processing is terminated (No in S2009). On the other hand, if the opening time has elapsed (Yes in S2008) or the number of prizes C has reached the specified number (Yes in S2009), the special prize opening operation control unit 237 terminates the operation of the second special prize opening 126 (closes it) (S2010).

[0147] Next, the special prize opening operation control unit 237 determines whether the number of rounds R of operation of the second special prize opening 126 has reached the maximum value set in S2004 (S2011). If the maximum value has not been reached, the remaining operations are performed, and the second special prize opening processing is terminated (No in S2011).

[0148] If the number of rounds R of operation of the second large prize opening 126 reaches the maximum value (Yes in S2011), the large prize opening operation control unit 237 then determines whether or not the gaming ball has passed through the second large prize opening 126 during the small prize game (S2012). This determination is made based on the determination of the second large prize opening switch processing (S1202 in FIG. 12). When the gaming ball passes through the second big winning opening 126 (YES in S2012), the gaming control unit 200 turns on the big win gaming flag (S2013). As a result, the gaming state setting of the RAM 203 becomes the big win gaming state. Next, the game control unit 200 starts the opening operation of the jackpot game (S2014). Then, the effect control unit 300 sets an opening command to the RAM 203 to perform the effect in the opening operation according to the jackpot game flag (S2015). Furthermore, the first big prize winning port processing (see FIG. 19) of another routine is executed, and the second big prize winning port processing is terminated (S2016).

[0149] On the other hand, if the gaming ball has not passed through the second special winning opening 126 (NO in S2012), the special winning opening operation control section 237 starts the ending operation (S2017). After this, the big prize opening operation control unit 237 sets an ending command for performing an ending operation corresponding to the small prize game flag in the performance control unit 300 in the RAM 203 (S2018). This ending command is sent to the performance control unit 300 by the output process shown in S906 of FIG.

[0150] Next, the special prize opening operation control unit 237 resets the number of rounds R of operation of the second special prize opening 126 to 0 (S2019), and then determines whether the time elapsed since the start of the ending operation has exceeded the preset time for the ending operation (ending time) (S2020). If the ending time has not passed (No in S2020), the ending operation continues, and the second special prize opening processing is terminated. On the other hand, if the ending time has passed (Yes in S2020), the special prize opening operation control unit 237 then generates a game status command and sets it in RAM 203 (S2021). Furthermore, the small win game flag is turned OFF, and the second special prize opening processing is terminated (S2022).

[0151] If it is determined in S2002 that the pachinko gaming machine 100 is not in the opening mode (No in S2002), the big prize opening operation control unit 237 then determines whether or not the ending mode is in progress (S2023). If the ending mode is in progress (Yes in S2023), the operations from S2020 onward are executed.

[0152] On the other hand, if the pachinko gaming machine 100 is not ending (No in S2023), the special prize opening operation control unit 237 next determines whether the second special prize opening 126 is in operation (open) or not (S2024). If it is not in operation (No in S2024), the operations from S2005 onwards are executed, and if it is in operation (Yes in S2024), the operations from S2008 onwards are executed.

[0153] [Game status setting process] The contents of the game status setting process (S1618, S1918) by the game control unit 200 are shown in FIG. First, the game control unit 200 determines whether the result of the special symbol lottery was a big win or a small win (S2101, S2103). This determination can be made, for example, based on the type of symbol set as setting information in the RAM 203 in the big win determination process (FIG. 14). Note that these determinations are generally similar to S1402, S1403, S1405, and S1406 in the big win determination process (FIG. 14), and therefore the determination results of S1402, S1403, S1405, and S1406 may also be used.

[0154] If it is a jackpot (YES in S2101), the game control unit 200 sets an initial value of the number of lotteries J based on the type of jackpot symbol set as setting information in the RAM 203 (S2102). This initial value is, for example, 30 times. When the lottery for the set number of lotteries J is performed, the time-saving gaming state ends and the normal gaming state is entered. If it is a small win (NO in S2101, YES in S2103), the game control unit 200 sets an initial value of the number of lotteries J based on the type of small win symbol set as setting information in the RAM 203 (S2104). This initial value is, for example, 30 times.

[0155] Next, the game control unit 200 resets the number of times the special symbol has been displayed after the predetermined condition is met (executing RAM clear and resetting the number of times of display) (S2105). In addition, the game control unit 200 generates a command indicating the number of times of display and sets it in the RAM 203 (S2106). This command is sent to the performance control unit 300 by the output process shown in S906 of FIG. 9. Next, the game control unit 200 turns on the special time-shortening flag (S2107), whereby the game state setting in the RAM 203 becomes the special time-shortening game state.

[0156] On the other hand, if the result is neither a big win nor a small win (NO in S2101, NO in S2103), the game control unit 200 sets the initial value of the number of lotteries J (S2108). In this embodiment, the initial value of the number of lotteries J is 295. Therefore, when 295 lotteries are performed in the time-saving gaming state, the time-saving gaming state ends and the normal gaming state is entered. Next, the game control unit 200 turns on the specific time-shortening flag (S2109). As a result, the game state setting in the RAM 203 becomes the specific time-shortening game state.

[0157] Next, the game control unit 200 generates a game status command and sets it in the RAM 203 (S2110). This game status command is sent to the performance control unit 300 in the output process shown in S906 of FIG.

[0158] [Electric tulip processing by the game control unit] FIG. 22 is a flowchart showing the contents of the electric tulip processing in the electric accessory processing shown in S904 of FIG. In the electric tulip processing, the electric tulip operation control unit 238 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag settings of the RAM 203 (S2201). If the auxiliary game flag is OFF, the electric tulip 123 will not open, and so the electric tulip processing is terminated (No in S2201). On the other hand, if the auxiliary game flag is ON (Yes in S2201), the electric tulip operation control unit 238 next determines whether the electric tulip 123 is operating (S2202).

[0159] If the electric tulip 123 is not in operation (No in S2202), the electric tulip operation control unit 238 sets the operation pattern of the electric tulip 123 (S2203) and operates the electric tulip 123 according to the set operation pattern (S2204). The operation pattern is set based on the time-saving flag set in processes such as S1604 and S1610 in FIG. 16 and S2107 and S2109 in FIG. 21. For example, if the time-saving flag is OFF when setting in S2203, an operation pattern is set in which the electric tulip opens once with an opening time of 0.15 seconds. If the time-saving flag is ON, an operation pattern is set in which the electric tulip opens three times with an opening time of 1.80 seconds. In this way, normally, when the time-saving flag is ON (in the time-saving state), the electric tulip 123 opens multiple times for a long period of time, providing a winning support (electric tulip support) that makes it easier to win a prize in the second starting hole 122. In addition, multiple operation patterns (types of auxiliary games) of the electric tulip 123 may be prepared when the time-saving flag is ON or OFF, and the operation pattern may be set according to the type of win determined in the normal pattern processing (see Figure 18).

[0160] If it is determined in S2202 that the electric tulip 123 is in operation (Yes in S2202), or after the electric tulip 123 is operated in S2204, the electric tulip operation control unit 238 determines whether the opening time for the set operation pattern has elapsed (S2205). If the opening time has not elapsed, the electric tulip 123 continues to operate (open state), and the electric tulip processing is terminated (No in S2205). On the other hand, if the opening time has elapsed (Yes in S2205), the electric tulip operation control unit 238 turns off the auxiliary game flag and terminates the electric tulip processing (S2206).

[0161] [Random number determination method] Here, the method of determination by random numbers used in the big win determination process (FIG. 14), the variable pattern selection process (FIG. 15), the normal symbol process (FIG. 18), etc. will be described in detail. FIG. 23 is a diagram showing an example of the configuration of random numbers (determination table) used in the special symbol lottery and the normal symbol lottery in this embodiment. Figure 23(a) shows an example of the composition of the jackpot random number used in the special pattern lottery, Figure 23(b) shows an example of the composition of the jackpot random number used in the special pattern lottery, Figure 23(c) shows an example of the composition of the small win random number used in the special pattern lottery, Figure 23(d) shows an example of the composition of the reach random number used in the special pattern lottery which is triggered by the entry of a game ball into the first starting hole 121 in normal game mode, and Figure 23(e) shows an example of the composition of the winning random number used in the normal pattern lottery.

[0162] Referring to FIG. 23(a), a jackpot and a small jackpot are set as the jackpot random number determination values. The range of values ​​for the random numbers (jackpot random numbers) is 300, from 0 to 299. Also, a jackpot winning value is set for each of the first start slot 121 and the second start slot 122, which trigger the special symbol lottery, while a small jackpot winning value is set only for the second start slot 122. For the jackpot, three winning values ​​are set for both the first start slot 121 and the second start slot 122, and the winning probability is 3 / 300 (= 1 / 100). Also, ten winning values ​​are set for the small jackpot, and the winning probability is 10 / 300 (= 1 / 30). Here, an example of the special symbol lottery will be explained. It is determined whether the jackpot random number value (see S1003, S1010) obtained as a result of winning the first starting slot 121 or the second starting slot 122 matches any of the winning values ​​of the jackpot lottery in Fig. 23(a), namely "8", "58", and "208". Although a detailed explanation will be omitted, the same applies to the special symbol lottery for small prizes.

[0163] Referring to FIG. 23(b), there are five types of jackpot symbols: jackpot symbol A, jackpot symbol B, jackpot symbol C, jackpot symbol D, and jackpot symbol E. Here, jackpot symbol A, jackpot symbol B, and jackpot symbol C are symbols that indicate a jackpot as a result of a special symbol lottery triggered by a win in first starting slot 121, and among these, jackpot symbol A indicates an 8-round jackpot. Jackpot symbol B indicates a 4-round jackpot. Jackpot symbol C indicates a 15-round jackpot. Also, jackpot symbol D and jackpot symbol E are symbols that indicate a jackpot as a result of a special symbol lottery triggered by a win in second starting slot 122, and among these, jackpot symbol D indicates a 15-round jackpot. Jackpot symbol E indicates an 8-round jackpot. The random number value ranges from 0 to 99, which is 100 values.

[0164] For the jackpot symbol A, 20 values ​​are assigned as winning values ​​for the first starting slot 121. Therefore, when a jackpot is won in the special symbol lottery that is started by winning the first starting slot 121, the probability of winning with the jackpot symbol A is 20 / 100 (= 2 / 10). For the jackpot symbol B, 70 values ​​are assigned as winning values ​​for the first starting slot 121. Therefore, when a jackpot is won in the special symbol lottery that is started by winning the first starting slot 121, the probability of winning with the jackpot symbol B is 70 / 100 (=7 / 10). For the jackpot symbol C, 10 values ​​are assigned as winning values ​​for the first starting slot 121. Therefore, when a jackpot is won in the special symbol lottery that is started by winning the first starting slot 121, the probability of winning with the jackpot symbol C is 10 / 100 (= 1 / 10).

[0165] For the jackpot symbol D, 50 values ​​are assigned as winning values ​​when the symbol enters the second starting slot 122. Therefore, when a jackpot is won in the special symbol lottery started by winning the second starting slot 122, the probability of winning with the jackpot symbol D is 50 / 100 (= 5 / 10). For the jackpot symbol E, 50 values ​​are assigned as winning values ​​when the symbol enters the second starting slot 122. Therefore, when a jackpot is won in the special symbol lottery started by winning the second starting slot 122, the probability of winning with the jackpot symbol E is 50 / 100 (= 5 / 10).

[0166] Here, taking the jackpot symbol A as an example, it is determined whether the jackpot symbol random number value (see S1003) obtained upon winning the first starting slot 121 matches the winning value "0 to 19" of the jackpot symbol A in Fig. 23(b). Although a detailed explanation is omitted, the same applies to the special symbol lottery for other jackpot symbols such as the jackpot symbol B.

[0167] Here, the pachinko gaming machine 100 of this embodiment is capable of setting a setting value, which is a level of advantageousness in the game. In the pachinko gaming machine 100, the setting value can be set to one of, for example, six levels: "1", "2", "3", "4", "5", and "6". In the pachinko gaming machine 100, when the setting value is set to "1," the probability of winning is the lowest. For example, when the setting value is "1," the probability of winning is 1 / 100. In addition, in the pachinko gaming machine 100, the winning probability is highest when the set value is set to "6." For example, when the set value is "6," the winning probability is 1 / 95. In this way, in the pachinko gaming machine 100, the winning probability is set to increase in the following order: "1"<"2"<"3"<"4"<"5"<"6".

