gaming machines

The gaming machine enhances player engagement by using lotteries and performance controls to transition players to advantageous game states, addressing the lack of engaging experiences in existing machines.

JP7785346B2Active Publication Date: 2025-12-15SANSEI R&D KK
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Patent Information

Application Number
JP2022136086
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-08-29
Publication Date
2025-12-15
Estimated Expiration
2042-08-29

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to create engaging and advantageous gaming states that enhance player interest.

Method used

A gaming machine that includes a game control system for lotteries to determine winning tickets, transitioning players to advantageous game states with special games and performance controls for confirming wins, and executing confirmation effects to maintain player engagement.

Benefits of technology

Increases player interest by providing varied and engaging gaming experiences through advantageous game states and special games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance game amusement.SOLUTION: A Pachinko game machine 1 includes a game control microcomputer 81 for determining whether or not a game result is a winning on the basis of the satisfaction of a predetermined condition, and a performance control microcomputer 91 capable of controlling a predetermined performance. When the result of the determination is a big winning, the game control microcomputer 81 can execute a big winning game and control a game state to a time-shortened state after the big winning game is completed. When the result of the determination is a specific winning, the game state is shifted to the time-shortened state after the big winning game is completed, and the execution of the next big winning game is confirmed. When the result of the determination is the specific winning, the performance control microcomputer 91 can execute a LOGO3000 bonus performance indicating that the game state is shifted to the time-shortened state and the execution of the next big winning game is confirmed.SELECTED DRAWING: Figure 56
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Description

[Technical Field]

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

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

[0003] In the gaming machine according to Patent Document 1, the game machine may enter a time-saving game state (a game state advantageous to the player) in which the game ball is more likely to enter the variable start opening that can be opened and closed than in a non-time-saving game state. [Prior art documents] [Patent documents]

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

[0005] However, in recent years, there is still room for improvement in gaming machines that can be controlled to create advantageous gaming states that are advantageous to players, as described in Patent Document 1, in order to increase gaming interest. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises: a game control means for performing a lottery to determine whether or not a winning ticket has been won based on the establishment of a predetermined condition; A performance control means capable of controlling a predetermined performance, The game control means If the result of the lottery is a win, a special game is executed; After the special game ends, the player can transition to an advantageous game state that is advantageous to the player. If the result of the lottery is a specific win by the game control means, after the special game ends, the game state is shifted to the advantageous game state and the next special game is executed. but It is confirmed, The advantageous gaming state includes a first advantageous gaming state and a second advantageous gaming state that ends when a termination condition is met, including a timing at which the first advantageous gaming state ends being different from that of the second advantageous gaming state. The performance control means If the result of the lottery is the specific winning, the game is shifted to the advantageous game state and the next special game is executed. but It is possible to execute a confirmation effect to indicate that the decision has been made. death, After the special game ends, if the game state is shifted to the first advantageous game state, the determination effect is executed. When the game state is shifted to the second advantageous game state after the special game ends, a transition suggestion effect is made possible that suggests the possibility of shifting to the advantageous game state. This is a gaming machine characterized by the above. [Effects of the Invention]

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

[0008] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] FIG. 2 is a schematic front view showing the second big prize device and other components of the gaming machine. [Figure 3] FIG. 2 is an enlarged view of part A shown in FIG. 1, showing displays provided on the gaming machine. [Figure 4] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 5] 2 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine. FIG. [Figure 6] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 7](A) A big win determination table of the first embodiment. (B) A big win symbol type determination table of the first embodiment. (C) A small win symbol type determination table of the first embodiment. (D) A reach determination table of the first embodiment. [Figure 8] 10 is a determination table of the big win symbol type and the small win symbol type of the first embodiment, and is a table explaining the types of big wins and small wins. [Figure 9] (A) A table for determining whether a normal symbol is hit. (B) A table for determining whether a normal symbol is changed. (C) A table for determining whether an electric chute is opened. [Figure 10] (A) A special chart fluctuation pattern determination table for non-time-saving states. (B) A special chart fluctuation pattern determination table for time-saving states. [Figure 11] This is a specific table of start winning commands. [Figure 12] 10 is a flowchart of a main control process. [Figure 13] 10 is a flowchart of a main-side timer interrupt process. [Figure 14] 10 is a flowchart of a sensor detection process. [Figure 15] 10 is a flowchart of a gate passing process. [Figure 16] 10 is a flowchart of a normal operation process. [Figure 17] 10 is a flowchart of a special action process. [Figure 18] 10 is a flowchart of a special symbol waiting process. [Figure 19] 10 is a flowchart of the big win determination process of the first embodiment. [Figure 20] 10 is a flowchart of a variation pattern selection process. [Figure 21] 10 is a flowchart of a variation pattern selection process. [Figure 22] This is a flowchart of processing during special pattern change. [Figure 23] 10 is a flowchart of a special symbol determination process. [Figure 24]10 is a flowchart of a game status management process. [Figure 25] 10 is a flowchart of special electric device processing 1 (jackpot game). [Figure 26] 10 is a flowchart of a game status setting process. [Figure 27] This is a flowchart of special electric device processing 2 (small win game). [Figure 28] This is a flowchart of special electric device processing 2 (small win game). [Figure 29] 10 is a flowchart of a distributing member control process. [Figure 30] 10 is a flowchart of a specific area sensor detection process. [Figure 31] 10 is a flowchart of a sub-control main process. [Figure 32] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 33] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 34] 10 is a flowchart of a received command analysis process according to the first embodiment. [Figure 35] 10 is a flowchart of a mode status setting process according to the first embodiment. [Figure 36] 10 is a flowchart of the variable performance start processing of the first embodiment. [Figure 37] 10 is a flowchart of an opening effect selection process according to the first embodiment. [Figure 38] 10 is a flowchart of a round effect selection process according to the first embodiment. [Figure 39] 10 is a flowchart of an ending effect selection process according to the first embodiment. [Figure 40] (A) A variable effect pattern selection table in LOGO standard mode. (B) A variable effect pattern selection table in LOGO3000 mode. (C) A variable effect pattern selection table in LOGO through-out mode. [Figure 41](A) This is an opening presentation pattern selection table for big win game presentations in LOGO standard mode. (B) This is a small win game presentation pattern selection table for LOGO standard mode. (C) This is an opening presentation pattern selection table for big win game presentations in LOGO3000 mode. (D) This is a small win game presentation pattern selection table for LOGO3000 mode. (E) This is an opening presentation pattern selection table for big win game presentations in LOGO through-out mode. (F) This is a small win game presentation pattern selection table for LOGO through-out mode. [Figure 42] (A) A round effect pattern selection table for jackpot game effects in LOGO standard mode. (B) A round effect pattern selection table for jackpot game effects in LOGO3000 mode. (C) A round effect pattern selection table for jackpot game effects in LOGO through-out mode. [Figure 43] (A) An ending presentation pattern selection table for jackpot game presentations in LOGO standard mode. (B) An ending presentation pattern selection table for jackpot game presentations in LOGO3000 mode. (C) An ending presentation pattern selection table for jackpot game presentations in LOGO through-out mode. [Figure 44] 1 is a diagram for explaining the specification flow of the pachinko gaming machine 1 of the first embodiment. FIG. [Figure 45] FIG. 10 is a diagram for explaining the flow of the game in the LOGO standard mode of the first embodiment. [Figure 46] FIG. 10 is a diagram for explaining the flow of a game in the LOGO3000 mode of the first embodiment. [Figure 47] FIG. 10 is a diagram for explaining the flow of a game in the LOGO through-out mode of the first embodiment. [Figure 48] This is an example of a variable effect in the non-time-saving state of the first embodiment. [Figure 49] This is an example of a variable effect in the non-time-saving state of the first embodiment. [Figure 50]This is an example of a variable effect in the non-time-saving state of the first embodiment. [Figure 51] 10 is an example of an ending effect according to the first embodiment. [Figure 52] This is an example of the variable effects and standard bonus effects when the LOGO standard mode is set in the first embodiment. [Figure 53] This is an example of the variable effects and standard bonus effects when the LOGO standard mode is set in the first embodiment. [Figure 54] This is an example of a revival effect A exclusive to LOGO standard when the LOGO standard mode is set in the first embodiment. [Figure 55] This is an example of a change effect when the LOGO3000 mode is set in the first embodiment. [Figure 56] 10 is an example of a LOGO3000 bonus effect when the LOGO3000 mode is set in the first embodiment. [Figure 57] 10 is an example of a LOGO3000 bonus effect when the LOGO3000 mode is set in the first embodiment. [Figure 58] This is an example of revival effect B exclusive to LOGO3000 mode when the LOGO3000 mode is set in the first embodiment. [Figure 59] 10 is an example of a LOGO1500 bonus effect when the LOGO3000 mode is set in the first embodiment. [Figure 60] 10 is an example of a variable effect and a through-out bonus effect when the LOGO through-out mode is set in the first embodiment. [Figure 61] 10 is an example of a through-out bonus effect when the LOGO through-out mode is set in the first embodiment. [Figure 62] 10 is an example of a through-out bonus effect when the LOGO through-out mode is set in the first embodiment. [Figure 63] 10 is an example of a through-out bonus effect when the LOGO through-out mode is set in the first embodiment. [Figure 64]10 is a diagram for explaining the output of a jackpot signal by the external terminal board while the LOGO standard mode is set in the first embodiment. FIG. [Figure 65] 10 is a diagram for explaining the output of a jackpot signal by an external terminal board while the LOGO3000 mode is set in the first embodiment. FIG. [Figure 66] 10 is a diagram for explaining the output of a jackpot signal by the external terminal board when the LOGO through-out mode is set in the first embodiment. FIG. [Figure 67] 10 is a timing chart showing the opening pattern of the second big prize opening in a small prize game of the first embodiment and the opening pattern of the first big prize opening in a type 2 big prize game. [Figure 68] 10 is a timing chart showing the opening pattern of the first big prize opening in a type 1 big prize game in the first embodiment. [Figure 69] 10 is an example of a customer waiting effect according to the second embodiment. [Figure 70] 10 is an example of a distribution custom effect according to the second embodiment. [Figure 71] 10 is an example of a distribution custom effect according to the second embodiment. [Figure 72] 10 is an example of a distribution custom effect according to the second embodiment. [Figure 73] 10 is a flowchart of a received command analysis process according to the second embodiment. [Figure 74] 10 is a flowchart of a custom setting process according to a second embodiment. [Figure 75] 10 is a flowchart of a custom setting process according to a second embodiment. [Figure 76] This is an excerpt from an opening presentation pattern selection table for big win game presentations according to the execution rate of LOGO3000 bonus presentations when the LOGO3000 mode of the second embodiment is set, and a excerpt from a small win game presentation pattern selection table according to the execution rate of LOGO3000 bonus presentations when the LOGO3000 mode of the second embodiment is set. [Figure 77]10 shows an excerpt from a round effect pattern selection table according to the execution rate of the LOGO3000 bonus effect when the LOGO3000 mode is set in the second embodiment. [Figure 78] 10 shows an excerpt from an ending effect pattern selection table according to the execution rate of the LOGO3000 bonus effect when the LOGO3000 mode is set in the second embodiment. [Figure 79] 10A is a big win symbol type determination table according to the third embodiment, and FIG. 10B is a small win symbol type determination table according to the third embodiment. [Figure 80] 10 is a determination table of the big win symbol type and the small win symbol type of the third embodiment, and is a table explaining the types of big wins and small wins. [Figure 81] (A) A special chart fluctuation pattern determination table for a non-time-saving state of the third embodiment. (B) A special chart fluctuation pattern determination table for a time-saving state of the third embodiment. [Figure 82] FIG. 11 is a diagram for explaining the termination conditions of the time-saving state A and the time-saving state B in the third embodiment. [Figure 83] 10 is a flowchart of the big win determination process of the third embodiment. [Figure 84] 10 is a flowchart of a game status management process according to a third embodiment. [Figure 85] (A) A variable performance pattern selection table when LOGO3000 is set in the non-time-saving state of the third embodiment. (B) A variable performance pattern selection table when LOGO3000 is set in the time-saving state of the third embodiment. [Figure 86] FIG. 10 is a diagram for explaining the execution timing of the large prize slot winning notification effect and the stock effect in a type 1 jackpot game in the fourth embodiment. [Figure 87] FIG. 10 is a diagram for explaining the execution timing of the large prize slot winning notification effect and the stock effect in the small prize game of the fourth embodiment. [Figure 88]FIG. 10 is a diagram for explaining the execution timing of the big prize slot winning notification effect and the icon change suggestion effect in the big prize game of the fourth embodiment. [Figure 89] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 90] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 91] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 92] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 93] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 94] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 95] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 96] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 97] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 98] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 99] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 100] 13 is an example of a battle bonus effect according to the fourth embodiment. [Figure 101] A figure to explain the types of scenario patterns for displaying pseudo reserved ball icons in the fourth embodiment. [Figure 102] 13 is a flowchart of a received command analysis process according to the fourth embodiment. [Figure 103] 13 is a small win game presentation pattern selection table for the battle bonus presentation of the fourth embodiment. [Figure 104] 13 is an opening effect pattern selection table for the battle bonus effect of the fourth embodiment. [Figure 105] 13 is a round effect pattern selection table for the battle bonus effect according to the fourth embodiment. [Figure 106]13 is an ending effect pattern selection table for the battle bonus effect of the fourth embodiment. [Figure 107] FIG. 10 is a front view of a gaming machine according to a fifth embodiment. [Figure 108] FIG. 11 is a right side view of the gaming machine according to the fifth embodiment. [Figure 109] FIG. 11 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine according to the fifth embodiment. [Figure 110] 10 is a diagram for explaining the relationship between the light emission color of the upper decorative lamp and the gaming state of the gaming machine in the fifth embodiment. FIG. [Figure 111] This is an example of a variable effect in the non-time-saving state of the fifth embodiment. [Figure 112] 13 is an example of a big win game presentation according to the fifth embodiment. [Figure 113] This is an example of a change effect when the LOGO standard mode is set in the fifth embodiment. [Figure 114] 13 is an example of a standard bonus effect when the LOGO standard mode is set in the fifth embodiment. [Figure 115] 13 is an example of a standard bonus effect when the LOGO standard mode is set in the fifth embodiment. [Figure 116] 10 is an execution lottery table for the winning confirmation effect of the fifth embodiment. [Figure 117] FIG. 13 is a diagram for explaining the relationship between the light color of the upper decorative lamp and the gaming state of the gaming machine in a modified example of the fifth embodiment. [Figure 118] This is an example of a change effect during the setting of the LOGO standard mode in a modified example of the fifth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] 1. Structure of the gaming machine A pachinko gaming machine according to one embodiment of the present invention will be described with reference to the drawings. As shown in FIG. 1, the pachinko gaming machine 1 of this embodiment includes a gaming machine frame 50 and a gaming board 2 attached within the gaming machine frame 50. The gaming machine frame 50 includes an outer frame 52, an inner frame 53, and a front frame 51. The outer frame 52 is a vertically rectangular frame body that forms the outer casing of the pachinko gaming machine 1. The inner frame 53 is a vertically rectangular frame body that is disposed inside the outer frame 52 and that attaches the gaming board 2. The front frame 51 is a vertically rectangular frame body that is disposed in front of the outer frame 52 and the inner frame 53 and protects the gaming board 2. The front frame 51 faces the player and is decorated with various ornaments. The front frame 51 of the gaming machine frame 50 is provided with a handle 60 for firing gaming balls with a firing intensity corresponding to the rotation angle, a ball supply tray (upper tray) 61 for storing gaming balls, and a surplus ball receiving tray (lower tray) 62 for storing gaming balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with an effect button 63 and a select button 64 (see the plan view within the dashed line in Figure 1) that can be operated by the player during effects that are executed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67.

[0010] The gaming machine frame 50 is configured with a hinge portion 54 on the left end side. This hinge portion 54 allows the front frame 51 to rotate freely relative to the outer frame 52 and the inner frame 53, and the inner frame 53 to rotate freely relative to the outer frame 52 and the front frame 51.

[0011] The game board 2 has a game area 3, in which game balls launched by operating a handle 60 flow down, surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5 (see Figure 5). The game area 3 has a plurality of game nails (not shown) protruding therefrom to guide the game balls.

[0012] In addition, an image display device 7 (predetermined display means), which is a liquid crystal display device, is provided near the center of the gaming area 3. The display screen 7a (display unit) of the image display device 7 has a performance pattern display area that displays the changing performance patterns (decorative patterns) 8L, 8C, and 8R in synchronization with the changing display (variable display) of the first special pattern and second special pattern described below. The special patterns (first special pattern, second special pattern) correspond to the "identification pattern." The performance pattern display area consists of three display areas, for example, "left," "center," and "right." The left display area displays the left performance pattern 8L, the center display area displays the center performance pattern 8C, and the right display area displays the right performance pattern 8R. Each performance pattern consists of multiple patterns representing numbers, for example, from "1" to "9." The image display device 7 clearly displays the results of the variable display of the first special pattern and the second special pattern (i.e., the results of the jackpot lottery) displayed on the first special pattern display device 41a and the second special pattern display device 41b (see Figure 3) described below, by combining the left, center, and right performance patterns.

[0013] For example, if a jackpot is won, a display pattern with a repeating number such as "777" is displayed. For example, if a small jackpot is won, a display pattern with a predetermined chance number such as "246" is displayed. Furthermore, if a loss occurs (a normal loss), a display pattern with a random number such as "263" is displayed. This makes it easier for the player to grasp the progress of the game. In other words, the player generally grasps the results of the jackpot lottery not through the first special symbol display 41a or the second special symbol display 41b, but through the image display device 7. The display positions of the display areas for the effect symbols 8L, 8C, and 8R do not need to be fixed. The display patterns can be displayed in a variable manner, such as scrolling vertically. The combination of effect symbols displayed can be freely changed depending on the results of each lottery, and the display pattern with a random number may be displayed when a small jackpot is won.

[0014] The image display device 7 displays on the display screen 7a not only the effect symbol change effect (also called "decorative symbol change effect" or simply "change effect") using the effect symbols as described above, but also a big win game effect (hereinafter also called "bonus effect") that is performed in parallel with a big win game (special game), a small win game effect (hereinafter also called "bonus effect") that is performed in parallel with a small win game, and a customer waiting effect for waiting for customers. In the effect symbol change effect (win / lose suggestion effect), in addition to effect symbols such as numbers, effect images other than effect symbols such as background images and character images are also displayed.

[0015] The display screen 7a of the image display device 7 also has a first effect hold display area that displays effect holds 9A according to the number of first special symbol holds stored, which will be described later. By displaying the effect holds, it is possible to clearly show the number of first special symbol holds stored, which will be displayed on a first special symbol hold indicator 43a (see FIG. 3), which will be described later, to the player.

[0016] A center decorative body 10 is arranged near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10, which can guide game balls rolling on the top surface to the first starting opening 20 (a designated ball entry opening) described below. In addition, a warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from the entrance and out to the stage section 11 from the exit. Furthermore, a decorative member 13 depicting letters, figures, etc. is arranged at the top of the center decorative body 10.

[0017] Below the image display device 7 in the gaming area 3, a fixed winning device 19 is provided, which has a first starting hole 20 that always has a constant ball entry ease. The first starting hole 20 is also called the first starting winning hole, fixed starting hole, fixed ball entry hole, or first ball entry hole. The entry of a gaming ball into the first starting hole 20 triggers a lottery for a first special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).

[0018] In addition, a normal variable winning device (so-called electric chute) 22 equipped with a second starting hole 21 (predetermined ball entry hole) is provided to the upper right of the first starting hole 20. The second starting hole 21 is also called the second starting hole, variable starting hole, variable ball entry hole, or second ball entry hole. The entry of a gaming ball into the second starting hole 21 triggers a lottery for a second special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.). Note that when a gaming ball enters (enters) the first starting hole 20 or the second starting hole 21, various random numbers (an example of numerical information or determination information) for conducting a special symbol lottery, etc., are acquired, which corresponds to the "predetermined condition."

[0019] The electric chute 22 is equipped with a movable member (ball entry opening / closing member) 23 that can move back and forth, and the second starting opening 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 4). The second starting opening 21 allows game balls to enter only when the movable member 23 is open (i.e., when the movable member 23 is in the open state). In other words, game balls cannot enter when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state). Note that the second starting opening 21 does not have to be completely ball-enterable when the movable member 23 is closed, as long as it is more difficult for game balls to enter when the movable member 23 is closed than when it is open.

[0020] Additionally, below the first starting hole 20 in the gaming area 3, a first large prize device 31 equipped with a first large prize opening 30 (winning opening) is provided. The first large prize device 31 is also referred to as a first special variable prize device or other special prize means, and the first large prize opening 30 is also referred to as another special prize opening. The first large prize device 31 is equipped with an opening / closing member (another special prize opening opening / closing member) 32 that can be opened or closed, and the first large prize opening 30 is opened or closed by the operation of the opening / closing member 32. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see FIG. 4). Gaming balls can enter the first large prize opening 30 only when the opening / closing member 32 is open (i.e., when in the open state).

[0021] Additionally, a second large prize device 36 equipped with a second large prize device 35 (prize opening) is provided to the right of the first large prize opening 30 in the game area 3. The second large prize device 36 is also referred to as a second special variable prize device or special prize means, and the second large prize opening 35 is also referred to as a special prize opening. The second large prize device 36 is equipped with an opening / closing member (special prize opening opening / closing member) 37 that can be opened or closed, and the second large prize opening 35 is opened or closed by the operation of the opening / closing member 37. The opening / closing member 37 is a retractable member that moves back and forth and is driven by a second large prize opening solenoid 38 (see FIG. 4). Game balls can enter the second large prize opening 35 only when the opening / closing member 37 is open (i.e., in the open state). The first large prize opening 30 and the second large prize opening 35 together correspond to "prize openings."

[0022] 2, a specific area (V area) 39 and a non-specific area 70 are formed inside the second large prize device 36, through which a gaming ball that has passed through the second large prize opening 35 can pass. In the second large prize device 36, a second large prize opening sensor 35a that detects the entry of a gaming ball into the second large prize opening 35 is disposed upstream of the specific area 39 and the non-specific area 70. In the specific area 39, a specific area sensor 39a that detects the passage of a gaming ball into the specific area 39 is disposed. In the non-specific area 70, a non-specific area sensor 70a that detects the passage of a gaming ball into the non-specific area 70 is disposed. The second large prize device 36 also includes a distribution member 71 that distributes gaming balls that have passed through the second large prize opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71. When the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage-allowing state) in which it distributes game balls to a specific area 39, and when the distribution member solenoid 73 is not energized, it takes a second state (passage-blocking state) in which it distributes game balls to a non-specific area 70.

[0023] As shown by the two-dot chain line in Figure 2, when the sorting member solenoid 73 is energized, the sorting member 71 is in a passing-permitting state in which it allows the game ball to pass through to the specific area 39. When the sorting member 71 is in the passing-permitting state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the specific area 39. This route of the game ball is called the first route.

[0024] 2, when the sorting member solenoid 73 is not energized, the sorting member 71 is in a passage-blocking state that prevents the passage of game balls into the specific area 39. When the sorting member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls on the sorting member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.

[0025] In this pachinko gaming machine 1, the passage of a gaming ball into the specific area 39 triggers the execution of a jackpot game, which will be described later. In other words, in this embodiment, a jackpot lottery is also conducted based on whether or not a gaming ball passes through the specific area 39. A jackpot won by the lottery for the first or second special symbol described above is called a Type 1 jackpot, and a jackpot won by the passage of a gaming ball into the specific area 39 is called a Type 2 jackpot. A jackpot game that is executed when a Type 1 jackpot is won is called a Type 1 jackpot game, and a jackpot game that is executed when a Type 2 jackpot is won is called a Type 2 jackpot game. A Type 1 jackpot is also called a direct hit jackpot. Here, a jackpot game is executed by the operation of a device continuous operation device due to the operation of a condition device. The condition device is a device that activates the device continuous operation device, and the device continuous operation device is a device that continuously operates the special electric device. In this embodiment, when a game ball enters the second large prize opening 35 during a small win game and passes through the specific area 39, the condition device is activated, and the accessory continuous operation device is activated. In the pachinko game machine 1 of this embodiment, the state in which the condition device and the accessory continuous operation device are activated is the big win game.

[0026] 1, a gate 28 through which the gaming ball can pass is provided above the second starting opening 21 in the gaming area 3. The passage of the gaming ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 22 will be opened.

[0027] Furthermore, a normal winning hole 27 is provided at the lower left of the game area 3. Also, at the bottom of the game area 3, an outlet 6 is provided for discharging game balls that have been shot into the game area 3 but have not entered any of the winning holes.

[0028] The game area 3 in which various winning slots and the like are arranged has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side. A hitting method in which game balls are shot so that they flow down the left game area 3A is called a left hit. On the other hand, a hitting method in which game balls are shot so that they flow down the right game area 3B is called a right hit. In this form of pachinko game machine 1, the flow path through which game balls flow down when played with a left hit is called a first flow path R1, and the flow path through which game balls flow down when played with a right hit is called a second flow path R2.

[0029] On the first flow path R1, there are provided a first start opening 20, a first big winning device 31, and an outlet 6. The player aims to win a prize at the first start opening 20 by hitting a game ball so that it flows down the first flow path R1.

[0030] On the other hand, provided on the second flow path R2 are a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. By hitting a gaming ball so that it flows down the second flow path R2, the player aims to pass through the gate 28, or to win in the second start port 21 related to the electric chute 22, the first large prize port 30, or the second large prize port 35.

[0031] In this embodiment, the gate 28, the electric chute 22, and the second special winning device 36 are united and can be attached to and detached from the game board 2 as a single structure. In addition, the fixed winning device 19 and the first special winning device 31 are united and can be attached to and detached from the game board 2 as a single structure.

[0032] 1 and 3, displays 40 are arranged in the lower right corner of the gaming board 2. The displays 40 include a first special symbol display 41a that variably displays a first special symbol (special symbol 1, an example of an identification symbol), a second special symbol display 41b that variably displays a second special symbol (special symbol 2, an example of an identification symbol), and a normal symbol display 42 that variably displays a normal symbol. The displays 40 also include a first special symbol hold display 43a that displays the number of activation holds (first special symbol holds) of the first special symbol display 41a. The first special symbol hold is also referred to as the special symbol 1 hold.

[0033] The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Also, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as special symbol display device 41. Also, the first special symbol reserve display device 43a may be collectively referred to as special symbol reserve display device 43.

[0034] The special symbol display 41 displays a special symbol (identification information) in a variable manner (changing display) and then in a static display, thereby announcing the result of a lottery (special symbol lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stop pattern, a jackpot game is played in which the first large prize slot 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (i.e., the type of jackpot that has been won). If the stopped symbol is a special symbol (small prize symbol) with a predetermined small prize stop pattern, a small prize game is played in which the second large prize slot 35 is opened in an opening pattern corresponding to the type of small prize symbol that is stopped and displayed (i.e., the type of small prize that has been won). The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the large prize game and the small prize game will be described later.

[0035] Specifically, the special symbol display 41 is composed of, for example, eight LEDs arranged horizontally, and displays a special symbol corresponding to the result of the jackpot lottery by the way they light up. For example, if a jackpot (one of the multiple types of jackpots described below) is won, a jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). If a minor jackpot (one of the multiple types of minor jackpots described below) is won, a minor jackpot symbol is displayed with the fifth and sixth LEDs from the left lit, such as "●●●●○○●●." If a loss (one of the multiple types of losses described below) is won, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○." Note that a losing symbol in which all LEDs are unlit may also be used. In addition, before the special symbol is displayed in a static state, the special symbol is displayed in a variable state (variable display) for a predetermined period of time, and the manner of the variable display is, for example, such that each LED lights up so that light flows repeatedly from left to right. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed in a static state (light display in a specific manner).

[0036] In this pachinko game machine 1, when a game ball enters the first starting hole 20, the values ​​(determination information) of various random numbers such as a jackpot random number acquired for that entry are temporarily stored in the special symbol reservation memory unit 85 (see FIG. 4). In detail, if the game ball enters the first starting hole 20, it is stored as a first special symbol reservation in the first special symbol reservation memory unit 85a (see FIG. 4). There is an upper limit to the number of special symbol reservations that can be stored in each special symbol reservation memory unit 85, and the upper limit (upper limit number of memories, upper limit number of reservations) in this embodiment is set to "4" for the first special symbol reservation memory unit 85a.

[0037] The reserved special symbols stored in the reserved special symbol memory unit 85 are consumed when the variable display of the special symbol based on the reserved special symbol becomes possible. Consumption of the reserved special symbol refers to determining the jackpot random number, etc., corresponding to the reserved special symbol and executing the variable display of the special symbol to indicate the result of the determination. Therefore, in this pachinko gaming machine 1, even if the variable display of the special symbol based on the winning of a game ball into the first start slot 20 or the second start slot 21 cannot be performed immediately after the winning, i.e., even if a winning occurs during the variable display of the special symbol or during the playing of a special game (jackpot game or small jackpot game), the right to enter the jackpot lottery for that winning can be reserved up to a predetermined number. In other words, this pachinko gaming machine 1 is equipped with a holding means that can suspend the execution of the jackpot determination process (predetermined determination process) based on the winning of a ball into the first start slot 20 (fixed start slot).

[0038] The number of reserved special drawings is displayed on the reserved special drawing display 43. Specifically, the first reserved special drawing display 43a is composed of four LEDs. Each reserved special drawing display 43 displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.

[0039] The variable display of the normal symbol is triggered by the passage of the gaming ball through the gate 28. The normal symbol display device 42 variably displays (variably displays) the normal symbol and then displays it as a stopped symbol, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through the gate 28. The stopped normal symbol (normal stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (normal winning symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0040] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see FIG. 3), and displays a normal symbol according to the result of the normal symbol lottery by changing the way they light up. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing symbol with only the right LED lit is displayed, such as "●○." A mode in which all LEDs are turned off may also be adopted to indicate a normal losing symbol. Before the normal symbol is displayed as a static symbol, a variable display (variable display) of the normal symbol is performed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode can be changed as appropriate, such as all LEDs flashing simultaneously unless each LED is displayed as a static symbol (a lit display in a specific mode).

[0041] In addition, the present pachinko gaming machine 1 is configured not to acquire a normal symbol random number based on a game ball's passage through the gate 28 if the variable display of the normal symbol cannot be performed immediately after the game ball passes through the gate 28, i.e., if the game ball passes through the gate 28 while the variable display of the normal symbol is being performed or while an auxiliary game is being performed. In other words, the pachinko gaming machine 1 is configured not to store the operation reserve (normal symbol reserve) of the normal symbol display 42. Note that the normal symbol reserve may be stored up to a predetermined upper limit (e.g., "4") in a predetermined memory area within the RAM 84 (see Figure 4). In this case, the normal symbol reserve stored in the RAM 84 is consumed when the variable display of the normal symbol based on the normal symbol reserve becomes possible. Consumption of the normal symbol reserve refers to determining the normal symbol random number corresponding to the normal symbol reserve and executing the variable display of the normal symbol to indicate the determination result. In this case, a normal symbol reserve indicator that displays the number of stored normal symbol reserves may be provided.