[0168] Referring to FIG. 23(c), there are three types of small win symbols: small win symbol A, small win symbol B, and small win symbol C. Here, small win symbol A, small win symbol B, and small win symbol C all indicate two rounds of small win. The range of random number values ​​is 100, from 0 to 99.

[0169] For the small prize symbol A, 20 values ​​are assigned as winning values ​​for the second starting slot 122. Therefore, when a small prize is won in the special symbol lottery that is started by winning the second starting slot 122, the probability of winning with the small prize symbol A is 20 / 100 (= 2 / 10). For the small prize symbol B, 50 values ​​are assigned as winning values ​​for the second starting slot 122. Therefore, when a small prize is won in the special symbol lottery that is started by winning the second starting slot 122, the probability of winning with the small prize symbol B is 50 / 100 (= 5 / 10). For the small prize symbol C, 30 values ​​are assigned as winning values ​​for the second starting slot 122. Therefore, when a small prize is won in the special symbol lottery started by winning the second starting slot 122, the probability of winning with the small prize symbol C is 30 / 100 (= 3 / 10).

[0170] Next, the determination of the reach random number will be explained. The reach random number is set according to the number of reserved balls, as will be described later. Here, as an example, the reach random number when the number of reserved balls in the first starting port 121 is one will be explained. Referring to FIG. 23(d), the range of random number values ​​is 250, from 0 to 249. 22 random number values ​​are assigned to the lottery results (with reach) that result in a variation pattern (variation time) that allows a reach effect to be executed (e.g., 15.0 seconds or longer), and 228 random number values ​​are assigned to the lottery results (without reach) that do not allow a reach effect to be executed (e.g., less than 15.0 seconds). In other words, in the illustrated example, if a jackpot is not won in the special symbol lottery, a reach effect is executed with a probability of 22 / 250 (= 11 / 125). Hereinafter, the reach effect is an effect executed in the image display unit 114 when a special symbol changes. Hereinafter, an effect when a special symbol changes that does not allow a reach effect to be executed is referred to as a reach-free effect, and a effect when a special symbol changes that allows a reach effect to be executed is referred to as a reach-free effect.

[0171] Here, taking the reach-enabled state as an example, it is determined whether the reach random number value (see S1003) acquired upon winning in the first start port 121 matches the reach-enabled winning value "0 to 21" in FIG. 23(d). Although a detailed explanation will be omitted, the same applies to the special symbol lottery without reach. Furthermore, the reach random number used in the special symbol lottery based on winning in the first start port 121 and the reach random number used in the special symbol lottery based on winning in the second start port 122 may have the same number of winning values ​​or different numbers. Furthermore, the reach random number used in the special symbol lottery in the normal gaming state, the reach random number used in the special symbol lottery in the special time-saving gaming state, and the reach random number used in the special symbol lottery in the specific time-saving gaming state may have the same number of winning values ​​or different numbers.

[0172] In many cases, when the special symbol changes, an effect using decorative symbols is performed on the image display unit 114 in conjunction with the display control of the first special symbol display unit 221 and the second special symbol display unit 222 (hereinafter, referred to as the special symbol displays 221 and 222 when there is no need to distinguish between them). The decorative symbols are, for example, three rows of symbols consisting of a sequence of numbers, for example, 1 to 9, written consecutively in a vertical direction. When the special symbol display units 221 and 222 start to display the special symbol changes, the decorative symbols displayed on the image display unit 114 start scrolling. Furthermore, when the special symbol is displayed as a static symbol after a predetermined time has elapsed since the start of the special symbol display changes (the start of the decorative symbol scrolling), the decorative symbols are also fixed and stopped. Generally, when the result of the special symbol lottery is a big win or a small win, the decorative symbols are displayed as three identical numbers lined up horizontally, vertically, or diagonally. The effect performed in conjunction with the display of the special symbol changes is called a dynamic effect. In addition, a variation effect that is executed based on the result of the special symbol lottery being a big win or a small win may be referred to as a big win variation effect below. Also, a variation effect that is executed based on the result of the special symbol lottery being a miss may be referred to as a miss variation effect below. In particular, a miss variation effect in which a reach effect is executed may be referred to as a reach miss variation effect below. Also, a miss variation effect in which a reach effect is not executed may be referred to as a miss variation effect below.

[0173] In the reach effect, the following action is performed on the decorative symbols as a variable effect. First, before the decorative symbols scrolling vertically (horizontally) are fixed and stopped, any two symbols (number series) are temporarily stopped first. At this time, the same numbers are temporarily stopped in a horizontal (vertical) or diagonal line. To explain further, if the decorative symbols are scrolling vertically, the same numbers are temporarily stopped in a horizontal line. Next, the scrolling speed of the last row gradually slows down, giving the player a sense of anticipation that three identical numbers will line up in a straight line. After the last row temporarily stops, the three symbols will stop. Here, a temporary stop is a pseudo-stop state in which the symbols appear to be stopped at first glance, but in reality, the symbols are slightly fluctuating. In other words, a temporary stop of a symbol is a state in which the game control treats the change as continuing. Here, the stop includes not only a fixed stop but also a temporary stop. Furthermore, a fixed stop of a symbol refers to a state in which the symbol is stopped as a fixed symbol in the variable display of one change of a special symbol. In addition, in the reach effect, an SP reach effect or an SPSP reach effect may be performed before the three symbols are fixed and stopped. The SP reach effect is generally called a super reach or a special reach, and is an effect that gives more hope for a jackpot than a reach effect, and is a moving image effect in which various characters appear and a story unfolds. The SPSP reach effect is generally called a super super reach or a special special reach, and is an effect that gives more hope for a jackpot than an SP reach effect, and is a moving image effect in which various characters appear and a story unfolds. In addition, a reach effect in which neither the SP reach effect nor the SPSP reach effect is performed may be referred to as a normal reach effect below. Furthermore, as shown in FIG. 24, which will be described later, in this embodiment, when the variable time is longer (for example, 90 seconds or 60 seconds), the SP reach effect or the SPSP reach effect is set to be executed. On the other hand, in the no-reach performance, the decorative symbols scrolling vertically (horizontally) are not fixed and stopped until they are fixed and stopped without any performance that gives the player a sense of expectation like the reach performance, and the symbols are fixed and stopped without the same numbers lining up in a straight line horizontally (vertically) or diagonally.

[0174] In this way, when the result of the judgment of the jackpot random number is a miss, the reach random number determines whether to perform a reach effect in which the reach effect is an executable variation pattern on the image display unit 114, or to perform a reach-free effect in which the reach effect is not an executable variation pattern. Also, the reach random number changes the execution rate of the reach effect according to the number of reserved balls, thereby enabling efficient game progress while giving the player an appropriate sense of expectation. In addition, when a big win is won, a reach effect is performed, and the decorative symbols can be fixed and stopped in a state where the same numbers are lined up in a horizontal (vertical) or diagonal straight line. On the other hand, when a small win or a loss occurs, a reach effect is performed, and the decorative symbols are fixed and stopped in a state where the same numbers are not lined up in the straight line.

[0175] Next, the determination of the winning random number used in the normal symbol lottery will be described. Referring to Figure 23(e), the range of random number values ​​is 10, from 0 to 9, with one value assigned as the winning value when the time-saving flag is OFF, and nine values ​​assigned as the winning value when the time-saving flag is ON. Therefore, when a gaming ball passes through gate 124 in the non-time-saving state and a normal symbol lottery is held, there is a 1 / 10 probability of winning. In contrast, when a gaming ball passes through gate 124 in the time-saving state and a normal symbol lottery is held, there is a 9 / 10 probability of winning.

[0176] Here, taking the time-saving flag OFF as an example, it is determined whether the winning random number value (see S1103) obtained in response to the passage of the game ball through the gate 124, the first start port 121, or the second start port 122 matches the winning value "0" when the time-saving flag is OFF in Fig. 23(e). Although a detailed explanation is omitted, the same applies to the normal symbol lottery when the time-saving flag is ON.

[0177] Although not shown, it is possible to set a plurality of winning options with different contents of the auxiliary game (opening patterns of the electric tulips 123) to be played when a winning is determined in the normal symbol lottery. In this case, for example, a winning symbol random number for specifying the type of winning in the normal symbol lottery is set in the same way as the jackpot symbol random number (see FIG. 23(b)) that specifies the type of jackpot in the special symbol lottery. Then, the game control unit 200 acquires the random number value of the winning symbol random number together with the random number value of the winning random number in the gate switch process (see FIG. 11) by the random number acquisition unit 231, and specifies the type of winning based on the acquired random number value by the normal symbol determination unit 232. It should be noted that the range of random numbers, the ratio of winning values, and the values ​​of winning values ​​shown in the configuration example of each random number in FIG. 23 are merely examples and are not limited to the values ​​shown.

[0178] [Example of setting a fluctuation pattern] Next, an example of setting the fluctuation patterns and tables used in the fluctuation pattern selection process shown in FIG. 15 will be described. Figure 24 is a diagram showing an example of setting the fluctuation pattern and table used in the fluctuation pattern selection process shown in Figure 15. In addition, Figure 24 shows a setting example when the fluctuation of the special symbol is performed based on winning into the first start port 121 in the normal game state.

[0179] As shown in FIG. 24, when the result of the special symbol lottery is a jackpot (YES in S1502 in FIG. 15), the special symbol variation control unit 233 determines a variation pattern based on the jackpot symbol and the variation pattern random number. Specifically, the special symbol variation control unit 233 determines a variation pattern based on whether the variation pattern random number value (see S1003) acquired together with the jackpot random number value by the random number acquisition unit 231 matches any of the variation pattern random number values ​​assigned to each jackpot symbol. For example, if the jackpot symbol is a "jackpot symbol C" and the variation pattern random number is "51," this matches the variation pattern random number range "50 to 69" assigned to the "jackpot symbol C" in FIG. 24, so "PB3" is selected as the variation pattern. The special symbol variation time for this "PB3" is "90.18 seconds."

[0180] Furthermore, when the determination result of the special symbol lottery is a miss (when both S1502 and S1504 in Fig. 15 are No), the special symbol variation control unit 233 determines a variation pattern based on the reserved number U1 of the first special symbol lottery, the reach random number, and the variation pattern random number. Specifically, when the reserved number U1 of the first special symbol lottery is "1", the special symbol variation control unit 233 determines whether the reach random number value (see S1003) acquired together with the jackpot random number value by the random number acquisition unit 231 is allocated to the reach random number range "0 to 21" allocated to the reserved number "1" of "miss" in Fig. 23, or to the reach random number range "22 to 249". Then, if the acquired reach random number is included in the reach random number range "0 to 21", the fluctuation pattern is determined based on whether the fluctuation pattern random number value (see S1003) acquired together with the jackpot random number value by the random number acquisition unit 231 matches any of the fluctuation pattern random number values ​​assigned to the reach random number range "0 to 21". For example, if the fluctuation pattern random number is "51", it matches the fluctuation pattern random number range "50 to 59", so "PR10" is selected as the fluctuation pattern. The "..." shown in the "variation pattern" in FIG. 24 means that a variation pattern that is not shown in the figure is provided.

[0181] Figure 25 is a diagram showing an example of the setting of the variation pattern and table used in the variation pattern selection process. In addition, Figure 25 shows a setting example when the variation of the special symbol is performed based on the winning of the second start port 122 in the special time-saving game state. In the table shown in FIG. 25, fluctuation patterns are provided according to the determination result of the special symbol lottery, the number of reserved symbols U2 for the second special symbol lottery, the reach random number, and the fluctuation pattern random number. The "..." shown in the "variation pattern" in FIG. 25 means that a variation pattern that is not shown in the figure is provided.

[0182] The game control unit 200 determines a table to be used for selecting a variation pattern of the special symbol based on whether the gaming ball has entered the first start slot 121 or the second start slot 122 and the game status of the pachinko gaming machine 100. Then, as described above, the variation pattern of the special symbol is determined based on the variation pattern random number value (see S1003 and S1010 in FIG. 10) obtained when the gaming ball has entered the first start slot 121 or the second start slot 122, the presence or absence of a reach effect, the number of reserved balls, and other conditions. Then, information on the variation pattern of the determined special symbol is included in a variation start command and sent from the game control unit 200 to the performance control unit 300. As will be described later, the performance control unit 300 selects and executes, as the performance when the special symbol varies, a performance corresponding to (executable within) a variation time specified based on the variation pattern information included in the variation start command.