[0042] 2. Electrical configuration of gaming machine Next, the electrical configuration of the present pachinko gaming machine 1 will be described with reference to Figures 4 and 5. As shown in Figures 4 and 5, the pachinko gaming machine 1 includes a main control board (game control board) 80 that controls game profits such as jackpot lotteries and game state transitions, a sub-control board (effect control board) 90 that controls effects executed as the game progresses, a payout control board 110 that controls the payout of game balls, and an external terminal board 119 that outputs various signals to the outside of the present pachinko gaming machine 1, as will be described later. The main control board 80 constitutes a main control unit, and the sub-control board 90 constitutes a sub-control unit 99 together with an image control board 100, a lamp control board 107, and an audio control board 106, as will be described later. Note that the sub-control unit 99 only needs to include at least the sub-control board 90 and be able to control various effects using effect means (such as the image display device 7, the board lamp 5, the frame lamp 66, the speaker 67, and the board movable body 15).

[0043] The pachinko gaming machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and also supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power circuit 151. When power is not supplied to the pachinko gaming machine 1, the backup power circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when power to the pachinko gaming machine 1 is cut off. A power switch 155 is also connected to the power supply board 150. The power supply is turned on and off by turning the power switch 155 on and off. In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0044] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear information stored in the RAM 84 of the game control microcomputer 81 (game control means), which will be described later. The RAM clear switch 152 is provided on the power supply board 150, which is located on the back side of the pachinko gaming machine 1. Therefore, only an arcade employee or the like who can open the gaming machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 can be said to be an operation means that cannot be operated by a player. The RAM clear switch 152 is a tactile switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. A state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and a state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.

[0045] As shown in Fig. 4, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 81 that controls the progress of a game in the pachinko game machine 1 according to a program is mounted on the main control board 80. The game control microcomputer 81 includes a ROM 83 that stores programs for controlling the progress of a game, a RAM 84 used as a work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port unit (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external. The RAM 84 is provided with the above-mentioned special symbol reservation memory unit 85 (first special symbol reservation memory unit 85a).

[0046] 4, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include a first start opening sensor 20a, a second start opening sensor 21a, a gate sensor 28a, a first large prize opening sensor 30a, a second large prize opening sensor 35a, a specific area sensor 39a, a non-specific area sensor 70a, and a normal prize opening sensor 27a.

[0047] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a specific area 39 within the second large prize opening 35 and detects game balls that have passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 in the second large winning opening 35, and detects game balls that have passed through the non-specific area 70. The normal winning opening sensors 27a are provided in the normal winning openings 27, and detect game balls that have entered the normal winning openings 27.

[0048] Also connected as solenoids are electric chute solenoid 24, first large prize opening solenoid 33, second large prize opening solenoid 38, and distributing member solenoid 73. Electric chute solenoid 24 drives movable member 23 of electric chute 22. First large prize opening solenoid 33 drives opening / closing member 32 of first large prize device 31. Second large prize opening solenoid 38 drives opening / closing member 37 of second large prize device 36. Distributing member solenoid 73 drives distributing member 71 of second large prize device 36.

[0049] Furthermore, the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, and the first special symbol reserved display device 43a are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.

[0050] The main control board 80 also transmits various commands to the payout control board 110, and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a prize ball payout device 120 and a card unit 135 (installed adjacent to the pachinko gaming machine 1, which enables ball lending based on information such as an inserted prepaid card), and is also connected to a launching device 112 via a launching control circuit 111. The launching device 112 includes a handle 60 (see FIG. 1).

[0051] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1. The paid-out prize balls and loan balls are detected by a prize ball sensor 122 for counting. When a player operates the handle 60 (see FIG. 1) of the launching device 112, a touch switch 114 detects contact with the handle 60, and a launch volume 115 detects the amount of rotation of the handle 60. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this pachinko gaming machine 1, one game ball is launched in approximately 0.6 seconds.

[0052] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0053] The external terminal board 119 is connected to the main control board 80, and based on signals received from the game control microcomputer 81, outputs various signals to external devices located outside the pachinko game machine 1, such as a data counter 160 or a hall computer.

[0054] A plurality of channels (CN) for external output are provided on the external terminal board 119. A connector corresponding to each channel (CN) is connected to a connector on the data counter 160 side by a cable. Each connector outputs one signal to the outside.

[0055] This external terminal board 119 can output signals such as a symbol determination signal, a jackpot signal, and a time-saving signal from different CNs. The output state of the symbol determination signal changes depending on whether a special symbol that was displayed in a variable manner is displayed in a static state. Specifically, the symbol determination signal in this embodiment is turned ON for a predetermined period when a special symbol is displayed in a static state, and is turned OFF for the rest of the period. The output state of the jackpot signal during a jackpot game is different from that during other game states. Specifically, the output state of the jackpot signal in this embodiment is turned ON during a jackpot game and turned OFF in game states other than a jackpot game. The output state of the time-saving signal in the time-saving state (high base state) is different from that during other game states. Specifically, the output state of the time-saving signal in this embodiment is turned ON during the time-saving state and turned OFF in game states other than the time-saving state. Note that the output states of each signal may be reversed. In addition to these signals, the external terminal board 119 is also capable of outputting from each channel, for example, a frame open signal indicating that the gaming machine frame 50 is open, a prize ball signal indicating that a predetermined number of winning balls (for example, 10 balls) have been played, a security signal indicating that a prize has been won in the prize opening associated with the electric chute 22 or the big prize device when these devices are not in operation, and a start port signal indicating that a prize has been won in the first start port 20 or the second start port 21.

[0056] The signal (external output signal) output by the game control microcomputer 81 to the external terminal board 119 is serial data containing multiple bits of information. This serial data is converted into parallel data by an S / P conversion circuit (serial / parallel conversion circuit) (not shown) and input to the external terminal board 119. For example, the first bit of this serial data corresponds to a jackpot signal (if the first bit is "1," a jackpot signal is output; if the first bit is "0," a jackpot signal is not output), and the second bit corresponds to a time-saving signal. Therefore, when such serial data is converted into parallel data and input to the external terminal board 119, signal transmission elements such as photorelays provided corresponding to each CN switch between conductive and non-conductive states in response to the respective input signals. As a result, an external output signal is output from the channel whose photorelay is in a conductive state.

[0057] The data counter 160 displays the operating status of the connected gaming machine. The data counter 160 counts the number of special symbol variations based on the changeover (ON edge) of the symbol determination signal from non-reception to reception, and displays the count value on the data display device 162, which is a display screen provided in the data counter 160. The data counter 160 also counts the number of jackpots based on the changeover (ON edge) of the jackpot signal from non-reception to reception, and displays the count value on the data display device 162, which is a display screen provided in the data counter 160. Furthermore, for example, while a jackpot signal is being received, a display indicating that a jackpot game is being played can be displayed. In addition, the count value displayed on the data display device 162 can be reset (e.g., to zero) in response to the reception of a jackpot signal or a time-shortening signal.

[0058] The hall computer is a device that compiles information such as the operating status of each pachinko gaming machine installed in the hall and performs business management and gaming machine management, and is installed in the hall's control room, etc. The hall computer is connected to the pachinko gaming machines 1, for example, via a data counter 160, and the various external output signals mentioned above are also input to the hall computer. Note that the hall computer may also be connected to the external terminal board 119 without going through the data counter 160.

[0059] As shown in Fig. 5, a one-chip microcomputer for effect control (hereinafter referred to as "effect control microcomputer") 91 that controls the effects of the pachinko gaming machine 1 according to a program is mounted on the sub-control board 90. The effect control microcomputer 91 (effect control means) includes a ROM 93 that stores programs for controlling the effects as the game progresses, a RAM 94 used as work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port unit (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.

[0060] As shown in FIG. 5 , the sub-control board 90 is connected to an image control board 100, an audio control board 106, and a lamp control board 107. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on commands received from the main control board 80. The RAM 104 of the image control board 100 is a memory for expanding image data. The ROM 103 of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including performance designs) and background images. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on commands from the performance control microcomputer 91. Then, the CPU 102 executes display control based on the read image data.

[0061] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Audio data such as voice output from the speaker 67 is stored in ROM 93 of the sub-control board 90. A CPU may be implemented on the voice control board 106, in which case the CPU may be made to execute voice control. In this case, a ROM may be implemented on the voice control board 106, in which case the audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, in which case the CPU 102 of the image control board 100 may be made to execute voice control. In this case, the audio data may be stored in ROM 103 of the image control board 100.

[0062] Furthermore, the performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In detail, the performance control microcomputer 91 creates light emission data (data that determines on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission data. Note that data stored in ROM 93 of the sub-control board 90 is used to create the light emission data.

[0063] Furthermore, the performance control microcomputer 91 operates the movable board 15 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable board 15 is a movable gimmick attached to the center decorative body 10, although not shown in FIG. 1. More specifically, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the movable board 15, and controls the operation of the movable board 15 according to the operation pattern data. The operation pattern data is created using data stored in the ROM 93 of the sub-control board 90. A CPU may be implemented in the lamp control board 107, in which case the CPU may be configured to control the lighting of the lamps and the operation of the movable board 15. In this case, a ROM may be implemented in the lamp control board 107, in which case data related to the light emission pattern and operation pattern may be stored.

[0064] In addition, a performance button detection switch (SW) 63a and a select button detection switch 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed. When the performance button 63 is pressed, a detection signal is output from the performance button detection switch 63a to the sub-control board 90. In addition, the select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.

[0065] 4 and 5 are merely functional block diagrams for explaining the electrical configuration of the pachinko gaming machine 1, and are not limited to the boards shown in Fig. 4 and 5. Except for the main control board 80, any of the boards shown in Fig. 4 and 5 may be configured as one board, and the one board shown in Fig. 4 and 5 may be configured as multiple boards.

[0066] 3. Main games on gaming machines Next, the main games played by the pachinko gaming machine 1 will be explained. The pachinko gaming machine 1 acquires special symbol-related random numbers based on winning at the first start gate 20 or the second start gate 21. As shown in FIG. 6(A), the special symbol-related random numbers include jackpot random numbers, symbol type random numbers, reach random numbers, and variable pattern random numbers. The jackpot random numbers are used to determine whether or not a jackpot has been won or not, and whether or not a small jackpot has been won or not. The jackpot random numbers take values ​​in the range of 0 to 65535. The symbol type random numbers are used to determine the type of jackpot symbol, the type of small jackpot symbol, and the type of losing symbol. The symbol type random numbers take values ​​in the range of 0 to 199.

[0067] The reach random number is a random number that determines whether or not a reach will occur in the variable presentation that indicates the result when the result of the hit / miss judgment is a miss. A reach is a state in which there is only one variable presentation symbol remaining among multiple presentation symbols, and depending on which of the variable presentation symbols that are displayed in a stopped state, a combination of presentation symbols that indicates a jackpot win (for example, a "7↓7" state) will be formed. Note that the presentation symbol displayed in a stopped state in the reach state may be displayed as if it is slightly shaking on the display screen 7a, or may be displayed as if it is repeatedly expanding and contracting. The reach random number takes a value in the range of 0 to 255.

[0068] The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number takes a value in the range of 0 to 99. The random number is also called judgment information.

[0069] The pachinko gaming machine 1 also acquires a normal symbol random number (winning random number) shown in Figure 6(B) based on the passage of the gaming ball through the gate 28. The normal symbol random number is a random number used in a lottery (normal symbol lottery) to determine whether or not to play an auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 65535.

[0070] The pachinko gaming machine 1 determines whether or not a jackpot random number obtained based on a win in the first starting slot 20 or the second starting slot 21 is a jackpot random number according to the jackpot determination table shown in FIG. 7(A). As shown in FIG. 7(A), the probability of winning a jackpot is the same for the drawing of the first special symbol (special symbol 1) based on a win in the first starting slot 20 and the drawing of the second special symbol (special symbol 2) based on a win in the second starting slot 21, but the probability of winning a small jackpot is different. The probability of winning a small jackpot in the drawing of special symbol 1 is zero, while the probability of winning a small jackpot in the drawing of special symbol 2 is approximately 1 / 1. In other words, it can be said that the drawing of special symbol 2 is easier to win a small jackpot than the drawing of special symbol 1. It is also possible to configure the drawing of special symbol 1 to allow for a small jackpot. In this case, it is desirable to set the probability of winning a small jackpot in the drawing of special symbol 1 lower than the probability of winning a small jackpot in the drawing of special symbol 2. In addition, the probability of winning a small prize in the lottery for Special Chart 2 may be changeable as appropriate to the extent that it does not interfere with the game.

[0071] When the pachinko gaming machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by judging the symbol type random number according to the jackpot symbol type determination table shown in FIG. 7(B). In the drawing for special symbol 1, "Special symbol 1_jackpot symbol A" is determined 50% of the time, and "Special symbol 1_jackpot symbol B" is determined 50% of the time. On the other hand, in the drawing for special symbol 2, "Special symbol 2_jackpot symbol C" is determined 80% of the time, "Special symbol 2_jackpot symbol D" is determined 1% of the time, and "Special symbol 2_jackpot symbol D" is determined 19% of the time. If the type of jackpot symbol that is won is different, the opening pattern of the jackpot opening in the type 1 jackpot game and the settings related to the game status after the jackpot game will differ (see FIG. 8). This point will be discussed later.

[0072] Furthermore, when the pachinko gaming machine 1 determines that a small prize has been won, it determines the type of small prize symbol by judging the symbol type random number according to the small prize symbol type determination table shown in FIG. 7(C). Specifically, in the lottery for special prize symbol 2, "Special prize symbol 2_small prize symbol a" is determined 80% of the time, "Special prize symbol 2_small prize symbol b" is determined 1% of the time, and "Special prize symbol 2_small prize symbol c" is determined 19% of the time. If the type of small prize symbol that is won is different, the settings related to the game state after the jackpot game and the ending time included in the jackpot game, which will be described later, will be different (see FIG. 8). This point will be discussed later. Also, different types of small prize symbols may be configured to result in different opening patterns of the large prize opening in small prize games and type 2 jackpot games.

[0073] Furthermore, when the pachinko gaming machine 1 determines a miss, it determines whether or not the effect symbols 8L, 8C, and 8R are in a reach state in the variable effect by determining the reach random number according to the reach determination table shown in Figure 7 (D). The probability of determining that there is a reach state differs depending on whether or not the gaming state is in a time-saving state (advantageous gaming state) described below. The probability of determining that there is a reach state is higher when there is no time-saving state than when there is a time-saving state.

[0074] Next, the types of big wins and small wins will be explained in detail with reference to Figure 8. As mentioned above, the results of the special symbol lottery (the lottery for special symbol 1 or special symbol 2) can be a "big win," a "small win," or a "lose." In the event of a "big win," a "big win symbol" is displayed on the special symbol display 41. The big win symbols include "Special symbol 1_big win symbol A," "Special symbol 1_big win symbol B," "Special symbol 2_big win symbol C," "Special symbol 2_big win symbol D," and "Special symbol 2_big win symbol E." In addition, in the event of a "small win," a "small win symbol" is displayed on the special symbol display 41. The small win symbols include "Special symbol 2_small win symbol a," "Special symbol 2_small win symbol b," and "Special symbol 2_small win symbol c." In the event of a "lose," a "loser symbol" is displayed on the special symbol display 41.

[0075] If a jackpot is won in the special symbol lottery, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed. If a small prize is won, a "small prize game" is executed in which the second large prize opening 35 is opened in an opening pattern corresponding to the type of small prize symbol that is stopped and displayed. Then, if a gaming ball enters a specific area 39 within the second large prize opening 35 during the small prize game, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of small prize symbol that has been won. A jackpot game that is executed based on the result of the special symbol lottery being a jackpot is called a Type 1 jackpot game, and a jackpot game that is executed based on passage into the specific area 39 is called a Type 2 jackpot game.

[0076] In this embodiment, the jackpot game includes multiple rounds of play (unit opening games), an opening (also referred to as OP) before the first round of play begins, and an ending (also referred to as ED) after the final round of play ends. Each round of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) for the jackpot opening to close between rounds of play is included in the open round of play before that closure.

[0077] In this embodiment, the small win game includes a small win opening game that opens the second large winning port 35, an opening (pre-opening interval) before the small win opening game starts, and an ending (post-closing interval) after the small win opening game ends.

[0078] If a player wins a jackpot as a result of the special symbol lottery (i.e., if a player wins a Type 1 jackpot), a jackpot game (Type 1 jackpot game) is executed, which opens the first major prize slot 30. In this embodiment, as shown in FIG. 8, there are two types of jackpot symbols (jackpot symbols stopped and displayed on the first special symbol display 41a) that can be won in the lottery for the first special symbol (Special Symbol 1), and there are three types of jackpot symbols (jackpot symbols stopped and displayed on the second special symbol display 41b) that can be won in the lottery for the second special symbol (Special Symbol 2). Specifically, in the lottery for Special Symbol 1, there is a possibility of winning "Special Symbol 1_Jackpot Symbol A" or "Special Symbol 1_Jackpot Symbol B." In addition, in the lottery for Special Symbol 2, there is a possibility of winning "Special Symbol 2_Jackpot Symbol C," "Special Symbol 2_Jackpot Symbol D," or "Special Symbol 2_Jackpot Symbol E."

[0079] As shown in Figure 8, "Special Chart 1_Jackpot Pattern A" and "Special Chart 1_Jackpot Pattern B" are 10R (round) jackpots, and the first major prize slot 30 opens once per round, with a maximum opening time of 29.5 seconds. When "Jackpot Pattern A" is won, the game state after the jackpot game is a time-saving state, which will be described later, with the number of time-saving times set to one. In contrast, the game state after the jackpot game based on "Jackpot Pattern B" is a non-time-saving state, which will be described later. The number of time-saving times is the maximum number of times that the variable display of the special pattern can be executed in the time-saving state. Various time-saving times are examples of "specific times." Details of the game state will be described later.

[0080] In addition, "Special Chart 2_Jackpot Symbol C," "Special Chart 2_Jackpot Symbol D," and "Special Chart 2_Jackpot Symbol E" are 10R (round) jackpots, and the opening time for each jackpot game is 5 seconds, and the first large prize slot 30 opens once per round, with a maximum opening time of 29.5 seconds (see Figure 68). The ending time for the jackpot game based on "Special Chart 2_Jackpot Symbol C" and the ending time for the jackpot game based on "Special Chart 2_Jackpot Symbol E" are 5 seconds (see Figure 68(B)). On the other hand, the ending time for the jackpot game based on "Special Chart 2_Jackpot Symbol D" is 13 seconds (see Figure 68(C)). The ending time of the jackpot game based on "Special Chart 2_Jackpot Pattern C" is longer than either the ending time of the jackpot game based on "Special Chart 2_Jackpot Pattern C" or the ending time of the jackpot game based on "Special Chart 2_Jackpot Pattern E". This is to enable the revival effect described below to be executed at the ending time of the jackpot game based on "Special Chart 2_Jackpot Pattern D". The game state after the jackpot game when "Jackpot Pattern C" or "Jackpot Pattern D" is a time-saving state described below, with the number of time-saving times set to one. In contrast, the game state after the jackpot game based on "Jackpot Pattern E" is a non-time-saving state described below.

[0081] Furthermore, if a small prize is won as a result of the special symbol lottery, a small prize game is executed in which the second large prize opening 35 is opened once. If a game ball enters the second large prize opening 35 opened by the small prize game and passes through the specific area 39 in the second large prize device 36, a jackpot is won, and a jackpot game (type 2 jackpot game) is executed in which the first large prize opening 30 is opened. When this jackpot game (a jackpot game triggered by passing through the specific area 39) is executed, the opening of the second large prize opening 35 as a small prize game corresponds to the first round. Note that if a game ball does not pass through the specific area 39 in the small prize game, the jackpot game is not executed. In this specification, jackpot games and small prize games are sometimes referred to as special games. Note that in a special game, there may be rounds in which the large prize opening is opened multiple times during one round.

[0082] In this embodiment, as shown in Fig. 8, there are three types of small prize symbols (small prize symbols stopped and displayed on the second special symbol display 41b) that can be won in the lottery for special symbol 2. Specifically, in the lottery for special symbol 2, there is a possibility of winning "special symbol 2_small prize symbol a", "special symbol 2_small prize symbol b", and "special symbol 2_small prize symbol c".

[0083] "Special Chart 2_Small Winning Symbol a", "Special Chart 2_Small Winning Symbol b", and "Special Chart 2_Small Winning Symbol c" are small winning symbols that can always pass through to the specific area 39 (also called V-passing) as long as they are played correctly. In other words, in this form, winning a small winning symbol based on the lottery of Special Chart 2 essentially has the same meaning as winning a big winning symbol.

[0084] In small prize games based on various small prize symbols, the second large prize opening 35 is opened and closed multiple times (see Figure 67(B)). The total opening time of the second large prize opening 35 multiple times in one small prize game is 1.6 seconds. The opening time in each small prize game is 0.008 seconds. In a jackpot game (type 2 jackpot game) executed based on the passage of the gaming ball into the specific area 39, the first large prize opening 30 is opened once per round from the second round to the tenth round, with a maximum opening time of 29.5 seconds, regardless of whether it is a type 2 jackpot game based on "small prize symbol a," a type 2 jackpot game based on "small prize symbol b," or a type 2 jackpot game based on "small prize symbol c." In other words, a type 2 jackpot game of 10 rounds is essentially executed. The opening time of a jackpot game based on "small win symbol a", the opening time of a jackpot game based on "small win symbol b", and the opening time of a jackpot game based on "small win symbol c" are all 5 seconds (see Figures 67(C) and 67(D)). The ending time of a jackpot game based on "small win symbol a" and the ending time of a jackpot game based on "small win symbol c" are also 5 seconds (see Figure 67(C)). On the other hand, the ending time of a jackpot game based on "small win symbol b" is 13 seconds (see Figure 67(C)). The reason why the ending time of a jackpot game based on "small win symbol b" is longer than either the ending time of a jackpot game based on "small win symbol a" or the ending time of a jackpot game based on "small win symbol c" is so that a revival effect, which will be described later, can be executed at the ending time of a jackpot game based on "small win symbol b". The game state after the execution of the above-mentioned two-type jackpot game is controlled to the time-saving state described below.The game state after the jackpot game based on either the "small win symbol a" or the "small win symbol b" is the time-saving state, and the number of time-saving times is set to one.On the other hand, the game state after the jackpot game based on the "small win symbol c" is the non-time-saving state.In this form, the probability of winning the jackpot in the lottery for Special Chart 2 combined with the probability of winning the small jackpot in the lottery for Special Chart 2 is 1 / 1, so if the game is controlled to a time-saving state with one time-saving cycle, the execution of the next jackpot game is essentially confirmed.

[0085] In this form of jackpot game, there are jackpot games based on "Special chart 1_jackpot symbol A" (hereinafter also referred to as jackpot game A), jackpot games based on "Special chart 1_jackpot symbol B" (hereinafter also referred to as jackpot game B), jackpot games based on "Special chart 2_jackpot symbol C" (hereinafter also referred to as jackpot game C), jackpot games based on "Special chart 2_jackpot symbol D" (hereinafter also referred to as jackpot game D), jackpot games based on "Special chart 2_jackpot symbol E" (hereinafter also referred to as jackpot game E), jackpot games based on "Special chart 2_small jackpot symbol a" (hereinafter also referred to as jackpot game F), jackpot games based on "Special chart 2_small jackpot symbol b" (hereinafter also referred to as jackpot game G), and jackpot games based on "Special chart 2_small jackpot symbol c" (hereinafter also referred to as jackpot game H) (see Figure 8).

[0086] Here, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. In this embodiment, there are two gaming states: a non-time-shortening state and a time-shortening state. The non-time-shortening state is also called the normal gaming state. When playing the pachinko gaming machine 1 for the first time, the gaming state after powering on is the non-time-shortening state (normal gaming state). The time-shortening state is a gaming state set in such a way that it is easier for the gaming ball to enter the electric chute 22 than in the non-time-shortening state.

[0087] In the pachinko gaming machine 1 of this embodiment, various parameters related to the likelihood of winning on the electric chute 22, such as the normal symbol variation pattern and the opening pattern of the electric chute 22, are set differently between the time-shortened state and the non-time-shortened state. Specifically, in this embodiment, as shown in FIG. 9(A), the winning probability of the normal symbol lottery in the time-shortened state is the same as the winning probability of the normal symbol lottery in the non-time-shortened state. Specifically, in this embodiment, the probability of determining a winning result in the normal symbol lottery in either the non-time-shortened state or the time-shortened state is set to 65535 / 65536. In other words, the normal symbol lottery is almost always determined to be a winning result in either state. Note that the winning probability of the normal symbol lottery may be higher in the time-shortened state than in the non-time-shortened state (in other words, the probability variation function of the normal symbol display 42 is activated in the time-shortened state).

[0088] Also, in the time-saving state, as shown in FIG. 9(B), the normal symbol fluctuation time is shorter than in the non-time-saving state. Specifically, in this embodiment, the normal symbol fluctuation time is 60 seconds in the non-time-saving state, but 1 second in the time-saving state. In other words, in the time-saving state, the fluctuation time shortening function of the normal symbol display 42 is activated. Note that the normal symbol stop time is 0.5 seconds in either game state.

[0089] 9(C), the opening time of the electric chute 22 in the auxiliary game is longer than that in the non-time-shortening state. Specifically, in this embodiment, the opening time of the electric chute 22 is 0.05 seconds per time in the non-time-shortening state, but is 2.5 seconds in the time-shortening state. In other words, in the time-shortening state, the opening time extension function of the electric chute 22 is activated.

[0090] Also, in the time-shortened state, the number of times the electric chute 22 opens in the auxiliary game may be greater than in the non-time-shortened state, as shown in Figure 9(C). Specifically, in this embodiment, the number of times the electric chute 22 opens is one in the non-time-shortened state, but two in the time-shortened state. In other words, in the time-shortened state, the function of increasing the number of times the electric chute 22 opens is activated.

[0091] In the non-time-saving state, if a normal symbol lottery is executed, it will almost certainly result in a win, but the normal symbol variation time is long at 60 seconds, and the electric chute 22 opens only once for 0.05 seconds in the auxiliary game. Therefore, in the non-time-saving state, even if you play by hitting to the right (a hitting method that allows the game ball to pass through the gate 28), you are unlikely to win on the electric chute 22.

[0092] In contrast, in the time-saving mode, if a normal symbol lottery is executed, it almost always results in a win, the normal symbol variation time is short at 1 second, and the electric chute 22 opens twice in the auxiliary game for 2.5 seconds, which is sufficiently long. Therefore, in the time-saving mode, playing by hitting the right hand can frequently result in winning on the electric chute 22. In other words, the time-saving mode can be said to be a gaming mode in which it is easier to win on the electric chute 22 than in the non-time-saving mode.

[0093] In this way, in the non-time-saving state, a player cannot expect a win on the electric chute 22 even if he hits from the right, so the player plays by hitting from the left. On the other hand, in the time-saving state, a win on the electric chute 22 frequently occurs when he hits from the right, so the player plays by hitting from the right. In this pachinko gaming machine 1, the player plays by hitting from the right even during a jackpot game.

[0094] Incidentally, in the time-saving state, the base, which is the ratio of the number of winning balls to the number of balls fired, is higher than in the non-time-saving state. Therefore, the time-saving state is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports winning through the second starting hole 21 by the electric chute 22) is being executed. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state.

[0095] The time-saving state may be achieved by activating one or more of the following functions: the probability variation function of the normal pattern display 42, the variation time reduction function of the normal pattern display 42, the opening time extension function of the electric chute 22, and the opening count increase function of the electric chute 22, so long as it makes it easier for the game ball to enter the second starting hole 21 associated with the electric chute 22 than when the function is not activated; it is not necessary for all of these functions to be activated.

[0096] Next, the determination of the special symbol variation pattern (special symbol variation pattern) will be explained. The pachinko gaming machine 1 determines the special symbol variation pattern according to a special symbol variation pattern determination table that differs between the non-time-shortened state and the time-shortened state (see Figure 10). The special symbol variation pattern determination table in the time-shortened state (see Figure 10(B)) is a table that is more likely to select a variation pattern with a short variation time than the special symbol variation pattern determination table in the non-time-shortened state (see Figure 10(A)).

[0097] Here, in the non-time-saving state, the lottery for special chart 1 is mainly performed, so the table shown in the special chart 1 column of Figure 10(A) is used. In the non-time-saving state, the game is played mainly by drawing the lottery for special chart 1. Therefore, at this time, the table shown in the special chart 1 column of Figure 10(A) is used. On the other hand, in the time-saving state, the lottery for special chart 2 is mainly performed, so the table shown in the special chart 2 column of Figure 10(B) is used. In the time-saving state, the game is played mainly by drawing the lottery for special chart 2. Therefore, at this time, the table shown in the special chart 2 column of Figure 10(B) is used.

[0098] 4. About the start-up command The pachinko gaming machine 1 of this embodiment can execute a so-called pre-reading effect. The pre-reading effect is an effect that suggests the probability of winning a start winning before the win / loss determination immediately before the start of the special symbol variation (variable display of the special symbol) based on the start winning, by using a start winning command specified based on the determination information (random number value such as a jackpot random number) acquired by the start winning.

[0099] As shown in Fig. 11, the start winning command generated in this embodiment includes lottery result information indicating whether it is a big win, a small win, or a miss. The start winning command in this embodiment also includes start port information indicating which start port, the first start port 20 or the second start port 21, the winning port has been entered. Note that the start winning command only needs to include the lottery result information, and the information included in the start winning command other than the lottery result information can be changed as appropriate.

[0100] 5. Operation of the gaming control microcomputer 81 [Main Control Main Processing] Next, the operation of the game control microcomputer 81 will be described with reference to FIGS. 12 to 30. The counters, timers, flags, statuses, buffers, and the like that appear in the description of the operation of the game control microcomputer 81 are stored in the RAM 84. When the power to the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads and executes the main control main processing program shown in FIG. 12 from the ROM 83. As shown in the figure, the main control main processing first performs initial settings (step S001). The initial settings include, for example, stack settings, constant settings, interrupt time settings, CPU 82 settings, SIO, PIO, and CTC (a circuit for managing interrupt time), and resetting various flags, statuses, counters, and the like. The initial value of a flag is "0" (i.e., "OFF"), the initial value of a status is "1," and the initial value of a counter is "0." The initial settings (S001) are performed only once after the power is turned on and are not performed thereafter.

[0101] Following the initial setting (S001), interrupts are disabled (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values ​​shown in FIG. 6 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the period initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0102] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the CPU 82, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, after the main timer interrupt process (S005) is completed and before the next main timer interrupt process (S005) is started, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the CPU 82 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).

[0103] [Main-side timer interrupt processing] Next, the main-side timer interrupt processing (S005) will be explained. As shown in Figure 13, in the main-side timer interrupt processing (S005), output processing (S101) is first executed. In the output processing (S101), commands etc. set in the output buffer provided in RAM 84 of the main control board 80 in each process described below are output to the sub-control board 90, dispensing control board 110, etc.