[0183] [Configuration of RAM in the game control unit and RAM in the performance control unit for performing preview performance based on advance judgment] Next, the configurations of the RAM 203 of the game control unit 200 and the RAM 303 of the presentation control unit 300 in this embodiment for executing the advance notice presentation based on the advance determination will be described. Figure 26 is a block diagram illustrating an example of the configuration of the RAM 203 (see Figure 4) of the game control unit 200 according to this embodiment. Figure 26(a) is a block diagram showing the configuration of the memory area 204, and Figure 26(b) is a block diagram showing the configuration of each of the memory units shown in Figure 26(a).

[0184] As shown in Figure 26(a), RAM 203 has a memory area 204 as a special symbol reservation memory area that stores the jackpot random number obtained by the jackpot random number lottery. This memory area 204 has eight memory sections corresponding to the maximum number of reserved numbers for first start opening 121 and second start opening 122 (when the upper limit of each reserved number is 4). Specifically, memory area 204 has a first memory section 204a, a second memory section 204b, a third memory section 204c, a fourth memory section 204d, a fifth memory section 204e, a sixth memory section 204f, a seventh memory section 204g, and an eighth memory section 204h.

[0185] 26(b), each of these storage units 204a to 204h has an area for storing information indicating which start port (first start port 121 or second start port 122) has been won, an area for storing the acquired jackpot random number, an area for storing a symbol random number, an area for storing a reach random number, and an area for storing a variation pattern random number. That is, each of the storage units 204a to 204h stores the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number.

[0186] Here, each random number is stored in order starting from the first storage unit 204a. More specifically, for example, when a random number is not stored in any of the first storage unit 204a to the eighth storage unit 204h, the acquired random number is stored in the first storage unit 204a. Also, for example, when random numbers are already stored in the first storage unit 204a to the fourth storage unit 204d, the acquired random number is stored in the fifth storage unit 204e.

[0187] Fig. 27 is a block diagram illustrating an example of the configuration of RAM 303 (see Fig. 4) of the performance control unit 300 according to this embodiment. Fig. 27(a) is a block diagram showing the configuration of reserved memory areas 305 and 306, and Fig. 27(b) is a block diagram showing the configuration of each of the memory units shown in Fig. 27(a). As shown in FIG. 27(a), RAM 303 includes a first reserved memory area 305 and a second reserved memory area 306 as reserved status memory areas that store the status of reserved balls. The first reserved memory area 305 and the second reserved memory area 306 correspond to the reserved balls for winning the first starting hole 121 and the reserved balls for winning the second starting hole 122, respectively, and each has four memory sections. Specifically, the first reserved memory area 305 includes a first memory section 305a, a second memory section 305b, a third memory section 305c, and a fourth memory section 305d. The second reserved memory area 306 includes a first memory section 306a, a second memory section 306b, a third memory section 306c, and a fourth memory section 306d.

[0188] As shown in FIG. 27(b), each of the storage units 305a-305d and 306a-306d has a reserve flag storage area for turning a reserve flag on and off and a notification flag storage area for turning a notification flag on and off. The reserve flag is a flag for identifying whether or not there are reserved balls in each of the storage units 305a-305d and 306a-306d. For example, if the number of reserved balls due to winning in the first starting hole 121 is three, the reserve flags are turned on in the three reserve flag storage areas of the first to third storage units 305a, 305b, and 305c. The notification flag is a flag for setting whether or not to perform a notice effect based on the results of a preliminary determination for each reserved ball. In the pachinko gaming machine 100 of this embodiment, the effect control unit 300 can set whether or not to perform a notice effect based on the results of a preliminary determination depending on the game status and the situation of the effect. Therefore, when a notice performance is performed, the notification flag is turned ON, and when a notice performance is not performed, the notification flag is turned OFF. For example, when a notice performance is performed for the third reserved ball among the three reserved balls, the notification flag is turned ON in the notification flag storage area of ​​the third storage unit 305c.

[0189] In addition, although not specifically shown, the RAM 203 also has an area (hereinafter, "pre-determination information storage area") for storing pre-determination information, separate from the configuration shown in FIG. 26(a). The pre-determination information is information obtained by the pre-determination process (see S1004 and S1011 in FIG. 10) based on the above-mentioned random numbers. The content of the pre-determination information is similar to the information obtained as various determination results in the special symbol process (see FIG. 13). Specifically, the content of the pre-determination information is information indicating whether or not a jackpot has been achieved (and whether or not a small jackpot has been achieved), the type of jackpot if a jackpot has been achieved, whether the fluctuation pattern (fluctuation time) is long enough to execute a reach effect, and the details of the fluctuation pattern. The pre-determination information stored in the pre-determination information storage area is included in a pre-determination result command and sent from the game control unit 200 to the effect control unit 300 together with information (hereinafter, "reserved information") related to the winning ball (reserved ball) for which the pre-determination process was performed, or separately from this reserved information at a unique timing.

[0190] [Preliminary Determination Processing] Next, the preliminary determination process (see S1004 and S1011 in FIG. 10) will be described in detail. In the preliminary determination process in this embodiment, the game control unit 200 performs preliminary determination as follows using a random number table similar to the example of random number configuration described with reference to FIGS.

[0191] FIG. 28 is a flowchart showing the contents of the preliminary determination process (S1004 and S1011 in FIG. 10) according to this embodiment. As shown in FIG. 28, the game control unit 200 first refers to the game status (S3201), selects a table corresponding to the current game status of the pachinko game machine 100, and performs a preliminary determination of the jackpot random number and jackpot pattern random number (S3202). Next, the game control unit 200 selects a table according to the current gaming state of the pachinko gaming machine 100 and performs a preliminary determination of the reach random number (S3203). Furthermore, it selects a table according to the current gaming state and performs a preliminary determination of the fluctuation pattern random number (S3204). Although not shown in the figures, in S3202, S3203 and S3204, a dedicated table is selected depending on whether the advance judgment process is based on winning at the first starting port 121 or the second starting port 122.

[0192] Next, the game control unit 200 selects a pre-determination pattern according to the results of the pre-determinations in S3202, S3203, and S3204 (S3205). After that, the game control unit 200 stores the result of the preliminary determination of the jackpot random number, the result of the preliminary determination of the jackpot pattern random number, the result of the preliminary determination of the reach random number, the result of the preliminary determination of the variation pattern, and the preliminary determination pattern obtained as described above in the preliminary determination information storage area as preliminary determination information (S3206).Furthermore, in order to transmit the preliminary determination information to the performance control unit 300, a preliminary determination result command including the preliminary determination information is set in the RAM 203 (S3207).

[0193] Here, the above-mentioned preliminary determination is performed using a random number value (see S1003 and S1010 in FIG. 10) obtained in response to the entry of a gaming ball into the first start hole 121 and the second start hole 122, and a determination table having the same configuration as the determination table (see FIG. 23) used in the jackpot determination process. That is, the determination itself after selecting the determination table to be used is the same as the determination in the jackpot determination process (see S1401 in FIG. 14). Therefore, in this embodiment, a subroutine (see S1309 in FIG. 13 and FIG. 14) of the jackpot determination process used in the special symbol process (see FIG. 13) is called, and the random number determination in the above-mentioned preliminary determination is performed.

[0194] By adopting such a configuration, in this embodiment, there is no need to prepare a processing function (subroutine) for determining random numbers separately from the jackpot determination process in order to determine the random numbers in the preliminary determination process. Therefore, the number of control instructions can be reduced, and an increase in the size of the program related to the jackpot determination process and the preliminary determination process can be suppressed. Furthermore, as described above, if the determination table used for the preliminary determination has the same configuration as the determination table used for the jackpot determination, the determination table used for the jackpot determination may also be used for the preliminary determination.

[0195] Although only the advance determination (whether or not a jackpot is reached) of the special symbol lottery has been described above, in this embodiment, the variation patterns for the variable display and stop display of the special symbol are also predicted (pre-determined). The variation pattern for the special symbol lottery is selected using the random number values ​​for variation pattern selection (see S1003 and S1010 in FIG. 10) acquired in response to the entry of the game ball into the first start slot 121 and the second start slot 122 and the variation pattern table (see FIGS. 24 to 27) (see S1310 in FIG. 13 and FIG. 15). Therefore, in predicting the variation pattern, the variation pattern to be selected can be predicted using the random number values ​​for variation pattern selection acquired at the time of winning and a predictive table having the same configuration as the variation pattern table used in the variation pattern selection process for the special symbol processing. In other words, a different predictive table can be used for each game state of the pachinko gaming machine 100. Also, different look-ahead tables can be used depending on whether the first start hole 121 or the second start hole 122 is won.

[0196] In this case, in order to predict the variation pattern selected in the variation pattern selection process, the subroutine (see S1310 in FIG. 13 and FIG. 15) of the variation pattern selection process used in the special symbol process (see FIG. 13) can be called and used. Also, the variation pattern table used in the variation pattern selection process of the special symbol process may be used for the predictive table used to predict the variation pattern selection. By configuring in this way, the number of control commands related to predictive prediction of the variation pattern selection can be reduced, and the increase in the size of the program can be suppressed.

[0197] If the preliminary determination process and the jackpot determination process when the special symbol changes are performed in the same subroutine using the same determination table group, the execution times of each process may differ, resulting in a difference between the preliminary determination result and the determination result of the jackpot determination process when the special symbol changes. This occurs when the game state of the pachinko gaming machine 100 (either the normal game state, the special time-limited game state, or the specific time-limited game state) changes between the execution of the preliminary determination process and the start of the special symbol change. In this case, different determination tables are used depending on the game state, so the specific determination tables used for the determination during the execution of the preliminary determination process and the execution of the jackpot determination process are different. Therefore, even if the same random number value obtained when the first start slot 121 and the second start slot 122 win is used, the preliminary determination result and the determination result of the jackpot determination process may differ. In such a case, if the game state changes after the execution of the preliminary judgment process and before the start of the special pattern variation, the performance control unit 300 may perform control such as prohibiting the execution of the performance based on the preliminary judgment result.

[0198] In accordance with the command output from the game control unit 200 to the performance control unit 300 as described above, the performance control unit 300 controls, for example, the image display unit 114, the board lamp 116, the speaker 156, and the frame lamp 157. For example, when the performance control unit 300 receives a command indicating the start of a door opening error, the performance control unit 300 causes the image display unit 114 to display a message such as "Please call an attendant" or an image indicating an abnormal condition. The performance control unit 300 also causes the speaker 156 to output an alarm indicating the abnormal condition and restricts the output of music, voice, sound effects, and the like. The performance control unit 300 also causes the board lamp 116 and the frame lamp 157 to light up, for example, in red, to indicate an abnormal condition.

[0199] Additionally, although it has been described here that the performance control unit 300 notifies the occurrence of an error using all of the image display unit 114, the board lamp 116, the speaker 156, and the frame lamp 157, it may also be possible to use only some of these. Furthermore, the notification mode may be switched depending on the type of error. For example, when a door opening error occurs, all of the image display unit 114, the board lamp 116, the speaker 156, and the frame lamp 157 may be used as described above. Furthermore, when a payout error occurs, the occurrence of an error is notified by the image display unit 114 and the speaker 156. This allows staff at a gaming establishment (pachinko parlor) to easily determine the urgency of an error that has occurred in a gaming machine.

[0200] [Example of setting a pre-determination pattern] Next, an example of setting the pre-determination patterns and tables used in the pre-determination process shown in FIG. 28 will be described. Fig. 29 is a diagram showing an example of setting the pre-determination pattern and table used in the pre-determination process shown in Fig. 28. Fig. 29 shows a setting example in which the special symbol is changed based on winning the first start slot 121 in the normal game state.

[0201] In the table shown in FIG. 29, "judgment result," "symbol," "reach random number," "variation pattern random number," "expected variation pattern," and "pre-judgment pattern" are associated with each other. The game control unit 200 determines the expected fluctuation pattern and the pre-determination pattern based on the pre-determination results of the jackpot random number and the jackpot pattern random number, the pre-determination results of the reach random number, and the pre-determination results of the fluctuation pattern random number. The "..." shown in the "pre-determination pattern" in FIG. 29 means that a pre-determination pattern not shown is provided.

[0202] 30 is a diagram showing an example of the setting of the pre-determination pattern and the table used in the pre-determination process. In addition, FIG. 30 shows an example of the setting when the special symbol is changed based on the winning of the second start slot 122 in the special time-saving game state. In the table shown in FIG. 30, "judgment result," "pattern," "reach random number," "variation pattern random number," "expected variation pattern," and "pre-judgment pattern" are associated with each other.