[0104] In the input process (S102) that follows the output process (S101), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, normal prize hole sensor 27a, etc. (see Figure 4)) attached to the pachinko gaming machine 1 are read in and stored in the output buffer of RAM 84 as prize ball information. In addition, a detection signal from the lower tray full switch that detects when the lower tray 62 is full is also taken in and stored in the output buffer of RAM 84 as lower tray full data. Note that the number of prize balls awarded for winning at each prize hole is set to a predetermined value, such as two balls for the second start hole 21. However, the number of prize balls awarded for winning at each prize hole can be changed as appropriate.

[0105] The normal and special symbol main random number update process (S103) that is carried out next is the same as the normal and special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 12. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 6 is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0106] Following the normal symbol / special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), and specific area sensor detection process (S108), which will be described later. Then, external terminal output process (S109) and other processes (S110) are executed, and the main timer interrupt process (S005) is terminated. In the external terminal output process (S109), the output signal set in each external terminal setting process, which will be described later, is output to the external terminal board 119. Other processes (S110) include controlling the first special symbol reserved indicator 43a to a display mode that indicates the number of balls reserved based on the number of special symbol 1 balls, which will be described later. Then, steps S002 to S004 of the main control main process are repeatedly executed (see FIG. 12) until the next interrupt pulse is input to the CPU 82, and when the interrupt pulse is input (approximately 4 msec later), the main-side timer interrupt process (S005) is executed again. In the output process (S101) of the main-side timer interrupt process (S005) executed again, the commands and the like set in the output buffer of the RAM 84 in the previous main-side timer interrupt process (S005) are output.

[0107] [Sensor detection process] As shown in Fig. 14, in the sensor detection process (S104), first, it is determined whether or not a gaming ball has passed through the gate 28, i.e., whether or not a gaming ball has been detected by the gate sensor 28a (S201). If the gaming ball has passed through the gate 28 (YES in S201), the gate passing process (S202) described below is performed. On the other hand, if the gaming ball has not passed through the gate 28 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.

[0108] In step S203, it is determined whether or not a gaming ball has entered the second starting hole 21, i.e., whether or not a gaming ball has been detected by the second starting hole sensor 21a (S203). If a gaming ball has not entered the second starting hole 21 (NO in S203), the process proceeds to step S209, but if a gaming ball has entered the second starting hole 21 (YES in S203), a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 6(A) is acquired).

[0109] Next, a second start winning command identification process (S207) is performed. In the second start winning command identification process (S207), the second start winning command (an example of winning information) is identified using the start winning command identification table shown in FIG. 11 based on the random number group stored in step S206. Specifically, if the jackpot random number is "65535" and the symbol type random number is "199," the second start slot in the start winning command identification table in FIG. 11 is referenced to identify the command "E2H01H" as the second start winning command. The command consists of two bytes of information (one byte of upper command (e.g., E2H) and one byte of lower command (e.g., 01H)).

[0110] The classification of the jackpot random number in the table shown in Figure 11 corresponds to the classification in the jackpot determination table (see Figure 7(A)). In detail, if the jackpot random number value is 65331 to 65535, it is determined to be a jackpot, and therefore a second start winning command (the value of the lower command is 01H) indicating this (i.e., the acquired determination information is jackpot winning information that will be determined to be a jackpot win) is specified. Also, if the jackpot random number value is 0 to 65329, it is determined to be a small win, and therefore a second start winning command (the value of the lower command is 02H) indicating this (i.e., the acquired determination information is small win winning information that will be determined to be a small win) is specified.

[0111] In the start winning command of this embodiment, the value of the upper digit of the two-digit upper command in hexadecimal is information that specifies the type of command (that it is a start winning command). Also, the value of the lower digit of the upper command is start port information that specifies the type of start port (whether it is a win in the first start port 20 or the second start port 21). Also, the two-digit lower command in hexadecimal is lottery result information. Note that these rules for generating start winning commands are just an example and can be changed as desired.

[0112] Next, the game control microcomputer 81 sets the second start winning command identified in step S207 in the output buffer of the RAM 84 (S208).

[0113] Next, in the sensor detection process (S104), it is determined whether a gaming ball has entered the first starting hole 20, that is, whether a gaming ball has been detected by the first starting hole sensor 20a (S209). If a gaming ball has not entered the first starting hole 20 (NO in S209), the process is terminated. However, if a gaming ball has entered the first starting hole 20 (YES in S209), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in RAM 84) has reached "4" (S210). Then, if the number of reserved balls for special chart 1 has reached "4" (YES in S210), the process is terminated. However, if the number of reserved balls for special chart 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls for special chart 1 (S211).

[0114] Next, a special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), similar to the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (that is, the random number group shown in FIG. 6(A) is acquired), and these acquired random number values ​​are stored in the memory area of ​​the first special chart reservation memory unit 85a (FIG. 4) corresponding to the current number of special chart 1 reserved balls.

[0115] Next, a first start winning command identification process (S213) is performed. In the first start winning command identification process (S213), the first start winning command (an example of winning information) is identified using the start winning command identification table shown in FIG. 11 based on the random number group stored in step S212. Specifically, if the jackpot random number is "65535" and the pattern type random number is "199," the first start slot in the start winning command identification table in FIG. 14 is referenced to identify the command "E1H01H" as the first start winning command. The identified first start winning command includes lottery result information.

[0116] As in the case of the second start winning command described above, the classification of the jackpot random number in the table shown in Fig. 11 corresponds to the classification in the jackpot determination table (see Fig. 7(A)). In detail, if the jackpot random number value is 65331 to 65535, it is determined to be a jackpot, and therefore the first start winning command (the value of the lower command is 01H) indicating this (i.e., the acquired determination information is jackpot winning information that is expected to be determined as a jackpot win) is specified. Also, if the jackpot random number value is 0 to 65330 and the symbol type random number value is 0 to 199, it is determined to be a loss, and therefore the first start winning command (the value of the lower command is 03H) indicating this (i.e., the acquired determination information is loss information that is expected to be determined as a loss) is specified.

[0117] Next, the game control microcomputer 81 sets the first start winning command identified in step S213 in the output buffer of the RAM 84 (S214), performs other processing (S215), and ends this processing. Here, in the other processing (S215), for example, the game control microcomputer 81 determines whether or not a gaming ball has been detected by the first large prize opening sensor 30a, and if it determines that a gaming ball has been detected by the first large prize opening sensor 30a, sets a command for the first large prize opening sensor in the output buffer of the RAM 84. Also, in the other processing (S215), for example, the game control microcomputer 81 determines whether or not a gaming ball has been detected by the second large prize opening sensor 35a, and if it determines that a gaming ball has been detected by the second large prize opening sensor 35a, sets a command for the second large prize opening sensor in the output buffer of the RAM 84.

[0118] [Gate Passing Process] As shown in Figure 15, in the gate passing process (S202), first, it is determined whether or not the normal symbol is waiting to change (S221). Waiting for the normal symbol to change means that neither the normal symbol change display nor the auxiliary game is being executed. If the normal symbol is not waiting to change (NO in S221), this process is immediately terminated, but if the normal symbol is waiting to change (YES in S221), the normal symbol random number acquisition process (S222) is performed. In the normal symbol random number acquisition process (S222), the normal symbol random number counter value (value of label-TRND-H, Figure 6 (B)) is acquired, and the acquired random number value is stored in a predetermined memory area of ​​RAM 84.

[0119] [Normal Operation Processing] Following the sensor detection processing (S104), the game control microcomputer 81 performs the normal operation processing (S105) shown in FIG. 16. In the normal operation processing (S105), first, it determines whether the electric chute 22 is in operation (S301). If the electric chute is not in operation (NO in S301), it then determines whether a normal symbol is being displayed as a stopped symbol (from the start to the end of the normal symbol stop time) (S302). If a normal symbol is not being displayed as a stopped symbol (NO in S302), it then determines whether a variable normal symbol is being displayed (S303). If a variable normal symbol is not being displayed (NO in S303), it then determines whether the normal symbol random number obtained in step S222 before the win determination is stored (S304). If the normal symbol random number is not stored (NO in S304), this processing ends.

[0120] If a normal symbol random number is stored in step S304 (YES in S304), a win determination process (S305) is performed. In the win determination process (S305), if the time-saving state is not active, a win or a loss is determined based on the normal symbol win determination table for the non-time-saving state (see the non-time-saving state column in the table shown in FIG. 9(A)). If the time-saving state is active, a win or a loss is determined based on the normal symbol win determination table for the time-saving state (see the time-saving state column in the table shown in FIG. 9(A)). Then, a symbol determination process is performed (S306) in which normal symbol stop symbol data corresponding to the result of the win determination process is set in a predetermined memory area of ​​RAM 84. That is, in the symbol determination process (S306), if the result is a "miss," data corresponding to a "normal miss symbol" is set, and if the result is a "win," data corresponding to a "normal win symbol" is set. Note that in this embodiment, the probability of winning the normal symbol lottery is the same whether the time-saving state is not active or the time-saving state.

[0121] Next, the game control microcomputer 81 performs a normal symbol variation time determination process (S307). In the normal symbol variation time determination process (S307), by referring to the normal symbol variation pattern determination table shown in Fig. 9 (B), if the game state is not in the time-saving state, a normal symbol variation pattern with a normal symbol variation time of 60 seconds is selected. On the other hand, if the game state is in the time-saving state, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected.

[0122] After that, the game control microcomputer 81 starts displaying the normal symbol variation in the normal symbol variation pattern selected in step S307 (S310). In addition, in order to notify the sub-control board 90 of the start of the normal symbol variation, a normal symbol variation start command is set.

[0123] If the normal symbol variation display is in progress in step S303 (YES in S303), it is then determined whether the normal symbol variation time has elapsed (S311), and if not, the process ends. On the other hand, if the time has elapsed (YES in S311), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S312). Then, a normal symbol variation stop command is set to the sub-control board 90 to notify the normal symbol variation stop (S313), and the normal symbol stop time (500 ms in this embodiment, see Figure 9 (B)) is set (S314), and the process ends.

[0124] Also, if a normal symbol is currently displayed in step S302 (YES in S302), it is then determined whether the normal symbol stop time set in step S314 has elapsed (S315), and if not, the process ends. On the other hand, if it has elapsed (YES in S315), it is determined whether normal symbol stop symbol data for a normal winning symbol has been set (S316), and if it is not data for a normal winning symbol (i.e., if there is no win (NO in S316)), the process ends. On the other hand, if it is data for a normal winning symbol (i.e., if there is a win (YES in S316)), the opening pattern of the electric chute 22 is set (S317). In detail, if the non-time-shortening state is in effect, the opening pattern of the electric chute 22 is set to the opening pattern for the non-time-shortening state (see electric chute opening TBL1 in Figure 9 (C)). On the other hand, if the time-saving state is in effect, the opening pattern for the time-saving state (see electric chute opening TBL2 in FIG. 9(C)) is set as the opening pattern of the electric chute 22. Then, the electric chute 22 is operated according to the opening pattern set in step S317 (S318).

[0125] If the electric chute 22 is in operation in step S301 (YES in S301), it is then determined whether the operation time of the electric chute 22 has elapsed (S319), and if not, the process ends. On the other hand, if the time has elapsed (YES in S319), the operation of the electric chute 22 is terminated (S320).

[0126] [Special Action Processing] After the normal action processing (S105), the game control microcomputer 81 performs the special action processing (S106) shown in Fig. 17. In the special action processing (S106), the processing related to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and "special action status 1, 2, 3, 4, 5" is assigned to each stage. If the "special operation status" is "1" (YES in S901), a special symbol standby process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol variable process (S904) is performed; if the "special operation status" is "3" (NO in S901, S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in S901, S903, S905, YES in S907), a special electric accessory process 1 (S908) is performed as a big win game; if the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric accessory process 2 (S909) is performed as a small win game. The special operation status is initially set to "1".

[0127] [Special symbol waiting process] As shown in Fig. 18, in the special symbol waiting process (S902), first, it is determined whether or not a game ball has entered the second starting hole 21 (S1001). If a game ball has not entered the second starting hole 21 (NO in S1001), that is, if a random number counter value group has not been acquired due to a ball entering the second starting hole 21, it is determined whether or not the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1007). If the number of reserved balls for special chart 1 is also "0" (YES in S1007), that is, if there is no memory of the random number counter value group acquired as a result of winning at the first starting port 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers) (S1013), and if so (YES in S1013), the process is terminated, and if not (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a predetermined standby time is waited for, and a customer waiting standby command is set to display the standby screen.

[0128] In step S1001, if a gaming ball enters the second starting hole 21 (YES in S1001), that is, if a random number counter value group is obtained due to the ball entering the second starting hole 21, the special symbol 2 big win determination process (S1002) and the special symbol 2 variation pattern selection process (S1003), which will be described later, are performed. After that, the gaming control microcomputer 81 executes the special symbol 2 variation start process (S1006). In the special symbol 2 variation start process (S1006), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84, and the variation display of the second special symbol is started. In addition, the fluctuation start command (also called the special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process (S1006) includes information on the special chart stop pattern data set in the special chart 2 jackpot determination process (S1002) and information on the fluctuation pattern set in the special chart 2 fluctuation pattern selection process (S1003) (information including fluctuation time information).

[0129] Furthermore, if no game ball has entered the second starting hole 21 but the number of reserved balls for special symbol 1 is not "0" (NO in S1001 and NO in S1007), that is, if a random number counter value group has not been acquired due to a game ball entering the second starting hole 21 but there is one or more stored random number counter value groups (reserved information for special symbol 1) acquired due to a game ball entering the first starting hole 20, the game control microcomputer 81 performs the special symbol 1 jackpot determination process (S1008) and the special symbol 1 variation pattern selection process (S1009) described below. Then, the game control microcomputer 81 decrements the number of reserved balls for special symbol 1 by 1 (S1010). Then, the storage location (storage area) of various counter values ​​in the first special symbol reserve memory unit 85a is shifted by one from the current position toward the side from which the ball is read, and the memory area corresponding to the fourth reserved ball in the first special symbol reserve memory unit 85a (the memory area farthest from the side from which the ball is read) is cleared (S1011). In this way, the first special symbol reserves are consumed in the order in which they were reserved. Next, the game control microcomputer 81 executes the special symbol 1 variation start process (S1012). In the special symbol 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84, thereby starting the display of the variation of the first special symbol. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the special symbol 1 jackpot determination process (S1008) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1009) (information including variation time information).

[0130] As described above, in this embodiment, the variable display of the special symbol based on the first special symbol reservation is performed only when no game ball enters the second starting hole 21 (NO in S1001). In other words, the lottery for special symbol 2 is executed in priority to the lottery for special symbol 1. And in this embodiment, if a small prize is won in the lottery for special symbol 2, the small prize game will always be able to pass through the specific area 39. This point will be described in detail later.

[0131] [Special Chart 2 Jackpot Determination Processing (Special Chart 1 Jackpot Determination Processing)] The special chart 2 jackpot determination processing (S1002) and the special chart 1 jackpot determination processing (S1008) have the same processing flow, so they will be explained together based on Figure 19. As shown in Figure 19, in the special chart 2 jackpot determination processing (S1002) or the special chart 1 jackpot determination processing (S1008), first, the jackpot random number counter value (value of label -TRND-A) is read as the determination value (S1101). In detail, in the special chart 2 jackpot determination processing (S1002), the acquired jackpot random number counter value is read. In addition, in the special chart 1 jackpot determination processing (S1008), the jackpot random number counter value stored in the first special chart reserved memory unit 85a of RAM 84 (more specifically, the memory area corresponding to the first of the first special chart reserved) is read.

[0132] Next, a jackpot determination table (FIG. 7(A)) is set (S1102). Next, it is determined whether or not there is a jackpot based on the set jackpot determination table (S1103). That is, it is determined whether or not the jackpot random number counter value (label-TRND-A) matches any of the jackpot determination values ​​"65331" to "65535" (see FIG. 7(A)). If the result of the jackpot determination (S1103) is a "jackpot", the jackpot flag is turned ON (S1104), and the symbol type random number counter value (value of label-TRND-AS) is read out to determine the jackpot symbol type (type of jackpot) based on the jackpot symbol type determination table shown in FIG. 7(B) (S1105). After determining the type of jackpot symbol (S1105), the special symbol stop symbol data (see FIG. 7(B)) corresponding to the type of jackpot symbol is set in the special symbol type buffer provided in RAM 84 (S1106), and the process is completed.

[0133] On the other hand, if the result of the jackpot determination (S1103) is not a "jackpot," it is determined whether or not it is a small jackpot (S1107). In detail, in the special chart 2 jackpot determination process (S1002), it is determined whether or not the jackpot random number counter value matches any of the small jackpot determination values ​​"0" to "65329" (see the special chart 2 column in Figure 7(A)). In addition, in the special chart 1 jackpot determination process (S1008), it is determined that it is not a small jackpot (see the special chart 1 column in Figure 7(A)). Note that the probability of winning a small jackpot is higher in the special chart 2 lottery than in the special chart 1 lottery. In more detail, while the probability of winning a small jackpot in the special chart 1 lottery is "zero," the probability of winning a small jackpot in the special chart 2 lottery is approximately 1 / 1.

[0134] If the result of the small win determination (S1107) is a "small win," the small win flag is turned ON (S1108), and the symbol type random number counter value (value of label-TRND-AS) is read out, and the small win symbol type (type of small win) is determined based on the small win symbol type determination table shown in FIG. 7(C) (S1109). After determining the small win symbol type (S1109), the special symbol stop symbol data (see FIG. 7(C)) corresponding to the small win symbol type is set in the special symbol type buffer provided in RAM 84 (S1110), and the processing ends. Note that the random number that determines whether or not there is a small win may be provided separately from the big win random number.

[0135] Also, if it is not a jackpot (NO in S1103) or a small jackpot (NO in S1107), it is a "miss," so the symbol type random number counter value (value of label-TRND-AS) is read out to determine the type of missing symbol (type of miss) (S1112). After determining the type of missing symbol (S1112), the special symbol stop symbol data corresponding to the type of missing symbol is set in the special symbol type buffer provided in RAM 84 (S1113), and the process ends. Also, in the special symbol 2 jackpot determination process (S1002), it is not determined to be a miss (see the special symbol 2 column in Figure 7 (A)). In other words, in the special symbol 2 jackpot determination process (S1002), it is determined whether it is a jackpot or a small jackpot.

[0136] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1003) and the special chart 1 variation pattern selection process (S1009) have the same processing flow, so they will be explained together based on Figures 20 and 21. As shown in Figure 20, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), first, it is determined whether the game state is in a non-time-saving state (whether the time-saving flag is OFF or not) (S1301).

[0137] If the game is in a non-time-shortening state (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If it is ON (YES in S1302), the table for jackpots in a non-time-shortening state (the portion of the table shown in FIG. 10(A) that corresponds to the jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (the value of label-TRND-T1) (S1303). As shown in FIG. 10(A), once the fluctuation pattern is determined, the fluctuation time is also determined.

[0138] It should be noted that a variation pattern is associated with a variation presentation, and once a variation pattern is determined, a variation presentation according to that variation pattern is executed. Specifically, for example, in a variation presentation based on variation pattern P1, an SP reach is executed, and in a variation presentation based on variation pattern P2, a normal reach (N reach) is executed (see the remarks column of the table shown in FIG. 10(A)). Here, an SP reach (super reach) is a reach with a longer variation time after the reach than a normal reach, and the allocation rate of the table is set so that the winning expectation rate (expectation rate for winning a jackpot) is higher than that of a normal reach. In this form, a super reach is executed in a progressive manner after a normal reach.

[0139] Also, in step S1302, if the big win flag is not ON (NO in S1302), it is determined whether the small win flag is ON (S1304). If it is ON (YES in S1304), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for non-time-saving state small and medium wins (the part of the table shown in FIG. 10(A) that corresponds to the small win).

[0140] Also, in step S1304, if the small win flag is not ON (NO in S1304), it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach-established random number value (S1306). As shown in FIG. 7(D), the reach-established random number value is "0" to "11" in the time-saving state and "0" to "27" in the non-time-saving state. In other words, the reach is less likely to occur in the time-saving state when a normal miss occurs than in the non-time-saving state. This is to speed up the consumption of reserved special symbols by selecting more non-reach misses with short fluctuation times in the time-saving state. If the reach random number counter value is a reach-established random number value (YES in S1306), that is, in the case of a reach-and-miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1307) by referring to the table for reach-and-misses in the non-time-saving state (the portion of the table shown in FIG. 10(A) corresponding to reach-and-misses).

[0141] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1306), that is, if it is a miss without a reach, a table for misses without a reach during non-time-shortening state (the part of the table shown in Figure 10(A) that corresponds to misses without a reach) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1308).

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

[0143] Also, in step S1301, if it is determined that the game state is in the time-shortened state (YES in S1301), as shown in Fig. 21, the processing (S1308 to S1315) is performed in the same manner as in steps S1302 to S1308 above, except that the fluctuation pattern determination table to be referenced is the table in the time-shortened state (the portion of the fluctuation pattern determination table shown in Fig. 10(B) that corresponds to the time-shortened state). That is, if the jackpot flag is ON (YES in S1309), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the jackpot table in the time-shortened state (the portion of the fluctuation pattern determination table shown in Fig. 10(B) that corresponds to the time-shortened state and the jackpot, the portion of the fluctuation pattern determination table shown in Fig. 10(B) that corresponds to the time-shortened state and the jackpot).

[0144] Also, if the small win flag is ON (YES in S1311), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the time-saving state small / medium win table (the part of the fluctuation pattern determination table shown in FIG. 10(B) that corresponds to the time-saving state and small win, and the part of the fluctuation pattern determination table shown in FIG. 10(B) that corresponds to the time-saving state and small win) (S1312). Also, if the reach random number counter value is a reach establishment random number value (YES in S1313), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the time-saving state reach and miss table (the part of the fluctuation pattern determination table shown in FIG. 10(B) that corresponds to the time-saving state and reach and miss). Also, if the reach random number counter value is not a reach establishment random number value (NO in S1313), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the no-reach miss table during time-saving state (the part of the fluctuation pattern determination table shown in Figure 10 (B) that corresponds to the time-saving state and no-reach miss).

[0145] In addition, in the fluctuation pattern determination table during the time-saving state (the portion of the fluctuation pattern determination table shown in Figure 10(B) that corresponds to the time-saving state), the shortened fluctuation function according to the number of reserved balls when there is no reach and a miss works when the number of reserved balls is "2" to "4". In other words, shortened fluctuation is more likely to be selected than in a non-time-saving state. In other words, the fluctuation pattern determination table during the time-saving state is a table in which the fluctuation time is shorter than that in the fluctuation pattern determination table during a non-time-saving state.

[0146] After selecting the variation pattern as described above, the selected variation pattern is set (S1320) as shown in Figure 20, and this process ends. The information on the variation pattern set in step S1320 is included in the variation start command set in step S1006 or S1012 in the special symbol standby process (S902).

[0147] [Special Symbol Variation Processing] As shown in Figure 22, in the special symbol variation processing (S904), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Figure 10) has elapsed (S1501). If it has not elapsed (NO in S1501), this processing is immediately ended. This allows the variation display of the special symbol to continue.

[0148] On the other hand, if the fluctuation time has elapsed (YES in S1501), a fluctuation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed (S1504), such as stopping the special symbol fluctuation display at a symbol (jackpot symbol, small win symbol, or losing symbol) corresponding to the set special symbol stop symbol data (see Figures 7(B) and 7(C)), and this processing ends.

[0149] [Special Symbol Determination Process] As shown in Figure 23, in the special symbol determination process (S906), first, it is determined whether the stop time of the special symbol (predetermined determination time) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game status management process (described later) is performed (S1602).

[0150] Next, it is determined whether the jackpot flag is ON (S1603). If the jackpot flag is ON (YES in S1603), the special action status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-shortening flag is ON (S1605). If it is not ON, the process proceeds to step S1607, but if it is ON, the time-shortening flag is turned OFF (S1606) and the process proceeds to step S1607. As a result, the game is controlled to a non-time-shortening state during the game. In this embodiment, the game is always in a low base state during the non-time-shortening state, so the game is also controlled to a low base state during the game.

[0151] Thereafter, to start the jackpot game, a jackpot opening command is set (S1607), and the opening of the jackpot game is started (S1608). Following step S1608, the game control microcomputer 81 sets an opening pattern (see FIG. 9 for details) according to the type of jackpot won (S1609-1). At this time, the value of a jackpot opening counter, which counts the number of times the jackpot opening has occurred during the special game, is set to a value according to the type of jackpot won. Note that the setting of the opening pattern (setting of data according to the opening pattern) may be performed for each round.

[0152] After that, the game control microcomputer 81 selects and sets the output mode of the jackpot signal in the external terminal setting process at the start of the jackpot (S1609-2). Specifically, in this embodiment, the output state of the jackpot signal is selected to be ON according to the start of the jackpot game.

[0153] On the other hand, if the big win flag is not ON in step S1603 (NO in S1603), it is then determined whether the small win flag is ON (S1610). If the small win flag is ON (YES in S1610), the special operation status is set to "5" (S1611). Note that if the small win flag is ON, it will not be turned OFF even if the time-saving flag is ON. After that, to start the small win game, a small win opening command is set (S1612), and the opening of the small win game begins (S1613).

[0154] Following step S1613, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) according to the type of small win that has been won (S1614). At this time, the value of the large prize opening counter is set to a value according to the type of small win that has been won. Thereafter, the game control microcomputer 81 turns on the distribution member operation flag (S1615) and ends this processing. The distribution member operation flag is a flag that indicates that it is the period in which the distribution member 71 is to be operated. In other words, in this embodiment, the operation of the distribution member 71 begins with the opening of the small win game.

[0155] If the small win flag is not ON in step S1610 (NO in S1610), neither the big win game nor the small win game will start, so the special operation status is set to "1" (S1616) and this process ends.

[0156] [Game Status Management Process] As shown in FIG. 24, the game status management process (S1602) first determines whether the time-saving flag is ON (S1701). If the flag is ON, the value of a time-saving counter, which counts the number of special symbol variations executed during the time-saving state, is decremented by one (S1702). Then, the process determines whether the value of the time-saving counter is "0" (S1703). If the value is "0," the time-saving flag is turned OFF (S1704). In this pachinko gaming machine 1, the value of the time-saving counter is set to "1" upon transition to the time-saving state. This point will be described later. Then, in step S1705, the game control microcomputer 81 sets a game status designation command including information about the currently set game status in the output buffer of RAM 84, and the process ends.

[0157] [Special Electric Device Processing 1 (Jackpot Game)] Special electric device processing 1 is processing for executing a jackpot game (second special game) such as a type 1 jackpot game or a type 2 jackpot game. As shown in FIG. 25, in special electric device processing 1 (S908), first, it is determined whether or not the jackpot end flag is ON (S2001). The jackpot end flag is a flag indicating that the opening of all first special winning devices 31 has been completed in the jackpot game in which a winning prize has been won.

[0158] If the jackpot end flag is not ON (NO in S2001), it is determined whether the first major prize opening 30 is currently open (i.e., whether the first major prize device 31 is currently open) (S2002). If it is not currently open (NO in S2002), it is determined whether the time has come to open the first major prize opening 30, that is, whether the opening time for the jackpot has passed and it is time to start opening the first major prize opening 30, or whether the interval time between openings has passed and it is time to start the next opening (S2003).

[0159] If the determination result in step S2003 is NO, the process ends. On the other hand, if the determination result in step S2003 is YES, the first major winning opening 30 is opened according to the set opening pattern (S2004).

[0160] If the first major prize opening 30 is open in step S2002 (YES in S2002), it is determined whether the number of prizes won by the first major prize opening 30 in that unit open game has reached the specified maximum number of prizes (10 in this embodiment) (S2005). If the specified number of prizes has not been reached (NO in S2005), it is determined whether it is time to close the first major prize opening 30 (i.e., whether a specified opening time (see FIG. 9) has passed since the first major prize opening 30 was opened) (S2006). Then, if the opening time of the first major prize opening 30 has not passed (NO in S2006), this process ends.

[0161] On the other hand, if the specified number of winnings has been reached (YES in S2005) or if the opening time of the first large prize opening 30 has elapsed (YES in S2006), that is, if either of the two opening termination conditions is met, the first large prize opening 30 is closed (blocked) (S2007). Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" or not (S2009). If it is not "0" (NO in S2009), the process ends as is to start the next opening.

[0162] On the other hand, if the value is "0" (YES in S2009), a jackpot ending command (see FIG. 8) is set to end the jackpot game (S2010), and the jackpot ending is initiated (S2011). The time for the jackpot ending is set by the game control microcomputer 81 in the jackpot ending process (S2010) based on the type of special symbol shown in FIG. 8 and the game state at the time of winning. Then, the jackpot ending flag is set and the process is terminated (S2012). For example, in the jackpot ending process (S2010), if the game state at the time of winning is in the non-time-saving state and the type of special symbol is either "Special symbol 1_jackpot symbol A" or "Special symbol 1_jackpot symbol B," the time for the jackpot ending is set to 15,000 ms. Also, for example, in the jackpot end processing (S2010), if the game state at the time of winning is in the time-saving state and the type of special symbol is "Special symbol 1_jackpot symbol C," the jackpot ending time is set to 3000 ms. Also, in the pachinko gaming machine 1 of the first embodiment, in the jackpot end processing (S2010), if the game state at the time of winning is in the time-saving state and the type of special symbol is either "Special symbol 2_jackpot symbol C" or "Special symbol 2_jackpot symbol E," the jackpot ending time is set to 5000 ms. Also, in the pachinko gaming machine 1 of the first embodiment, in the jackpot end processing (S2010), if the game state at the time of winning is in the time-saving state and the type of special symbol is "Special symbol 2_jackpot symbol D," the jackpot ending time is set to 13000 ms.

[0163] If the jackpot end flag is ON in step S2001 (YES in S2001), all openings of the first major winning slots 30 in the jackpot game have been completed, so it is determined whether the jackpot ending time has elapsed (S2013). If the ending time has not elapsed (NO in S2013), the process ends. On the other hand, if the ending time has elapsed (YES in S2013), the jackpot end flag is turned OFF (S2014) and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016-1), the external terminal setting process at the jackpot end (S2016-2) is performed, followed by the game status setting process (S2017) described below, and the process ends. In the external terminal setting process at the jackpot end (S2016-2), the output mode of the jackpot signal is selected and set. Specifically, in the first embodiment, the output mode of the jackpot signal is selected to be OFF in response to the end of the jackpot game.

[0164] Here, based on FIG. 68, we will explain the jackpot game in which the first large prize opening 30 (opening / closing member 32) is opened when the result of the lottery for special symbol 2 is a jackpot win. In this embodiment, for example, when the result of the lottery for special symbol 2 is a jackpot win, as shown in FIG. 68(A), once the stop time of the special symbol (500 ms in this embodiment) has elapsed, the execution of the jackpot game in which the first large prize opening 30 is opened is started as shown in FIG. 68(B). First, the opening time of the jackpot game begins. Note that the opening time of the jackpot game is 5000 ms. Note that FIG. 68(A) shows the timing of the variable display and stop display of the special symbol to make it easier to understand the timing of the start of the jackpot game.