[0203] [Operation of the production control unit] Next, the operation of the performance control unit 300 will be described. FIG. 31 is a flowchart showing the operation of the performance control unit 300. The operation of the performance control unit 300 consists of the main processing shown in Figure 31(a) and the interrupt processing shown in Figure 31(b). Referring to Figure 31(a), the performance control unit 300 first performs initial settings at startup (S3601), sets the cycle of the CTC (Counter / Timer Circuit) (S3602), and then accepts interrupt processing while updating the random numbers used in performance control according to the set cycle (S3603).

[0204] The interrupt process is performed periodically according to the cycle set in S3602. Referring to FIG. 31(b), in this interrupt process, the effect control unit 300 receives a command from the game control unit 200 and performs command reception process (S3611). In this command reception process, an effect content (effect pattern) is selected. The effect control unit 300 also performs specific time-saving related effect process (S3612) to execute an effect related to the specific time-saving game state. The effect control unit 300 also performs effect button process (S3613) to accept operation of the effect button 161 or the like by the player. Thereafter, the effect control unit 300 performs command transmission process (S3614) to transmit a command including information on the selected effect pattern to the image / sound control unit 310 and the lamp control unit 320. This results in effects such as image display and sound output on the image display unit 114, operation of the movable role object 115, and illumination of the board lamp 116 and frame lamp 157.

[0205] [Command reception processing by the production control unit] FIG. 32 is a flowchart showing the contents of the command reception process (S3611 in FIG. 31(b)). In this command reception process, the performance control unit 300 first determines whether or not a preliminary determination result command and a reserved number increase command have been received (S3701). The preliminary determination result command and the reserved number increase command are set in the game control unit 200 in the start port switch process shown in Fig. 10 (S1006, S1007, S1013, S1014), and are commands sent to the performance control unit 300 in the output process (S906) shown in Fig. 9. Then, when the performance control unit 300 determines that it has received the preliminary determination result command and the hold number increase command (Yes in S3701), it adds 1 to the value of the hold number stored in RAM 303 (S3702). Furthermore, the performance control unit 300 performs a pre-determination performance selection process based on the pre-determination result command and the hold number increase command (S3703). The details of the pre-determination performance selection process will be described later.

[0206] If the received command is neither a pre-determination result command nor a reserved number increase command (No in S3701), the performance control unit 300 determines whether the received command is a fluctuation start command (S3704). This fluctuation start command is a command that was set in the game control unit 200 in the special symbol processing shown in Figure 13 (S1312) and sent to the performance control unit 300 in the output processing (S906) shown in Figure 9. If the received command is a fluctuation start command (Yes in S3704), the performance control unit 300 executes a performance selection process (S3705). Also, when a fluctuation start command is received, a random number value for performance control used in the performance selection process is acquired. This random number value is a random number value that is periodically updated in S3603 of the main process shown in Figure 31(a). The performance selection process will be described in detail later.

[0207] If the received command is not a pre-determination result command, a reserved number increase command, or a fluctuation start command (No in S3701 and S3704), the performance control unit 300 determines whether the received command is a fluctuation stop command (S3706). This fluctuation stop command is set in the game control unit 200 in the special symbol processing shown in Figure 13 (S1318) and is a command sent to the performance control unit 300 in the output processing (S906) shown in Figure 9. If the received command is a fluctuation stop command (Yes in S3707), the performance control unit 300 executes a process during the end of the fluctuation performance (S3707). In the process during the end of the fluctuation performance, the performance control unit 300 analyzes the received fluctuation stop command and sets a fluctuation performance end command in RAM 303 to instruct the end of the symbol fluctuation performance.

[0208] If the received command is not a preliminary determination result command, a reserve number increase command, a fluctuation start command, or a fluctuation stop command (No in S3701, S3704, and S3706), the performance control unit 300 determines whether the received command is an opening command for starting the opening operation of a jackpot game (S3708). This opening command is set (S1618) in the stopped game process (S1618) shown in Fig. 16 or the second jackpot winning port process (S2015) shown in Fig. 20, and is a command sent to the performance control unit 300 in the output process (S906) shown in Fig. 9. If the received command is an opening command (Yes in S3708), the effect control unit 300 executes a big win effect selection process (S3709). The big win effect selection process will be described in detail later.

[0209] If the received command is not a preliminary determination result command, a reserved number increase command, a fluctuation start command, a fluctuation stop command, or an opening command (No in S3701, S3704, S3706, and S3708), the performance control unit 300 determines whether the received command is an ending command for starting the ending operation of the jackpot game (S3710). This ending command is set in the first jackpot winning slot processing shown in Figure 19 (S1913) and is the command sent to the performance control unit 300 in the output processing (S906) shown in Figure 9. If the received command is an ending command (Yes in S3710), the rendering control unit 300 executes an ending rendering selection process (S3711). The details of the ending rendering selection process will be described later.

[0210] If the received command is not a pre-determination result command, a hold number increase command, a fluctuation start command, a fluctuation stop command, an opening command, or an ending command (No in S3701, S3704, S3706, S3708, and S3710), the performance control unit 300 then executes a customer waiting command reception process to transition the received command to a customer waiting state (S3712). The customer waiting command reception process will be described in detail later.

[0211] FIG. 33 is a flowchart showing the contents of the pre-determination effect selection process (S3703) and the effect selection process (S3705) in FIG. In the pre-determination effect selection process, the effect control unit 300 first analyzes the pre-determination result command received from the game control unit 200 (S3801). Furthermore, the effect control unit 300 analyzes the hold number increase command received from the game control unit 200 (S3802). Then, the effect control unit 300 selects an effect pattern (pre-determination effect pattern) to be used in the pre-determination effect based on the pre-determination result command and the hold number increase command (S3803).

[0212] Here, various pre-determination effect patterns can be provided that foretell the result of the random number determination by the special symbol processing before the start of fluctuations based on the result of the random number determination by the special symbol processing. For example, effects such as a hold display effect and a continuous notice effect can be provided as pre-determination effect patterns. In this embodiment, when a reserved ball is generated, a display indicating the number of reserved balls is displayed on the first special symbol reserved display 218 and the second special symbol reserved display 219 of the display 130 (see FIG. 3), and a reserve display indicating the occurrence of a reserved ball and the number of reserved balls is displayed on the image display unit 114 (reserved display effect). Therefore, in this reserve display effect, by reflecting the pre-determination result in the display mode of the reserve display, a pre-determination effect can be provided that suggests to the player the result of the subsequent random number determination by the special symbol processing regarding the reserved ball.

[0213] Although the case where the hold display effect is used as the pre-determination effect has been described here, it is possible to perform a variety of preview effects by reflecting the hold display effect in the various effect contents that are performed before the start of fluctuations based on the random number determination result by the special symbol processing. For example, effects using effect images displayed on the image display unit 114, effects using the light emitted by the board lamp 116 and the frame lamp 157, effects using the operation of movable role objects, effects using audio output such as music and sound effects, etc. can be set as pre-determination effect patterns.

[0214] Furthermore, the pre-determination effect may be executed in conjunction with a pattern change for another winning ball that occurs before the pattern change for the winning ball (reserved ball) for which a pre-determination has been performed. In this embodiment, the number of reserved balls is limited to four per start port (first start port 121 or second start port 122) (see FIG. 10). Priority is given to consuming the reserved balls in the second start port 122. In this case, for example, if a pre-determination is performed for a reserved ball in the second start port 122, pattern changes will be performed for up to four winning balls, including the currently changing pattern (referred to as the relevant change), before the pattern change for that reserved ball is performed. In the preview effect for a reserved ball for which a pre-determination has been performed, if multiple pattern changes occur before the pattern change for that reserved ball, a preview effect (continuous preview effect) spanning those multiple pattern changes may be performed.

[0215] Then, the performance control unit 300 sets a hold number command containing the value of the hold number after the addition and information about the pre-determination performance pattern selected in the pre-determination performance selection process in RAM 303 (S3804). The hold number command contains information indicating the selected pre-determination performance pattern in order to notify CPU 311 of image / sound control unit 310 of the selected pattern. By receiving the hold number command, CPU 311 creates a display list or the like for causing VDP 314 to draw and output images and sounds corresponding to the selected pre-determination performance pattern. Based on the display list or the like, VDP 314 reads image data and sound data representing the selected pre-determination performance pattern from CGROM 315 and SNDROM 316, and displays the pre-determination performance using the image display unit 114 and speaker 156.

[0216] In the effect selection process, the effect control unit 300 first analyzes the received variation start command (S3811). It also subtracts 1 from the value of the reserved number stored in RAM 303 (S3812). Then, the effect control unit 300 selects a variation effect pattern for the pattern variation by the image to be displayed on the image display unit 114 based on various setting information (information such as the type of jackpot, the game status after the jackpot game, and the variation pattern) obtained from the analysis result of the variation start command (S3813). Note that after the variation effect pattern is selected, the value of the reserved number stored in RAM 303 may be subtracted by 1. In other words, the variation effect pattern may be selected in a state before the value of the reserved number stored in RAM 303 is subtracted by 1.

[0217] Finally, the performance control unit 300 sets a variable performance start command in RAM 303 that instructs the start of execution of the selected performance (S3814). The variable performance start command includes information indicating the selected variable performance pattern in order to notify the CPU 311 of the selected pattern. By receiving the variable performance start command, the CPU 311 creates a display list or the like for causing the VDP 314 to draw and output images and sounds corresponding to the selected variable performance pattern. Based on the display list or the like, the VDP 314 reads image data and sound data for representing the selected variable performance pattern from the CGROM 315 and the SNDROM 316, and displays the variable performance using the image display unit 114 and the speaker 156.

[0218] Although not described in detail, in the process of selecting a variation effect pattern for the symbol variation in S3813, a variation effect pattern is determined based on the variation pattern. Based on the variation effect pattern determined here, the variation display of the decorative symbol, the background effect, the notice effect, etc. are determined. The variation display of the decorative symbol is an effect display performed on the image display unit 114 in conjunction with the variation display of the special symbol performed on the first special symbol display device 221 or the second special symbol display device 222. In this variation display of the decorative symbol, a reach effect, etc. is executed. Unlike the present embodiment, when multiple variation effect patterns are set for a variation pattern, a variation effect pattern may be selected by lottery using an effect random number (one of the random numbers updated in S3603 of FIG. 31(a), and the effect random number value is obtained when the variation start command is received).

[0219] FIG. 34 is a flowchart showing the contents of the big win effect selection process (S3709) of FIG. In this jackpot effect selection process, the effect control unit 300 first analyzes the received opening command (including information about the type of jackpot symbol) (S3901) and selects an effect pattern (jackpot effect pattern) (S3902). Then, the effect control unit 300 reads from ROM 302 the image data and sound data used for the effects of the selected jackpot effect pattern, and sets this data along with a jackpot effect start command instructing the selected effect in RAM 303, thereby terminating the jackpot effect selection process (S3903). This determines the effects during a jackpot. Note that in the selection of the jackpot effect pattern (S3902), a determination may be made based on a random number value obtained when the command is received.

[0220] FIG. 35 is a flowchart showing the contents of the ending effect selection process (S3711) of FIG. In this ending effect selection process, the effect control unit 300 first analyzes the received ending command (including information about the type of jackpot symbol) (S4001) and selects an effect pattern (ending effect pattern) (S4002). The effect control unit 300 then reads from ROM 302 the image data and sound data used for the effect according to the selected ending effect pattern, and sets this data together with an ending effect start command that instructs the selected effect in RAM 303, thereby terminating the ending effect selection process (S4003). Note that in selecting the ending effect pattern (S4002), a determination may be made based on a random number value obtained when the command is received.

[0221] FIG. 36 is a flowchart showing the contents of the customer waiting command receiving process (S3712) of FIG. The performance control unit 300 determines whether or not a customer waiting command for transitioning to a customer waiting state has been received (S4101). If a customer waiting command has been received (Yes in S4101), the performance control unit 300 starts measuring the elapsed time (S4102) and turns on a measurement flag in RAM 303 (S4103). On the other hand, if the received command is not a customer waiting command (No in S4101), the performance control unit 300 determines whether or not the measurement flag stored in RAM 303 is on (S4104). If the measurement flag is off (No in S4104), the customer waiting command reception process ends.

[0222] If the measurement flag is ON (after Yes in S4104 or turning it ON in S4103), the performance control unit 300 then determines whether the measurement time has reached a predetermined time-out time (for example, 10 seconds) (S4105). If the time has not expired (No in S4105), the customer waiting command reception process ends. On the other hand, if the time has expired (Yes in S4105), the performance control unit 300 turns OFF the measurement flag stored in RAM 303 (S4106).