[0165] The opening pattern shown in Figure 68(B) is the opening pattern that will be selected regardless of whether you win the ``10-hour short jackpot B'' or the ``10R normal jackpot B'' in the lottery for special chart 2 (see Figure 8).

[0166] More specifically, the opening pattern selected regardless of whether the "10-Hour Short Jackpot B" or the "10R Normal Jackpot B" is won in the lottery on Special Chart 2 is an opening pattern in which an opening is performed for 5000 ms before the first round of play begins, followed by a round of play in which the first large prize winning slot 30 is opened once per round from round 1 to round 10 with a maximum opening time of 29.5 seconds, and an ending of 5000 ms is performed after the final round of play ends. In other words, the jackpot game executed in this opening pattern includes an opening time (5000 ms), a round of play in which the first large prize winning slot 30 is opened once per round from round 1 to round 10 with a maximum opening time of 29.5 seconds, and an ending time (5000 ms).

[0167] The opening pattern shown in Figure 68(C) is the opening pattern that will be selected even if you win the ``10-hour short jackpot C'' in the lottery for special chart 2 (see Figure 8).

[0168] More specifically, even if the "10-Hour Short Jackpot C" is won in the lottery of Special Chart 2, the opening pattern selected is an opening pattern in which an opening is performed for 5000 ms before the first round of play begins, followed by a round of play in which the first large prize winning slot 30 is opened once per round from the first round to the tenth round with a maximum opening time of 29.5 seconds, and an ending of 13000 ms is performed after the final round of play ends. In other words, the jackpot game executed in this opening pattern includes an opening time (5000 ms), a round of play in which the first large prize winning slot 30 is opened once per round from the first round to the tenth round with a maximum opening time of 29.5 seconds, and an ending time (13000 ms).

[0169] [Game Status Setting Process] As shown in FIG. 26, the game status setting process (S2017) first determines whether the jackpot game that was executed this time was triggered by winning a time-saving jackpot (i.e., "10R Time-Shortened Jackpot A," "10R Time-Shortened Jackpot B," "10R Time-Shortened Small Jackpot A," or "10R Time-Shortened Small Jackpot B"; see FIG. 8) (S2101). If the determination result in step S2101 is YES, the time-saving flag is turned ON (S2102), the time-saving counter is set to "1" (S2103), a game status designation command including information on the currently set game status is set to the output buffer of RAM 84 (S2104), and this process ends. By turning ON the time-saving flag and setting the time-saving counter to "1," the game status after this jackpot game becomes the time-saving state and high base state (advantageous game state). This advantageous gaming state ends when either the variable display of the special symbol is performed once or the next jackpot is won. However, in this form of pachinko gaming machine 1, the combined probability of winning the jackpot based on the lottery of special symbol 2 and the small jackpot based on the lottery of special symbol 2 is 1 / 1, so the advantageous gaming state does not end when the variable display of the special symbol is performed once. On the other hand, if it is determined that the jackpot game executed this time is a normal win (i.e., a "10R normal jackpot" or a 10R normal small jackpot, see FIG. 8), that is, if the determination result of step S2101 is NO, the process proceeds to step S2104 without performing steps S2102 and S2103, and this process ends.

[0170] [Special Electric Device Processing 2 (Small Win Game)] Special electric device processing 2 is processing for executing a small win game (first special game) that opens the second large winning device 36 equipped with a specific area 39. As shown in Figures 27 and 28, in special electric device processing 2 (S909), first, it is determined whether or not the small win end flag is ON (S2301). The small win end flag is a flag that indicates that the opening of the second large winning device 36 has ended in the small win game.

[0171] If the small win end flag is not ON (NO in S2301), it is determined whether the second large prize opening 35 is currently open (i.e., whether the second large prize device 36 is currently open) (S2302). If it is not currently open (NO in S2302), it is determined whether the time has come to open the second large prize opening 35, that is, whether the predetermined pre-opening interval (small win opening) time has passed and it is time to start opening the second large prize opening 35 (S2303).

[0172] If the result of the determination in step S2303 is NO, the process ends. On the other hand, if the result of the determination in step S2303 is YES, the second major winning port 35 is opened according to the opening pattern (see FIG. 9) corresponding to the type of the small win that has been won (S2304).

[0173] If the second large prize opening 35 is open in step S2302 (YES in S2302), it is determined whether the number of prizes won through the second large prize opening 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (NO in S2305), it is determined whether the time has come to close the second large prize opening 35 (i.e., whether the total open time of the second large prize opening 35 in one small prize game has exceeded a specified time (1.6 seconds in this embodiment as shown in FIG. 8)) (S2306). Then, if the total open time of the second large prize opening 35 has not exceeded the specified time (NO in S2306), this process ends.

[0174] On the other hand, if the specified number of winnings has been reached (YES in S2305) or the opening time of the second large prize opening 35 has elapsed (YES in S2306), that is, if either of the two opening end conditions is met, the second large prize opening 35 is closed (blocked) (S2307). Then, the value of the large prize opening counter is decremented by 1 (S2308), and the small prize end flag is set (S2309), and this process ends.

[0175] Also, if the small win end flag is ON in step S2301 (YES in S2301), as shown in FIG. 34, it is determined whether a predetermined time (post-closing interval time) has elapsed since the second large prize opening 35 was closed during the small win game (S2310), and if the post-closing interval time has not elapsed (NO in S2310), the processing ends. The post-closing interval time during the small win game will be described later. On the other hand, if the post-closing interval time has elapsed (YES in S2310), the small win end flag is turned OFF (S2311), and the small win flag is turned OFF (S2312), and the process proceeds to step S2313.

[0176] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag that indicates that a gaming ball has passed through the specific area 39 during execution of a small win game, and is a flag that is turned ON in step S2603 (see FIG. 30), which will be described later. If this V flag is not ON (NO in S2313), a type 2 big win game will not be executed, so the value of the big prize opening counter is cleared to "0" (S2314), and the special action status is set to "1" (S2315), and the processing ends.

[0177] On the other hand, if the V flag is ON (YES in S2313), the game control microcomputer 81 turns the V flag OFF (S2317), turns the jackpot flag ON (S2318), and sets the special action status to "4" (S2319) to execute a type 2 jackpot game. Next, if the time-reduction flag is ON (YES in S2320), the time-reduction flag is turned OFF (S2321). Then, a jackpot opening command is set (S2322), and the jackpot opening begins (S2323). This transitions from a small jackpot game, in which the second large prize opening 35 is opened for a short time, to a type 2 jackpot game. After step S2323, a jackpot start external terminal setting process (S2324) is performed. In the jackpot start external terminal setting process (S2324), the output mode of the jackpot signal is selected and set. Specifically, in this embodiment, the output mode of the jackpot signal is selected to be ON in response to the start of a jackpot game.

[0178] [Distributing Member Control Processing] The game control microcomputer 81 performs the distributing member control processing (S107) following the special operation processing (S106) (see FIG. 13). In the distributing member control processing (S107), as shown in FIG. 29, first, it is determined whether the distributing member operation flag is ON (S2501). If the distributing member operation flag is not ON, this processing is terminated. On the other hand, if the distributing member operation flag is ON, the opening of the small win game has started (see FIG. 23), so the distributing member operation processing (S2502) is performed to operate the distributing member 71 in a predetermined operation pattern, and the V valid period setting processing (S2503) is also performed.

[0179] In the distributing member operation process (S2502), a timer is set to measure the operation time of the distributing member 71, and based on the timing using the timer, the distributing member solenoid 73 is turned ON when it is time to open the distributing member 71, and the distributing member solenoid 73 is turned OFF when it is time to close the distributing member 71. As a result, the distributing member 71 moves in a constant manner from the start of the opening of the small win game.

[0180] For example, the distribution member 71 is first controlled to a passage-blocking state (the state shown by the dashed line in Figure 2) from the start of the opening of the small win game, and then controlled to a passage-permitting state (the state shown by the two-dot chain line in Figure 2) so that the passage of the game ball can be detected by the specific area sensor 39a at the fourth opening of the second large prize opening 35 in one small win game.

[0181] Furthermore, in the V effective period setting process (S2503), a V effective period is set for a certain operation of the sorting member 71 as described above. The V effective period is a period during which, when a detection is made by the specific area sensor 39a, the detection is considered valid and the V flag is turned ON. The V effective period is from the start of opening of the specific area 39 (the point at which the sorting member 71 is controlled to the passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to the passing-permitting state). This is done in consideration of the time lag until a gaming ball that has passed the arrangement position of the sorting member 71 reaches the specific area 39.

[0182] Specifically, in the V valid period setting process (S2503), a timer for measuring the V valid period is set, and based on the timing using the timer, the V valid flag is turned ON when it is time to enable the specific area 39, and the V valid flag is turned OFF when it is time to disable the specific area 39. Note that in step S2602 of the specific area sensor detection process (S108) described later, it is determined whether or not the V valid period is in progress by determining whether or not this V valid flag is ON.

[0183] Following the V valid period setting process (S2503), the game control microcomputer 81 determines whether the operation of the distributing member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distributing member 71 set in step S2502, it determines whether the total operation time from when the distributing member 71 starts to when it ends a certain operation has elapsed. If the operation of the distributing member 71 has not ended, the process ends. On the other hand, if the operation of the distributing member 71 has ended, the process ends after turning OFF the distributing member operation flag (S2505).

[0184] Here, based on FIG. 67, the relationship between the small prize game in which the second large prize opening 35 (opening / closing member 37) is opened and the type 2 large prize game in which the first large prize opening 30 (opening / closing member 32) is opened will be explained. In this embodiment, for example, if the lottery result for special drawing 2 is a small prize, as shown in FIG. 67(A), once the stop time of the special symbol (500 ms in this embodiment) has elapsed, the execution of the small prize game in which the second large prize opening 35 is opened will begin as shown in FIG. 67(B). First, the opening of the small prize game begins. The opening time of the small prize game is 8 ms. Note that FIG. 67(A) shows the timing of the variable display and stop display of the special symbol to make it easier to understand the timing of the start of the small prize game.

[0185] The opening pattern shown in Figure 67(B) is the opening pattern that is selected when a small prize is won in the lottery of Special Figure 2. In other words, it is the opening pattern that is selected when any of the "10-time short-time small prize A," "10R short-time small prize B," or "10R normal small prize" is won (see Figure 8). This opening pattern is a passing opening pattern (first passing opening pattern) that allows passage to the specific area 39.

[0186] More specifically, this first pass-through opening pattern is an opening pattern in which the second large prize opening 35 is closed for 8 ms, and then the second large prize opening 35 is opened and opened and closed multiple times (six times in this embodiment), resulting in the second large prize opening 35 being closed for 6000 ms. In other words, the small prize game executed in this opening pattern includes an opening in which the second large prize opening 35 is closed for 8 ms, a small prize opening game in which the second large prize opening 35 is opened and opened and closed multiple times (six times in this embodiment) so that the total opening time of the second large prize opening 35 is 1600 ms, and a post-closing interval in which the second large prize opening 35 is closed for 6000 ms. In this embodiment, the second large prize opening 35 is opened and opened and closed six times in the small prize game, but it may be opened less than six times or seven times or more as long as it does not interfere with the game. However, in this case, the total opening time of the second large winning port 35 in the small winning game must be within 1.8 seconds.

[0187] When the second large prize opening 35 is opened in this opening pattern, the distribution member 71 is in a state where it allows passage so that the specific area sensor 39a can detect the game ball that has entered the second large prize opening 35 when the second large prize opening 35 is opened for the fourth time in the small prize opening game (see Figure 67(D)). In this embodiment, the second large prize opening device 36 and other devices are arranged so that if game balls are continuously shot by hitting from the right, a game ball will always enter the second large prize opening 35 during the 1.6-second opening period. In addition, the time required for a game ball that has passed through the second large prize opening 35 to reach the position of the distribution member 71 is shorter than 3000 ms (the time from when the second large prize opening 35 closes to when the opening of the distribution member 71 is completed).

[0188] When the specific area sensor 39a detects the passage of the game ball that entered the second large prize opening 35 during the small prize game into the specific area 39 (see Figure 67(D)), after the execution of the small prize game is completed, the execution of the type 2 jackpot game is started in which the first large prize opening 30 is opened, as shown in Figure 67(C). First, the opening time of the type 2 jackpot game starts. The opening time of the small prize game is 1300 ms.

[0189] More specifically, there are two types of opening patterns for the Type 2 jackpot game: one is the jackpot opening pattern that is selected regardless of whether you win the "10R time-saving small jackpot A" or the "10R normal small jackpot" in the lottery on Special Chart 2, and the other is the jackpot opening pattern that is selected even if you win the "10R time-saving small jackpot B" in the lottery on Special Chart 2 (see Figure 8).

[0190] The jackpot opening pattern selected regardless of whether the "10R time-saving small win A" or the "10R normal small win" is won in the lottery of Special Chart 2 is an opening pattern in which an opening is performed for 5000 ms before the first round of play begins, followed by a round of play in which the first large prize opening 30 is opened once per round from the second round to the tenth round with a maximum opening time of 29.5 seconds, and an ending of 5000 ms is performed after the final round of play has ended. In other words, the jackpot game executed in this opening pattern includes an opening time (5000 ms), a round of play in which the first large prize opening 30 is opened once per round from the second round to the tenth round with a maximum opening time of 29.5 seconds, and an ending time (5000 ms).

[0191] In addition, even if the "10R Time-Shortened Small Win B" is won in the lottery of Special Chart 2, the jackpot opening pattern selected is an opening pattern in which an opening is performed for 5000 ms before the first round game starts, followed by a round game in which the first large prize winning port 30 is opened once per round from the second round to the tenth round with a maximum opening time of 29.5 seconds, and an ending of 13000 ms is performed after the final round game is completed. In other words, the jackpot game executed in this opening pattern includes the opening time (5000 ms), the round game in which the first large prize winning port 30 is opened once per round from the second round to the tenth round with a maximum opening time of 29.5 seconds, and the ending time (13000 ms).

[0192] In this embodiment, during a small win game, the number of game balls entering the second large prize device 36 is counted based on detection by the second large prize opening sensor 35a, and the number of game balls ejected from the second large prize device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. In other words, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as ejection opening sensors that count the number of game balls ejected from the second large prize device 36. If the two count values ​​do not match at the end of a certain period of operation of the distributing member 71, an error notification is issued. Note that the operation of the distributing member 71 may be stopped when the two count values ​​match after the second large prize opening 35 is closed. This allows the variable display of special symbols to begin smoothly after the second large prize opening 35 is closed.

[0193] [Specific Area Sensor Detection Processing] Returning to the explanation of the operation of the game control microcomputer 81, the game control microcomputer 81 performs the specific area sensor detection processing (S108) following the distribution member control processing (S107) (see FIG. 13). In the specific area sensor detection processing (S108), as shown in FIG. 30, first, it is determined whether or not a game ball has been detected by the specific area sensor 39a (S2601). If there is no detection (NO in S2601), the processing is terminated, but if there is detection (YES in S2601), it is determined whether or not the V valid period is in progress (S2602). The V valid period is the period set in the V valid period setting processing (S2503) in the distribution member control processing (FIG. 29) described above.

[0194] If it is determined in step S2602 that the V is in the valid V period (YES in S2602), the V flag is turned ON (S2603), a V passing command is set (S2604), and the process ends. On the other hand, if it is determined in step S2602 that the V is not in the valid V period (NO in S2602), the specific area sensor detection process ends without performing the processes of steps S2603 and S2604. The V passing command is a command for causing the sub-control board 90 to notify of V passing (passing through the specific area 39).