[0223] Next, the effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is a specific time-shortened game state (S4107). If it is a specific time-shortened game state (YES in S4107), the effect control unit 300 determines whether the first variable effect in the special time-shortened game state has not yet started (S4108). If it is not before the start of the first variable performance (NO in S4108), the performance control unit 300 sets a customer waiting performance command for performing the first customer waiting performance in RAM 303 and ends the customer waiting command receiving process (S4109). Furthermore, if the specific time-shortened game state is not in effect (NO in S4107) or if the first variable effect in the specific time-shortened game state has not yet started (YES in S4108), the effect control unit 300 sets a customer waiting effect command for performing a second customer waiting effect (demo effect) in the RAM 303 and ends the customer waiting command reception process (S4110). The second customer waiting effect is an effect that is different in type from the first customer waiting effect.

[0224] When the command reception process is completed in the above manner, one of a variable performance start command, a variable performance end command, a big win performance start command, an ending performance start command, and a customer waiting performance command is set in RAM 303.

[0225] FIG. 37 is a flowchart showing the contents of the specific time-saving related effect process (S3612) of FIG. 31(b). The presentation control unit 300 determines whether the current gaming state of the pachinko gaming machine 100 is the normal gaming state (S4201). If it is the normal gaming state (YES in S4201), the presentation control unit 300 determines whether it has been controlled from the specific time-shortened gaming state to the normal gaming state (S4202). If it has been controlled from the specific time-shortened gaming state to the normal gaming state (YES in S4202), the presentation control unit 300 ends the specific time-shortened gaming state related presentation processing. Furthermore, if it has not been controlled from the specific time-shortened gaming state to the normal gaming state (NO in S4202), the presentation control unit 300 determines whether a variable presentation is being executed (S4203). If a variable presentation is not being executed (NO in S4203), the specific time-shortened gaming state related presentation processing ends.

[0226] On the other hand, if a variable effect is being performed (YES in S4203), the effect control unit 300 determines whether RAM clearing was performed when the pachinko gaming machine 100 most recently returned from a power-off state (S4204). If RAM clearing was not performed (NO in S4204), the effect control unit 300 determines whether the number of times the decorative symbols have changed since the most recent return is a first number or more (S4205). In this embodiment, the first number is 50 times. However, the first number may be any value. If the number of times of change is less than the first number (NO in S4205), the specific time-saving related effect processing is terminated. Note that the condition for the effect control unit 300 to determine that the number of times of change is equal to or greater than the first number may be that the first number of changes has ended or that the first number of changes has started. If the number of changes is equal to or greater than the first number (YES in S4205), the performance control unit 300 determines whether the number of changes of the decorative pattern after restoration is equal to or greater than the second number (S4206). The second number is a number of changes greater than the first number. In this embodiment, the second number is, for example, 101 times. However, the second number may be any value as long as it is a number of changes greater than the first number. Note that the performance control unit 300 may determine that the number of changes is equal to or greater than the second number when the second number of changes has ended or when the second number of changes has started. If the number of changes is less than the second number (NO in S4206), the performance control unit 300 determines whether the number of changes of the decorative pattern after the return is the third number (S4207). In this embodiment, the third number is 100. Note that the performance control unit 300 may determine that the number of changes is the third number as a condition that the third change has ended or that the third change has started.

[0227] If the number of times of change is not the third number (NO in S4207), the effect control unit 300 determines by lottery (for example, at a rate of 1 / 2) whether or not to execute a clear negation effect (S4208). The clear negation effect is an effect that indicates that RAM clearing has not been executed. If it is determined that the clear negation effect will not be executed (NO in S4208), the specific time-saving related effect processing is terminated. If it is determined that a clear negation effect should be executed (YES in S4208), the effect control unit 300 executes a clear negation effect and a remaining number notification effect (S4209). The remaining number notification effect is an effect that notifies the player of the number of variable effects required to reach the specific time-shortened game state.

[0228] If the number of changes is the third number (YES in S4207), the performance control unit 300 determines whether or not the clear negation effect has been executed (S4210). If the clear negation effect has not been executed (NO in S4210), the performance control unit 300 executes the clear negation effect and the remaining number of times notification effect (S4211).

[0229] On the other hand, if RAM clearing was performed when the pachinko gaming machine 100 most recently returned from a power-off state (YES in S4204), the presentation control unit 300 determines whether or not the most recent reset of the number of fluctuations was a reset based on a jackpot (S2105 in FIG. 21) (S4212). If the reset was not based on a jackpot (NO in S4212), the presentation control unit 300 determines whether or not the number of fluctuations after the most recent return from a power-off state of the pachinko gaming machine 100 is the fourth number or more (S4213). The fourth number is a number of fluctuations greater than the first number. In this embodiment, the fourth number is 100. However, the fourth number may be any value as long as it is a number of fluctuations greater than the first number. If the number of fluctuations is less than the fourth number (NO in S4213), the specific time-saving related presentation processing is terminated. In addition, the performance control unit 300 may determine that the number of fluctuations is the fourth number or more as the condition that the fourth number of fluctuations has ended, or that the fourth number of fluctuations has started.

[0230] If the number of times of change is the fourth or more (YES in S4213) or if the most recent reset was a reset based on a jackpot (YES in S4212), the performance control unit 300 determines whether or not the remaining number of times notification performance has been executed (S4214). If the remaining number of times notification performance has not been executed (NO in S4214), the performance control unit 300 executes the remaining number of times notification performance (S4215). Furthermore, if S4206 is YES, if S4210 is YES, after S4209 is executed, after S4211 is executed, if S4214 is YES, or after S4215 is executed, the presentation control unit 300 executes a remaining number update presentation (S4216). The remaining number update presentation is a presentation that notifies the player of the updated number of variable presentations required to enter the specific time-shortened gaming state.

[0231] On the other hand, if the game is not in the normal game state (NO in S4201), the effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is in the specific time-shortened game state (S4217). If the game is not in the specific time-shortened game state (NO in S4217), the specific time-shortened effect processing is terminated. If the specific time-shortened game state is active (YES in S4217), the presentation control unit 300 determines whether or not the first variable presentation in the specific time-shortened game state has yet to begin (S4218). If the first variable presentation has yet to begin (YES in S4218), the presentation control unit 300 determines whether or not there is a hold (S4219). If there is a hold (NO in S4219), the specific time-shortened related presentation processing is terminated. Also, if there is no reserved ball (YES in S4219), the performance control unit 300 starts a right hit notification (S4220). More specifically, the performance control unit 300 starts a notification to prompt the player to shoot the game ball toward the right side of the game area 111.

[0232] On the other hand, if the first variable effect in the specific time-saving game state has started (NO in S4218), the effect control unit 300 determines whether or not the right-hit notification has started (S4221). If the right-hit notification has started (NO in S4221), the specific time-saving related effect processing is terminated. If the right-hit notification has not yet started (YES in S4221), the effect control unit 300 starts the right-hit notification (S4222). Furthermore, the effect control unit 300 executes a specific time-shortened notification effect (S4223). The specific time-shortened notification effect is an effect that notifies the user that the pachinko gaming machine 100 is in a specific time-shortened gaming state.

[0233] FIG. 38 is a flowchart showing the contents of the effect button process (S3613 in FIG. 31(b)). In this effect button processing, the effect control unit 300 first determines whether or not an operation means such as the effect button 161 has been operated by the player during a predetermined acceptance period (a valid operation period, which will be described later) (S4301). Here, operation of an operation means includes when the effect button 161 is pressed so as to move from a non-operation position (a reference position) when not being operated to a predetermined position, thereby turning it ON, and when the center key or surrounding keys of the effect keys 162 are pressed, thereby turning it ON. In addition, if the pachinko gaming machine 100 is provided with an operation device other than the effect button 161 and the effect keys 162, such as a touch panel, this also includes detection of operation of that device. The effect control unit 300 receives operation signals from the controllers of these devices and detects that an operation has been performed. If the operation means such as the effect button 161 is not operated (No in S4301), the effect button processing ends.

[0234] Also, if an operating means such as the effect button 161 is operated (Yes in S4301), the effect control unit 300 sets an effect button command including information indicating the operation content of the operating means in RAM 303 and terminates the effect button processing (S4302).

[0235] 31(b) (S3614), and transmits the command set in RAM 303 in the command reception process and performance button process to image / sound control unit 310 and lamp control unit 320. Then, based on the received command, image / sound control unit 310 and lamp control unit 320 control the image display on image display unit 114, the sound output, the operation of movable prop 115, the illumination of board lamp 116 and frame lamp 157, etc., to execute the set performance.

[0236] [Pre-determined effect pattern table] 39 and 40 are diagrams showing examples of pre-determination effect patterns and table settings used in pre-determination effect pattern selection (S3803) in the pre-determination effect selection process of Fig. 33(a). Fig. 39 shows a pre-determination effect pattern table used when a gaming ball enters the first start slot 121 in the normal gaming state. Fig. 40 shows a pre-determination effect pattern table used when a gaming ball enters the second start slot 122 in the special time-saving gaming state.

[0237] A plurality of pre-determination effect patterns are set in the pre-determination effect pattern table shown in Fig. 39, which is used when a gaming ball enters the first starting hole 121 in a normal gaming state. The pre-determination effect patterns "AA1" to "AA8", "AB1" to "AB6", and "AR1" to "AR21" are associated one-to-one with the pre-determination patterns "JA1" to "JA8", "JB1" to "JB6", and "JR1" to "JR21" set using Fig. 29 above.

[0238] 40, a plurality of pre-determination effect patterns are set in a pre-determination effect pattern table used when a gaming ball enters the second starting hole 122 in the special time-saving gaming state. The pre-determination patterns "JF1" to "JF5," "JG1" to "JG3," and "JH1" to "JH11" set using the above-mentioned FIG. 30 are associated one-to-one with the pre-determination effect patterns "AF1" to "AF3," "AG1" to "AG3," and "AH1" to "AH11."

[0239] Here, the pre-determination effect is an effect that is performed based on the pre-determination process. In addition, the pre-determined effect patterns shown in the figures include "reserved image," "display color," "chance eye," "zone," "gimmick," and "vibration." Note that "-" in each column of the table shown in the figures indicates that the corresponding effect will not be executed.

[0240] Here, the "reserved image" is an image indicating that the right to judge a big win is reserved. The reserved image will be described in detail later. "Display color" refers to the display color of the reserved image. In this embodiment, the display color of the reserved image is changed to notify or suggest to the player the likelihood of winning the jackpot. In this embodiment, one of "white," "blue," "green," "red," and "rainbow" is selected as the display color. For example, the display colors of the reserved images may be set in the order of white, blue, green, red, and rainbow, with the later colors indicating a higher likelihood of winning. Furthermore, a variable effect in which a rainbow-colored reserved image is displayed may be a variable effect in which the result of the special symbol lottery is a jackpot. In other words, a rainbow-colored reserved image may have a 100% likelihood of winning.

[0241] "Chance Eye" indicates the type of chance eye effect. The chance eye effect is an effect that displays a chance eye based on the result of a preliminary determination process. The chance eye is a combination of three decorative symbols of the same predetermined color that include different numbers. The chance eye effect, for example, notifies or suggests that there is a high possibility of a jackpot in the special symbol variation that follows the special symbol variation that initiated the chance eye effect. Furthermore, the chance eye effect may be performed multiple times in multiple variation effects. In the illustrated example, one of "RO1" to "RO3" is executed as the type of chance eye effect. Furthermore, the higher the number in the order of "RO1," "RO2," and "RO3," the higher the expectation level. The chance eye may be any three specific decorative patterns 41 that notify or suggest that there is a high possibility of a jackpot in the special pattern variation following the special pattern variation that initiated the chance eye performance, and the three decorative patterns 41 do not have to be the same color.

[0242] "Zone" refers to a zone effect. The zone effect is, for example, an effect that makes you expect a jackpot when a special symbol changes. The zone effect that is performed based on the results of the preliminary determination may be an effect that makes you expect a jackpot when a special symbol changes that started the zone effect, or an effect that makes you expect a jackpot when a special symbol changes after the special symbol change that started the zone effect.

[0243] "Gem" refers to a gem effect. The gem effect is an effect in which the movable gem 115 moves. The gem effect performed based on the result of the preliminary determination may be an effect that makes the player hope for a jackpot in the special symbol variation that started the gem effect, or may be an effect that makes the player hope for a jackpot in the special symbol variation that follows the special symbol variation that started the gem effect.

[0244] "Vibration" refers to a vibration effect. The vibration effect is an effect that vibrates the effect button 161. The vibration effect that is performed based on the result of the preliminary determination is an effect that makes the player expect a jackpot in the special pattern variation that follows the special pattern variation that started the vibration effect.

[0245] The performance control unit 300 determines a pre-determination performance pattern based on the tables shown in Figures 39 and 40. Specifically, the performance control unit 300 selects a pre-determination performance pattern corresponding to the pre-determination pattern set in the pre-determination process (see Figure 28) based on the tables shown in Figures 39 and 40. For example, in Figure 39, if the "judgment result" is "miss" and the pre-determination pattern is "JR6," "AR6" is selected as the pre-determination effect pattern. In this pre-determination effect pattern "AR6," a "reserved image," a "display color," a "chance number," a "zone," and a "gimmick" are set. That is, in the pre-determination effect pattern "AR6," a "reserved image" is displayed, the "display color" becomes "blue," "RO1" is executed as the "chance number," a zone effect is executed, and "CH1" is executed as the "gimmick."

[0246] Furthermore, in this embodiment, there is no pre-determination effect pattern table provided to be used when a gaming ball enters the first start port 121 in the special time-shortened gaming state. That is, in this embodiment, when a gaming ball enters the first start port 121 in the special time-shortened gaming state, no pre-determination effect is performed. However, there may be provided a pre-determination effect pattern table to be used when a gaming ball enters the first start port 121 in the special time-shortened gaming state. Then, the effect control unit 300 may use this pre-determination effect pattern table to perform a pre-determination effect when a gaming ball enters the first start port 121 in the special time-shortened gaming state.

[0247] [Variable performance pattern table] Figures 41 and 42 are diagrams showing examples of variable presentation patterns and table settings used in variable presentation pattern selection (S3813) in the presentation selection process of Figure 33(b). Note that Figure 41 shows a variable presentation pattern table used when a variable presentation is performed based on winning at the first start port 121 in the normal gaming state. Also, Figure 42 shows a variable presentation pattern table used when a variable presentation is performed based on winning at the second start port 122 in the special time-saving gaming state.

[0248] A plurality of variable presentation patterns are set in the variable presentation pattern table used when a variable presentation is performed based on a winning entry into the first starting hole 121 in the normal gaming state, as shown in Fig. 41. Variable presentation patterns "EA1" to "EA8", "EB1" to "EB6", and "ER1" to "ER21" correspond one-to-one to the variable presentation patterns "PA1" to "PA8", "PB1" to "PB6", and "PR1" to "PR21" set using Fig. 24 above.

[0249] Furthermore, a plurality of variable presentation patterns are set in the variable presentation pattern table used when a variable presentation is performed based on winning at the second starting hole 122 in the special time-saving gaming state, as shown in Fig. 42. Variable presentation patterns "PF1" to "PF5," "PG1" to "PG3," and "PH1" to "PH11" set using Fig. 25 above are associated one-to-one with variable presentation patterns "EF1" to "EF5," "EG1" to "EG3," and "EH1" to "EH11."

[0250] Here, the variable effect is an effect that notifies the result of the special pattern lottery (i.e., whether or not a jackpot has been won) in a dramatic manner by displaying the effect pattern in a variable manner and then stopping it. In addition, the variable presentation patterns shown in the figure include "final display color," "pseudo excitement," "pseudo consecutive number of times," "reach excitement," "normal," "SP reach," "SPSP reach," "zone excitement," "zone," "development excitement," "development," "gimmick," "button," "vibration," "promotion excitement," "promotion," and "revival." Note that "-" in each column of the table shown indicates that the corresponding presentation will not be executed.

[0251] Here, the "final display color" refers to the final display color of the variable image (described later). In this embodiment, the display color of the variable image is changed to notify or suggest to the player the probability of winning the jackpot. In the illustrated example, one of "white," "blue," "green," "red," and "rainbow" is selected as the final display color. For example, the display colors of the variable image may be set in the order of white, blue, green, red, and rainbow, with the later colors indicating a higher probability of winning. Furthermore, a variable effect in which a rainbow-colored variable image is displayed may be a variable effect in which the result of the special symbol lottery is a jackpot. In other words, a rainbow-colored variable image may have a probability of winning of 100%.

[0252] "Pseudo-stimulation" refers to a pseudo-sequential stimulation effect. A pseudo-sequential stimulation effect is an effect that stimulates the execution of a pseudo-sequential effect (pseudo-sequential effect). A pseudo-sequential effect is an effect that makes it appear as if multiple decorative symbol variations are occurring during the variation display of one variation of a special symbol (one variation effect). In a pseudo-sequential effect, the effect control unit 300 varies the decorative symbol before entering a reach state, then temporarily stops the decorative symbol, and then resumes the variation display of the decorative symbol. In other words, in a pseudo-sequential effect, after the decorative symbol begins to vary, the decorative symbol temporarily stops and re-varies a set number of times, and then finally stops, thereby completing the variation display of one variation of the special symbol. Here, a temporary stop is a pseudo-stop state in which the symbol appears to be stopped at first glance, but in reality, the symbol is slightly fluctuating. In other words, a temporary stop of a symbol is treated as a continuous variation in terms of game control. Here, the term "stop" includes not only a fixed stop but also a provisional stop. The fixed stop of the symbol refers to a state in which the special symbol stops as a fixed symbol in the variable display of one variation of the special symbol. In the pseudo consecutive performance, the performance control unit 300 may start the variable display of the decorative symbols again after the reach state is reached. Furthermore, in the pseudo consecutive performance, after starting the variation of the decorative symbols (variation performance), the performance control unit 300 may start the variable display of the decorative symbols again without temporarily stopping the decorative symbols.

[0253] Here, the "pseudo consecutive number of times" is the number of times of pseudo consecutive effects. In the illustrated example, the "pseudo consecutive number of times" is set to "-", "1", "2", or "3", i.e., between 0 and 3 times. The pseudo consecutive number of times is also set in association with the expectation (reliability) of the degree to which a jackpot is expected to occur. In other words, the higher the pseudo consecutive number of times, the higher the expectation is set.

[0254] "Reach stimulation" indicates the type of reach stimulation effect. A reach stimulation effect is an effect that stimulates the execution of a reach effect. In the example shown, either "RE1" or "RE2" is executed as the type of reach stimulation effect. Furthermore, in the order of "RE1" and "RE2", the larger the number, the higher the expectation that a reach effect will be executed (if the reach stimulation effect is successful). "Normal" indicates the type of normal reach effect. In the illustrated example, one of "N1", "N2", and "N3" is executed as the reach effect type. In addition, the higher the number in the order of "N1", "N2", and "N3", the higher the expectation level is set. "SP Reach" indicates the type of SP Reach effect. In the illustrated example, one of "SP1", "SP2", and "SP3" is executed as the type of SP Reach effect. In addition, the higher the number in the order of "SP1", "SP2", and "SP3", the higher the expectation level. "SPSP Reach" refers to the SPSP Reach performance.

[0255] "Zone hype" refers to a zone hype effect. The zone hype effect is an effect that hypes up the execution of a zone effect. "Zone" indicates a zone effect. "Development provocation" refers to a development provocation effect. A development provocation effect is an effect that encourages the execution of a development effect. Also, a development effect is an effect that suggests or notifies that the game will develop into an SPSP reach. "Development" indicates developmental performance.

[0256] "Gem" refers to a gem performance. More specifically, "before temporary stop" of "Gem" refers to a gem performance that is performed before the decorative pattern temporarily stops in the variable performance, and "after temporary stop" of "Gem" refers to a gem performance that is performed after the decorative pattern temporarily stops in the variable performance.

[0257] "Button" refers to a button effect. More specifically, "before temporary stop" of "button" refers to a button effect that is performed before a decorative symbol temporarily stops in a variable effect, and "after temporary stop" of "button" refers to a button effect that is performed after a decorative symbol temporarily stops in a variable effect. Also, a button effect is an effect that prompts a player to operate the effect button 161. The button effect may be executed based on the result of a pre-determination process. The button effect that is performed based on the result of the pre-determination may be an effect that encourages a player to expect a jackpot in the special symbol variation that started the button effect, or may be an effect that encourages a player to expect a jackpot in the special symbol variation that follows the special symbol variation that started the button effect.

[0258] "Vibration" refers to a vibration effect. More specifically, "before temporary stop" of "vibration" refers to a vibration effect that is performed before the decorative symbol temporarily stops in the variable effect, and "after temporary stop" of "vibration" refers to a vibration effect that is performed after the decorative symbol temporarily stops in the variable effect. Also, the vibration effect is an effect that vibrates the effect button 161. The vibration effect may be performed based on the preliminary determination result by the preliminary determination process. The vibration effect performed based on the preliminary determination result is an effect that makes the player hope for a jackpot in the special symbol variation following the special symbol variation that started the vibration effect. In other words, the vibration effect may be an effect that suggests or notifies the player of the degree of expectation in one or more variable effects.

[0259] The "promotion teaser" refers to a promotion teaser effect. The promotion teaser effect is an effect in which a decorative symbol indicating that the result of the special symbol lottery is a jackpot is temporarily stopped, and then the decorative symbol is changed to a decorative symbol indicating that the player will be in a more advantageous gaming state. "Promotion" refers to a promotion effect. The promotion effect is an effect in which a decorative symbol indicating that the result of the special symbol lottery is a jackpot is temporarily stopped, and then changed to a decorative symbol indicating that the player will be in a more advantageous gaming state. In this promotion effect, for example, after the decorative symbol "444" is temporarily stopped, the decorative symbol "777" is displayed as the stopped symbol. The "revival" refers to a revival effect. The revival effect is an effect in which the decorative symbols 41 of the losing numbers are temporarily stopped, and then the decorative symbols 41 of the double numbers are stopped.

[0260] The performance control unit 300 determines the variable performance pattern based on the tables shown in Figures 41 and 42. Specifically, the performance control unit 300 selects a variable performance pattern corresponding to the variable pattern set in the variable pattern selection process (see Figure 15) based on the tables shown in Figures 41 and 42. For example, in FIG. 41, when the "jackpot symbol" is "jackpot symbol A" and the variation pattern is "PA1", "EA1" is selected as the variation effect pattern. In this variation effect pattern "EA1", "pseudo-stimulation", "reach stimulation", "zone stimulation", "promotion", and "revival" are set to "-". In other words, when "EA1" is selected as the variation effect pattern, the pseudo-stimulation effect, reach stimulation effect, zone stimulation effect, promotion effect, and revival effect are not executed. In addition, in the variable performance pattern "EA1," "red" is displayed as the "final display color," "2" is executed as the "pseudo consecutive number of times," "N2" is executed as "normal," "SP2" is executed as the "SP reach," "SPSP reach" is executed, "zone" is executed, "development teaser" and "development" are executed, "devices" "before the temporary stop" and "after the temporary stop" are executed, "buttons" "before the temporary stop" and "after the temporary stop" are executed, "vibration" "before the temporary stop" and "after the temporary stop" are executed, and "promotion teaser" is executed.

[0261] In this embodiment, as will be described later, the performance control unit 300 controls one of a plurality of stages (performance modes), but the same variable performance pattern table shown in Figures 41 and 42 is used regardless of the stage. However, different variable performance pattern tables may be used for each stage.

[0262] [Produced image] Next, the effect image that the effect control unit 300 causes the image display unit 114 to display will be described. 43, the effect image is displayed on the image display unit 114 under the control of the effect control unit 300. In this embodiment, the effect image displayed on the image display unit 114 includes a decorative pattern 41, a volume image 42, a light intensity image 43, a variable image 51, a reserved image 52, a reserved number display 55, a small pattern 56, a stage image 61, a stage notification image 501, and a variable number image 502. Further, the image display unit 114 displays a first right hit image 503, a time-saving remaining number image 504, a customer waiting volume image 44, a customer waiting light intensity image 45, a menu promotion image 46, a menu image 505, a demo image 506, a first left hit image 47, a second left hit image 48, a second right hit image 507, a first precursory emphasis image 508, a button image 509, a first post-operation emphasis image 510, a second post-operation emphasis image 511, a third post-operation emphasis image 512, a second precursory emphasis image 513, a first during-operation emphasis image 514, a fourth post-operation emphasis image 515, a fourth post-operation emphasis image 516, a fifth post-operation emphasis image 517, a sixth post-operation emphasis image 518, a sixth post-operation emphasis image 519, a seventh post-operation emphasis image 520, a eighth post-operation emphasis image 521, a eighth post-operation emphasis image 522, a eighth post-operation emphasis image 523, a eighth post-operation emphasis image 524, a eighth post-operation emphasis image 525, a eighth post-operation emphasis image 526, a eighth post-operation emphasis image 527, a eighth post-operation emphasis image 528, a eighth post-operation emphasis image 529, a eighth post-operation emphasis image 530, a eighth post-operation emphasis image 531, a eighth post-operation emphasis image 532, a eighth post-operation emphasis image 533, a eighth post-operation emphasis image 534, a eighth post-operation emphasis image 535, a eighth post-operation emphasis image 536, a eighth post-operation emphasis image 537, a eighth post-operation emphasis Enhanced image 515, 5th enhanced image after operation 516, 6th enhanced image after operation 517, 3rd omen enhanced image 518, 7th enhanced image after operation 519, 8th enhanced image after operation 520, 9th enhanced image after operation 521, 10th enhanced image after operation 522, 11th enhanced image After-operation emphasized image 523, 12th after-operation emphasized image 524, 13th after-operation emphasized image 525, 14th after-operation emphasized image 526, 4th omen-enhanced image 527, 15th after-operation emphasized image 528, 16th after-operation emphasized image 529, 5th omen-enhanced image 530 , 2nd operation highlighted image 531, 17th operation highlighted image 532, 18th operation highlighted image 533, 6th precursor highlighted image 534, 19th operation highlighted image 535, 1st zone start image 536, 1st zone execution image 537, 2nd zone start image 538, 2nd zone execution image 613, reach line image 539, reach suggestion image 540, reach highlighted image 541, 1st reach eye highlighted image 542, 2nd reach eye highlighted image 543, 3rd reach eye highlighted image 544, 4th reach eye highlighted image Image 545, 5th reach-eye emphasized image 546, 6th reach-eye emphasized image 547, 7th reach-eye emphasized image 548, 8th reach-eye emphasized image 549, 9th reach-eye emphasized image 550, 1st role emphasized image 551, SP reach image 552, development image 584, development emphasized image 554, 2nd role emphasized image 555, SPSP start image 556, 1st start emphasized image 557, 2nd start emphasized image 558, 3rd start emphasized image 559, 4th start emphasized image 560, SPSP during suggestion image 561,First execution highlighted image 562, second execution highlighted image 563, third execution highlighted image 564, fourth execution highlighted image 565, first jackpot highlighted image 566, second jackpot highlighted image 567, third jackpot highlighted image 568, fourth jackpot highlighted image 569, fifth jackpot highlighted image 570, first button post image 571, first stop highlighted image 572, second stop highlighted image 573, third stop highlighted image 574, fourth stop highlighted image 575, second button post image 576, third button post image Image 577, 5th stop emphasis image 578, 6th stop emphasis image 579, image after 4th button 580, pseudo consecutive image 581, pseudo consecutive image 582, re-change notification image 583, 1st development teaser emphasis image 585, switching image 586, chance number emphasis image 587, 1st start emphasis image 588, image after 5th button 589, image after 6th button 590, 1st double number emphasis image 591, promotion teaser emphasis image 592, jackpot start image 593, round number image 594, round in progress image 59 5. Time-saving start image 596, 1st reach tease emphasis image 597, 2nd double-digit emphasis image 598, revival image 599, special effect image 600, 7th button post image 601, 7th stop emphasis image 602, 8th stop emphasis image 603, 9th stop emphasis image 604, 10th stop emphasis image 605, 8th button post image 606, 9th button post image 607, 11th stop emphasis image 608, 12th stop emphasis image 609, 2nd development tease emphasis image 610, 2nd start emphasis image 611, 10th button After button press image 612, third doublet emphasized image 614, fourth doublet emphasized image 615, thirteenth stop emphasized image 616, second reach teaser emphasized image 617, first transition image 618, eleventh button press image 619, fifth doublet emphasized image 620, twelfth button press image 621, second transition image 622, result image 623, fourteenth stop emphasized image 624, third reach teaser emphasized image 625, sixth doublet emphasized image 626, preparation in progress image 627, and jackpot notification image 628 may be displayed.

[0263] (Decorative design 41) As shown in FIG. 43(1), three decorative symbols 41 are displayed on the image display unit 114. When describing each of the three decorative symbols 41 individually, the symbol located on the left side may be referred to as the "left decorative symbol 41," the symbol located in the center as the "middle decorative symbol 41," and the symbol located on the right side as the "right decorative symbol 41." When describing the left decorative symbol 41 and the right decorative symbol 41 together, they may be referred to as the "left and right decorative symbols 41." When describing the left decorative symbol 41, the middle decorative symbol 41, and the right decorative symbol 41 together, they may be referred to as the "three decorative symbols 41." When describing the left decorative symbol 41, the middle decorative symbol 41, and the right decorative symbol 41 together, they may be referred to as the "three decorative symbols 41," they may be referred to as the "left decorative symbol 41" and the "reach ... Furthermore, three decorative patterns 41 with matching numbers are sometimes referred to as "double-digit decorative patterns 41."

[0264] In this embodiment, the display modes of the decorative pattern 41 include a highly decorative display mode in which character images are displayed in addition to letters such as numbers (see Figures 43(1) and (3)), and a less decorative display mode in which letters such as numbers are displayed as the main feature (see Figures 43(5) and (7), Figure 153(18), etc.). The images of characters and the like provided in the highly decorative decorative pattern 41 are different for each character of the decorative pattern 41, and the pattern can be identified by the images of these characters and the like. Furthermore, the less decorative decorative pattern 41 has a higher proportion of the area occupied by the characters in the decorative pattern 41 compared to the highly decorative decorative pattern 41. Here, the display mode of the decorative symbols 41 is switched according to changes in the game state or the progress of the presentation, etc. Details will be described later, but for example, decorative symbols 41 with low decorativeness are displayed in SP reach presentations, SPSP reach presentations, and time-saving game states, etc., and decorative symbols 41 with high decorativeness are displayed in other cases. In addition to letters such as numbers, simple pictures, images of characters, etc. may also be displayed on the low-decorative decorative pattern 41. In other words, the "low-decorative decorative pattern 41" shown in Figures 43(5), (7), 153(18), etc. may be less decorative than the "highly decorative decorative pattern 41" shown in Figures 43(1), (3), etc.

[0265] In the variable performance, the performance control unit 300 displays three decorative symbols 41 in a variable manner, for example, by vertical scrolling (scrolling downwards), and then temporarily stops the left decorative symbol 41 (for example, the number "4"), then the right decorative symbol 41 (for example, the number "2"), and then the center decorative symbol (for example, the number "1"). After all decorative symbols 41 have been temporarily stopped in this manner, all decorative symbols 41 are finally stopped in accordance with the stopped display of the special symbols. The combination "412" of the stopped decorative symbols 41 shown in Figure 43(1) is an example of a combination when the result of the special symbol lottery is a loser. The decorative symbols 41 are also an example of a performance symbol.

[0266] (Volume Image 42) 43(1), a volume image 42 is displayed on the image display unit 114. The volume image 42 is an image that indicates the volume set in the performance control unit 300 as the volume of the sound output from the speaker 156. The volume image 42 will be described in detail later.

[0267] (Light intensity image 43) 43(1), a light intensity image 43 is displayed on the image display unit 114. The light intensity image 43 is an image showing the size set in the performance control unit 300 as the light intensity of light emitted by the board lamp 116, the frame lamp 157, the movable role object 115, and the performance button 161. The light intensity image 43 will be described in detail later.

[0268] (Variable image 51) As shown in Figure 43 (1), the image display unit 114 displays a variable image 51 indicating that the special symbol is being displayed in a variable manner (the performance symbol is being displayed in a variable manner) by the special symbol variable control unit 233 (see Figure 6, etc.). In other words, the variable image 51 is displayed as an image related to the variable display of the special symbol while the variable display of the special symbol is in progress. When the variable display of the special symbol begins, the variable image 51 is displayed in the area where the variable image 51 is displayed (in the illustrated example, the lower side of the display area of ​​the image display unit 114), and the display disappears when the special symbol is displayed in a static manner. In the illustrated example, the variable image 51 has a spherical shape. Also, a variable base is displayed in the area where the variable image 51 is displayed. The variable image 51 may be erased (not displayed) when the variable performance ends, or may be erased (not displayed) before the variable performance ends (during the variable performance).

[0269] The variable image 51 changes its display mode, such as its display color, to notify or suggest the probability of winning the jackpot. Furthermore, if the result of the special symbol lottery is a jackpot, a color with a higher probability of winning is displayed than if the result is a loss.

[0270] (Reserved Image 52) As shown in Fig. 43(1), the image display unit 114 displays the reserved image 52 based on the information of the memory area corresponding to the reserved ball at this time in the RAM 303 (see Fig. 4, etc.). In other words, the reserved image 52 is an image indicating that the right to determine the big win is reserved. In addition, in this embodiment, the display mode of the reserved image 52 on the screen is determined based on the result of the preliminary determination process. The reserved image 52 has a smaller display size than the variable image 51. In the illustrated example, the reserved image 52 has a spherical shape. A reserved base is displayed in the area where the reserved image 52 is displayed. The variable base of the variable image 51 and the reserved base of the variable image 52 are displayed in different ways.

[0271] When the colors of the variable image 51 and the reserved image 52 are set to white, blue, green, red, or rainbow, they may be set so that the later the order, the higher the expectation. Also, the expectation of the rainbow-colored variable image 51 and the rainbow-colored reserved image 52 may be 100%. Note that, hereinafter, the display mode of the white variable image 51 and the display mode of the white reserved image 52 may be referred to as the normal display mode.

[0272] Here, as described above, a maximum of four reserve images 52 are generated by winning the first starting port 121. Therefore, a maximum of four reserve images 52 are displayed on the image display unit 114 by winning the first starting port 121. In addition, in this embodiment, the multiple reserve images 52 generated by winning the first starting port 121 are displayed in an area to the left of the variable image 51 in order from a position closer to the variable image 51 to a position farther away, that is, from the right side to the left side.

[0273] Although detailed description will be omitted, a maximum of four reserved images 52 are also generated by a winning game ball entering the second starting hole 122. Therefore, a maximum of four reserved images 52 are displayed on the image display unit 114 by a winning game ball entering the second starting hole 122. In this embodiment, the multiple reserved images 52 generated by a winning game ball entering the second starting hole 122 are displayed in an area to the right of the variable image 51, in order from a position closer to the variable image 51 to a position farther away, that is, from left to right. In this embodiment, the variable image 51 and the reserved image 52 are basically configured in the same or similar form. However, the variable image 51 and the reserved image 52 may be configured in different forms. Furthermore, the variable image 51 and the reserved image 52 displayed upon winning at the first start port 121 may have a different display form from the variable image 51 and the reserved image 52 displayed upon winning at the second start port 122.

[0274] In addition, in the following explanation, the maximum four reserved images 52 that are displayed may be referred to as the "first reserved image 52," the "second reserved image 52," the "third reserved image 52," and the "fourth reserved image 52," respectively, in order of their proximity to the variable image 51.

[0275] (Pending number display 55) As shown in Figure 43 (1), the image display unit 114 displays a reserved number display 55 based on information in the memory area corresponding to reserved balls in RAM 303 (see Figure 4, etc.). This reserved number display 55 is an image showing the reserved number. Here, the reserved image 52 displayed on the image display unit 114 changes in number depending on the reserved number for winning at the first start port 121 and the second start port 122. In the reserved number display 55, the reserved number for winning at the first start port 121 is displayed on the left side, and the reserved number for winning at the second start port 122 is displayed on the right side.

[0276] (Small design 56) As shown in Figure 43 (1), the image display unit 114 displays a small symbol 56, which indicates that the special symbol is being variably displayed (the decorative symbol 41 is being variably displayed) by the special symbol variability control unit 233 (see Figure 6, etc.) based on winning at the first start gate 121 or the second start gate 122. This small symbol 56 is controlled by the performance control unit 300, and is variably displayed in accordance with the variably displayed special symbol, and is stationary in accordance with the stationary display of the special symbol.

[0277] In the illustrated example, the small patterns 56 are three images corresponding to the decorative patterns 41, and are displayed on the right side of the image display area of ​​the image display unit 114. The small patterns 56 are displayed as images smaller in size than the decorative patterns 41. As described above, the decorative patterns 41 may be displayed in a highly decorative display mode or a less decorative display mode, but the small patterns 56 are displayed only in a less decorative display mode that mainly consists of text. However, the small patterns 56 may also be displayed in a display mode that displays images such as pictures and characters in addition to text. In other words, the small patterns 56 may be less decorative than the highly decorative decorative patterns 41.

[0278] The small symbol 56 is displayed (vertically scrolled) in a manner that indicates that the special symbol is being displayed in a changing manner in response to a winning entry into the first starting slot 121 or the second starting slot 122. In the small symbol 56, while scrolling, number images are displayed in increments of 1 from "1" to "9", and then the display is repeated, incrementing by 1 from "1" again. Then, when the special symbol is displayed in a stopped state, the small symbol 56 is displayed in a stopped state. In the illustrated example, the number indicated by the stopped small symbol 56 matches the number indicated by the decorative symbol 41. To explain further, in the example of FIG. 43(1), the number corresponding to "412" of the decorative symbol 41 is displayed as the small symbol 56. The small symbol 56 can also be regarded as a performance symbol.

[0279] (Stage image 61) As shown in Fig. 43(1), a stage image 61 is displayed on the image display unit 114 as a background for the decorative pattern 41, etc. This stage image 61 is, for example, an image (stage, etc.) related to the content (idols, anime characters, etc.) that is the subject of the pachinko gaming machine 100. In the illustrated example, a space-themed moving image is displayed as the stage image 61. Furthermore, the stage image 61 in this embodiment is an image that is played in a loop. More specifically, an image within a partial area (selected area) of the entire image (entire image) that forms the background of the decorative pattern 41, etc., is displayed on the image display unit 114 as the stage image 61. The selected area moves in one direction over time, and when it reaches the end of the entire image, it moves in the opposite direction, repeating this process (looping). As a result, the stage image 61 displayed on the image display unit 114 changes over time, and the same image is repeated at regular intervals.

[0280] In this embodiment, the presentation control unit 300 selects one of the presentation modes and executes a variable presentation in the selected presentation mode. The presentation control unit 300 then displays the stage image 61 in a display mode corresponding to the selected presentation mode. A presentation mode in this embodiment is provided for each game state of the pachinko gaming machine 100. Each time the game state of the pachinko gaming machine 100 is switched, the presentation control unit 300 sets the presentation mode corresponding to the switched game state and displays the stage image 61 in a display mode corresponding to the set presentation mode. Furthermore, when a variable presentation in one presentation mode has been performed a predetermined number of times, the presentation control unit 300 switches the presentation mode and displays the stage image 61 in a display mode corresponding to the switched presentation mode. Therefore, the presentation mode can also be considered as a stage displayed in the stage image 61. The stage image 61 (the display mode of the stage image 61) may also be switched when a specific variable presentation (e.g., a variable presentation in which an SP reach or SPSP reach presentation is performed) is performed. In this embodiment, the stage image 61 is displayed on a layer behind other performance images such as the decorative pattern 41, volume image 42, light intensity image 43, variable image 51, hold image 52, hold number display 55, small pattern 56, etc.

[0281] (Stage announcement image 501) 43(1), a stage notification image 501 is displayed on the image display unit 114. The stage notification image 501 is an image that notifies or suggests the stage that has been set in the performance control unit 300. In the example shown, the stage notification image 501 displays the text "Space" that notifies or suggests the stage that has been set in the performance control unit 300.

[0282] (Image of number of changes 502) As shown in Fig. 43(1), a variation count image 502 is displayed on the image display unit 114. The variation count image 502 is an image that notifies or suggests the number of times the variation effect has been executed in the normal gaming state (the number of times the special symbol has varied). In the example shown, the variation count image 502 displays the text "10 games", which includes the number of times the variation effect has been executed in the normal gaming state (the number of times the special symbol has varied).

[0283] (First right-hand shot image 503) As shown in FIG. 43(5), the image display unit 114 displays a first right-hit image 503. The first right-hit image 503 is an image for encouraging the player to shoot the game ball toward the right side of the game area 111. In the illustrated example, the first right-hit image 503 displays an arrow mark pointing to the right. The first right-hit image 503 is displayed, for example, during a jackpot game and in a time-saving game state. The first right-hit image 503 will be described in detail later.

[0284] (Image 504 of remaining time reduction) As shown in Fig. 43(5), the image display unit 114 displays a time-saving remaining number image 504. The time-saving remaining number image 504 is an image that indicates the remaining number of special symbol lotteries in the time-saving game state (the remaining number of variable effects in the time-saving game state). In the example shown, the time-saving remaining number image 504 displays the text "90 more," which indicates that the remaining number of special symbol lotteries in the special time-saving game state is 90.

[0285] (Picture 44: Waiting volume) 52(2), a customer waiting volume image 44 is displayed on the image display unit 114. The customer waiting volume image 44 is an image that indicates the volume of the sound output from the speaker 156 when the restaurant is in a customer waiting state, which is set in the performance control unit 300. The customer waiting volume image 44 will be described in detail later.

[0286] (Photo 45: Light intensity while waiting for customers) As shown in Fig. 52(2), a customer waiting light intensity image 45 is displayed on the image display unit 114. The customer waiting light intensity image 45 is an image that indicates the size set in the performance control unit 300 as the light intensity of the light emitted by the board lamp 116, the frame lamp 157, the movable prop 115, and the performance button 161 when the machine is in a customer waiting state. The customer waiting light intensity image 45 will be described in detail later.

[0287] (Menu promotion image 46) As shown in FIG. 52(2), a menu promotion image 46 is displayed on the image display unit 114. The menu promotion image 46 is an image that prompts the user to perform an operation to display a menu image 505, which will be described later. In the example shown, the menu promotion image 46 displays an image that resembles the effect button 161 and the text "Display menu by operation." The menu promotion image 46 will be described in detail later.

[0288] (Menu image 505) As shown in FIG. 52(6), menu image 505 is displayed on image display unit 114. Menu image 505 is an image showing performance items that can be set in performance control unit 300. Menu image 505 is displayed over the entire display area of ​​image display unit 114. However, menu image 505 may be displayed in a portion of the display area of ​​image display unit 114 and not in the other portion.

[0289] (Demo image 506) As shown in FIG. 52(8), a demo image 506 is displayed on the image display unit 114. The demo image 506 is an image for advertising the pachinko gaming machine 100 when it is in a waiting state for customers. The demo image 506 is displayed over the entire display area of ​​the image display unit 114. However, the demo image 506 may be displayed in a portion of the display area of ​​the image display unit 114 and not in the other portion. The demo image 506 may also be a moving image. In the illustrated example, a moving image related to the content that is the subject of the pachinko gaming machine 100 is displayed as the demo image 506.

[0290] (First left-handed image 47) As shown in FIG. 54(2), the image display unit 114 displays a first left-hit image 47. The first left-hit image 47 is an image for encouraging the player to shoot the game ball toward the left side of the game area 111. In the illustrated example, the text "Hit Left" is displayed as the first left-hit image 47. The first left-hit image 47 will be described in detail later.

[0291] (2nd left-handed image 48) As shown in FIG. 54(8), the image display unit 114 displays a second left-handed hit image 48. The second left-handed hit image 48 is an image for encouraging the player to shoot the game ball toward the left side of the game area 111. In the example shown, the text "Hit Left" is displayed as the second left-handed hit image 48. The second left-handed hit image 48 is also larger in display size than the first left-handed hit image 47. The second left-handed hit image 48 will be described in detail later.

[0292] (Second right-hand shot image 507) As shown in Figure 58 (2), the image display unit 114 displays a second right hit image 507. The second right hit image 507 is an image for encouraging the player to shoot the game ball toward the right side of the game area 111. In the example shown, the text "Right Hit" is displayed as the second right hit image 507. The second right hit image 507 is also larger in display size than the first right hit image 503. The second right hit image 507 will be described in detail later.

[0293] (First precursory image 508) As shown in Figure 60(1), first precursor emphasis image 508 is displayed on image display unit 114. First precursor emphasis image 508 is an image that emphasizes that a button effect will be executed as a precursor to the button effect. In other words, first precursor emphasis image 508 is an image that emphasizes that button image 509 (see Figure 60(2)), which will be described later, will be displayed as a precursor to the display of button image 509. In the illustrated example, an image that imitates light is displayed as first precursor emphasis image 508.

[0294] (Button image 509) As shown in FIG. 60(2), a button image 509 is displayed on the image display unit 114. The button image 509 is an image that emphasizes the promotion of operating the effect button 161. The button image 509 is displayed when a button effect is being executed. The display of this button image 509 allows the player to recognize that it is time to operate the effect button 161. In the illustrated example, an image that resembles the effect button 161 and a gauge that indicates the valid operation period are displayed as the button image 509. The valid operation period is the period during which the operation of the effect button 161 is accepted by the effect control unit 300 as valid. The button image 509 is displayed during the valid operation period, and if the effect button 161 is operated between the display of the button image 509 and the expiration of the valid operation period, a predetermined effect is executed. The button image 509 will be described in detail later.

[0295] (Enhanced image 510 after the first operation) As shown in FIG. 61 (10), a first post-operation emphasis image 510 is displayed on the image display unit 114. The first post-operation emphasis image 510 is an image that emphasizes that the effect button 161 has been operated when a button effect is being executed. In other words, the first post-operation emphasis image 510 is an image that is displayed in response to the operation of the effect button 161 when a button effect is being executed. In the illustrated example, an image that imitates light is displayed as the first post-operation emphasis image 510.

[0296] (Enhanced image 511 after second operation) As shown in FIG. 61 (11), a second post-operation emphasis image 511 is displayed on the image display unit 114. The second post-operation emphasis image 511 is an image that emphasizes that the effect button 161 has been operated when a button effect is being executed. In other words, the second post-operation emphasis image 511 is an image that is displayed in response to the operation of the effect button 161 when a button effect is being executed. In the illustrated example, an image that imitates light is displayed as the second post-operation emphasis image 511.

[0297] (3rd operation enhanced image 512) As shown in FIG. 61 (12), a third post-operation emphasis image 512 is displayed on the image display unit 114. The third post-operation emphasis image 512 is an image that emphasizes that the effect button 161 has been operated when a button effect is being executed. In other words, the third post-operation emphasis image 512 is an image that is displayed in response to the operation of the effect button 161 when a button effect is being executed. In the illustrated example, an image that imitates light is displayed as the third post-operation emphasis image 512.

[0298] (Second precursory image 513) As shown in FIG. 63(1), second precursor emphasis image 513 is displayed on image display unit 114. Second precursor emphasis image 513 is an image that emphasizes that a button effect will be executed as a precursor to the button effect. In other words, second precursor emphasis image 513 is an image that emphasizes that button image 509 will be displayed as a precursor to the display of button image 509. In the illustrated example, an image that imitates light is displayed as second precursor emphasis image 513.

[0299] (First operation highlighted image 514) As shown in FIG. 63(4), a first operation-in-progress highlight image 514 is displayed on the image display unit 114. The first operation-in-progress highlight image 514 is an image that emphasizes that the effect button 161 is being operated when the button effect is being executed. In other words, the fir...

Claims

[Claim 1] A gaming machine capable of executing a special game advantageous to a player, a first control means for controlling the progress of a game; a second control means for controlling the performance; The first control means It is possible to make a judgment according to the game information, It is possible to display the special symbols in a variable manner and then stop them. The second control means It can be set to either a first mode or a second mode, It is possible to display information display according to the game information, A predetermined character image can be displayed, It is possible to perform a role production that operates a movable role, There are first operating means and second operating means, An operation prompting effect is executed to prompt an operation of the first operating means, A specific notification regarding the operation of the second operating means can be executed, The specific notification can be executed during the operation prompting performance, The sound that is produced during the execution of the operation prompting effect can be made different between when the first mode is set and when the second mode is set, The notification sound for the specific notification can be made common when the first mode is set and when the second mode is set, It is possible to execute a variable effect in which the effect pattern is displayed in a variable manner and then stopped. In the variation performance, a vibration performance can be executed in which the first operating means is vibrated, When the vibration effect is executed, an emphasis effect that emphasizes the first operating means can be executed, The vibration effects include a first vibration effect and a second vibration effect having a vibration mode different from that of the first vibration effect, When the first vibration effect is executed and when the second vibration effect is executed, the performance mode of the emphasis effect can be made different, and the notification mode of the specific notification can be made common. In the highlighting effect, a light emitting effect can be executed, In the light-emitting performance, a first light-emitting performance that emits light in a first cycle and a second light-emitting performance that emits light in a second cycle different from the first cycle can be executed, In the operation prompting performance, a display that periodically changes the operation image can be executed, The display that periodically changes the operation image includes a first display that can be executed in a first cycle, a second display that can be executed in the first cycle, and a third display that can be executed in a second cycle that is different from the first cycle, and the first display, the second display, and the third display can be displayed simultaneously in this gaming machine.

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