[0195] 6. Operation of the performance control microcomputer 91 Next, the operation of the effect control microcomputer 91 will be described with reference to Figures 31 to 39. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the RAM 94. Note that the RAM 94 in this embodiment is provided with a LOGO bonus effect counter that stores the number of times a LOGO standard bonus effect, which will be described later, has been executed and the number of times a jackpot game effect has been executed at the time of the first win (when a win that allows a transition to the time-shortened state after the end of a jackpot game in a non-time-shortened state is won), a LOGO1500 bonus effect counter that stores the number of times a LOGO1500 bonus effect, which will be described later, a LOGO3000 bonus effect counter that counts the number of times a LOGO3000 bonus effect, which will be described later, has been executed, and a LOGO through-out bonus effect counter that counts the number of times a LOGO through-out bonus effect, which will be described later, has been executed.

[0196] The LOGO standard bonus effects (special effects, first special effects) are winning game effects (small win game effects and big win game effects) that correspond to the LOGO standard mode (first effect mode) among the three specific game state effect modes described below, and are winning game effects (small win game effects, big win game effects) that are performed in conjunction with the execution of a big win game each time the lottery result on Special Chart 2 is a winning win (small win win, big win win) and a big win game is executed. In other words, the LOGO standard bonus effects function as effects that suggest to the player that one winning game (small win game, big win game) will be executed. In addition, the specific game state (hereinafter also referred to as the LOGO rush state) is a state in which, when a player wins a win (small win, big win) that is controlled to the time-saving state after the end of a big win game in a non-time-saving state, and the lottery result of Special Chart 2 becomes a time-saving win (time-saving big win, time-saving small win) after the end of the big win game and the control to the time-saving state ends, the jackpot game is executed, and the transition to the time-saving state after the end of the big win game is likely to occur consecutively. In addition, the specific game state presentation mode is a presentation mode that indicates a specific game state.

[0197] In addition, the LOGO3000 bonus effects (special effects, confirmed effects, second special effects) are winning game effects (small win game effects, jackpot game effects) that are executed in conjunction with a winning game (small win game, jackpot game) that can be executed when the LOGO3000 mode (second effect mode) is set among the three specific game state effect modes and the LOGO3000 bonus effect is not being executed, and the lottery result on Special Chart 2 is a winning win (small win win, jackpot win). Furthermore, the LOGO3000 bonus effect functions as an effect that indicates to the player that the game is controlled to a time-saving state after the end of a jackpot game, and that the lottery result on Special Chart 2 in the time-saving state controlled after the end of a jackpot game is a jackpot (Type 1 jackpot, Type 2 jackpot), and the execution of the next jackpot game (Type 1 jackpot game, Type 2 jackpot game) is confirmed. In this embodiment, the LOGO3000 bonus effect is divided into a first half of the LOGO3000 bonus effect and a second half of the LOGO3000 bonus effect. If the LOGO3000 bonus effect is not being executed while the LOGO3000 mode is set, the lottery result for Special Chart 2 is a time-saving win (time-saving big win, time-saving small win), and the first half of the LOGO3000 bonus effect begins to be executed in conjunction with the jackpot game that is executed. Then, when the first half of the LOGO3000 bonus effect ends and the lottery result for the next special chart is a win (small win, big win), the second half of the LOGO3000 bonus effect begins to be executed in conjunction with the jackpot game that is executed. In this embodiment, the first half of the LOGO3000 bonus effect and the second half of the LOGO3000 bonus effect create a bonus effect that suggests to the player that two jackpot games have been executed as if one jackpot game had been executed.

[0198] In addition, the LOGO1500 bonus effect (special effect, first special effect) is a winning game effect (small win game effect, big win game effect) that can be executed in conjunction with a winning game (small win game, big win game) that is executed when the LOGO3000 mode (second effect mode) is set among the three specific game state effect modes and the LOGO3000 bonus effect is not executed, and the lottery result of Special Chart 2 is a winning win (small win win, big win win). The LOGO1500 bonus effect functions as an effect that suggests to the player that one winning game (small win game, big win game) will be executed.

[0199] Next, the LOGO through-out bonus effect (suggestion effect, second special effect) is a bonus effect that can be made to appear to the player as a series of effects (variable effect and jackpot game effect) that are performed from the time the lottery result on Special Chart 2 becomes a winning result (small winning result, big winning result) in the specific game state and the jackpot game (Type 1 jackpot game, Type 2 jackpot game) starts to be executed until the lottery result on Special Chart 2 becomes a winning result of "10R normal jackpot A" or "normal small winning" and the execution of the jackpot game ends and the game transitions to a non-time-saving state, when the LOGO through-out mode is set among the three types of specific game state effect modes. In addition, the LOGO through-out bonus effect functions as an effect that suggests to the player that one or more winning games that occur from the start of the jackpot game (Type 1 jackpot game, Type 2 jackpot game) that is executed when the lottery result on Special Chart 2 becomes a winning win (small win, big win) in a specific game state until the lottery result on Special Chart 2 becomes a ``10R normal jackpot A'' or ``normal small win'' and the execution of the jackpot game ends and the game transitions to a non-time-shortened state is the execution of one winning game (small win game, big win game).

[0200] [Sub-control main processing] When the power to the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 reads out the program for the sub-control main processing shown in Fig. 31 from the ROM 93 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the CPU 92, SIO, PIO, CTC (circuit for managing interrupt time), etc.

[0201] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values ​​of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 80 described above. When updating, the random number values ​​may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 80 described above.

[0202] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in RAM 94 of the sub-control board 90 are transmitted to the image control board 100. Upon receiving the command, the image control board 100 displays an image on the display screen 7a (display unit) in accordance with the received command (executing various effects using the image). In addition to the various effects performed by the image control board 100, the sub-control board 90 also outputs sound from the speaker 67 via the sound control board 106 (executing various sound effects using the sound), lights up the board lamp 5 and the frame lamp 66 via the lamp control board 107 (executing various light-emitting effects using the light), and operates the board movable body 15 (executing various movable body effects using the movement). In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, small win game effects (opening effects, open game effects, ending effects associated with small win games), big win game effects (opening effects, open game effects, ending effects associated with big win games), customer waiting effects, control of effect modes, etc.) are realized.

[0203] The performance control microcomputer 91 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).

[0204] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 80 are input to the performance control microcomputer 91. In the reception interrupt process (S4010), the performance control microcomputer 91 stores the various commands sent and received by the output process (S101) of the main control board 80 in a reception buffer of RAM 94. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0205] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 ms period is input to the sub-control board 90. In the 1 ms timer interrupt processing (S4011), as shown in Fig. 32, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in this order.

[0206] The input process detects the operation of player-operable operating elements such as the effect button detection switch 63a and the select button detection switch 64a, and sets commands and creates effect data according to the detection results. The light-emission data output process outputs light-emission data (lamp data) to the lamp control board 107 to illuminate lamps such as the frame lamp 66 and the board lamp 5 at timings that match the image effects, etc., based on the effect data created in the input process and the effect data creation process described below. In other words, the effect control microcomputer 91 causes the frame lamp 66, the board lamp 5, etc. to illuminate in a predetermined light-emission manner according to the light-emission data. The movable body control process outputs drive data to perform movable body effects that operate movable bodies such as the board movable body 15 at predetermined timings based on the effect data created in the input process and the effect data creation process described below. In other words, the effect control microcomputer 91 performs movable body effects that operate the board movable body 15 in a predetermined operating manner according to the drive data. The watchdog timer process resets the watchdog timer.

[0207] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in Figure 33, the 10 ms timer interrupt processing (S4012) sequentially executes received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204), which will be described later.

[0208] In the received command analysis process, the command stored in the receive buffer of RAM 94 is analyzed by the receive interrupt process (S4010), and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the performance button 63 or the select button 64 are measured. In the audio control process, audio data (data for controlling the audio output from the speaker 67) is created and output to the audio control board 106 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0209] [Received Command Analysis Processing] Next, the received command analysis processing (S4201) will be described in detail with reference to Fig. 34. In the received command analysis processing (S4201), first, as shown in Fig. 34, the performance control microcomputer 91 determines whether or not a game state designation command has been received from the main control board 80 (S4401), and if so (YES in S4401), performs a mode status setting processing (S4402) described later. If a time-reduction end command has not been received (NO in S4401), the process proceeds directly to step S4403.

[0210] Next, the performance control microcomputer 91 determines whether or not a start winning command has been received from the main control board 80 (S4403), and if so, performs start winning processing (S4404). In the start winning processing (S4404), the start winning command is analyzed, and based on the analysis result, a lottery is performed for a look-ahead performance such as a so-called hold change notice or a continuous notice, and a look-ahead performance start command corresponding to the lottery result is set in the output buffer of RAM 94.

[0211] Next, the performance control microcomputer 91 determines whether or not a fluctuation start command has been received from the main control board 80 (S4405), and if so, performs a fluctuation performance start process (S4406). In the fluctuation performance start process (S4406), the fluctuation start command is analyzed, and a pattern (content) of the fluctuation performance is selected based on the analysis result. Then, a fluctuation performance start command for starting the fluctuation performance with the selected fluctuation performance pattern is set in the output buffer of RAM 94. The content of the fluctuation performance will be explained in detail later.

[0212] Next, the performance control microcomputer 91 determines whether or not a variation stop command has been received from the main control board 80 (S4407), and if so, performs a variation performance end process (S4408). In the variation performance end process (S4408), the variation stop command is analyzed, and based on the analysis results, a variation performance end command for definitively stopping and displaying the performance symbols 8L, 8C, and 8R is set in the output buffer of RAM 94. Note that, if a variation stop command related to the small win variation of special chart 2 (variation based on winning a small win) is received in the non-time-saving state or time-saving state B, a command for executing a right-hit notification performance that notifies the player that a right hit should result in a win in the second large winning slot 35 is also set in the output buffer of RAM 94.

[0213] Next, the effect control microcomputer 91 determines whether an opening command has been received from the main control board 80 (S4409), and if so, performs opening effect selection processing (S4410). In the opening effect selection processing (S4410), the opening command is analyzed, and based on the analysis results, an opening effect pattern (content) to be executed during the opening of the special game is selected. Then, an opening effect start command for starting an opening effect with the selected opening effect pattern is set in the output buffer of RAM 94.

[0214] Next, the effect control microcomputer 91 determines whether or not a round game command has been received from the main control board 80 (S4411), and if so, performs a round game effect selection process (S4412). In the round game effect selection process (S4412), the round game command is analyzed, and a round game effect pattern (contents) to be executed during the round game of the special game is selected based on the analysis result. Then, a round game effect start command for starting the round game effect with the selected round game effect pattern is set in the output buffer of the RAM 94.

[0215] Next, the effect control microcomputer 91 determines whether an ending command has been received from the main control board 80 (S4413), and if so, performs an ending effect selection process (S4414). In the ending effect selection process (S4414), the ending command is analyzed, and based on the analysis result, a pattern (content) of the ending effect to be executed during the ending of the jackpot game is selected. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of RAM 94.

[0216] Next, as other processing (S4415), processing based on received commands other than the above commands is performed, and the received command analysis processing is terminated. For example, in other processing (S4415), the effect control microcomputer 91 determines whether or not a V-passing command has been received from the main control board 80. If so, it sets a V-passing notification effect start command to the output buffer of the RAM 94 to start the V-passing notification effect. The V-passing notification effect is an effect to notify the player that a V-passing (passing into the specific area 39) has occurred. In this embodiment, it is an effect to display a predetermined V-passing notification image (e.g., a character image showing the letter "V") on the display screen 7a. In this pachinko gaming machine 1 that executes a type 2 jackpot game based on passing into the specific area 39, the display of the character image "V" as the V-passing notification effect also serves as a notification of a jackpot win. Note that the V-passing notification effect may be implemented in other ways, such as by outputting a special sound effect from the speaker 67.

[0217] [2. Mode status setting process] The mode status setting process (S4403) shown in FIG. 35 is a process for changing the presentation mode setting in response to a change to the game state. In the mode status setting process (S4403), the presentation control microcomputer 91 sets the mode status to "1" when the normal presentation mode is selected when the game is controlled to a non-time-saving mode. Furthermore, when the lottery result for special chart 1 in the non-time-saving mode is the LOGO standard mode for the ending presentation of a jackpot game based on a 10R time-saving jackpot A, and the game is controlled to a time-saving mode, the microcomputer 91 sets the mode status to "2." Furthermore, when the lottery result for special chart 1 in the non-time-saving mode is the LOGO3000 mode for the ending presentation of a jackpot game based on a 10R time-saving jackpot A, and the game is controlled to a time-saving mode, the microcomputer 91 sets the mode status to "3." In addition, when the lottery result of Special Chart 1 in the non-time-saving state is the 10R time-saving jackpot A, and the LOGO through-out mode is selected in the ending performance of the jackpot game, and when the time-saving state is controlled, if the LOGO through-out mode is set as the specific game state performance mode, the mode status is set to "4". The mode status is initially set to "1".

[0218] Here, the presentation mode refers to a category of presentation (or a higher-level conceptual attribute). The pachinko gaming machine 1 can set the presentation modes to a customer waiting presentation mode, a normal presentation mode, and a specific game state presentation mode.

[0219] The customer waiting effect mode can be set when no variable effect is being performed in the "non-time-saving state" or the "time-saving state," and is an effect mode that indicates a standby state in which no variable effect is being performed. The customer waiting effect is performed when the customer waiting effect mode is set. In the customer waiting effect, for example, a customer waiting demo video introducing the pachinko gaming machine 1 is displayed on the display screen 7a of the image display device 7. Furthermore, when the effect button 63 is operated while the customer waiting demo video is being displayed, a setting screen for setting the effects of the pachinko gaming machine 1 is displayed. The effect settings include the volume setting of the sound output from the speaker 67, the brightness setting of the display screen 7a of the image display device 7, and the frequency setting of the effects to be executed.

[0220] The normal presentation mode can be set when variable presentations are being performed in the "non-time-saving mode" and is a presentation mode that indicates the non-time-saving mode. For example, as shown in FIG. 48(A), the normal presentation mode includes a normal presentation mode in which a background image depicting a daytime mountain scene (normal daytime background image G102) is displayed on the display screen 7a of the image display device 7. By performing one or more variable presentations without winning a jackpot, the normal presentation mode can be switched to another normal presentation mode that can be set when variable presentations are being performed in the "non-time-saving mode." The normal presentation mode includes a normal pre-presentation mode before a reach is achieved in the variable presentation, and a normal post-presentation mode after a reach is achieved. In the normal pre-presentation mode, the normal daytime background image G102 is displayed on the display screen 7a of the image display device 7, while in the normal post-presentation mode, a dedicated background image corresponding to the type of reach is displayed.

[0221] The specific game state presentation mode is a presentation mode that can be set when a variable presentation is being performed in the "time-saving state" or when a "win game (small win game, big win game)" is being performed, and indicates that the game is in the normal probability state and the time-saving state, or that a win game (small win game, big win game) is being performed. The specific game state presentation modes include LOGO standard mode, LOGO3000 mode, and LOGO through-out mode. For example, depending on the specific game state presentation mode, dedicated background images (LOGO standard background image G120, LOGO3000 background image G129, LOGO3000 enemy character background image TK, LOGO through-out background image G130, through-out bonus presentation image G132) are displayed on the display screen 7a of the image display device 7 during the execution of the variable presentation. Also, for example, depending on the specific game state presentation mode, a dedicated background image (a background image corresponding to the standard mode, a background image corresponding to the LOGO3000 mode, or a background image corresponding to the LOGO through-out mode) is displayed on the display screen 7a of the image display device 7 during the execution of a winning game presentation (small winning game presentation, big winning game presentation). Furthermore, each specific game state presentation mode may have a specific game state early presentation mode before a reach is established and a specific game state late presentation mode after a reach is established in the variable presentation. For example, in the specific game state early presentation mode, the time-saving background image G106 is displayed on the display screen 7a of the image display device 7, while in the time-saving late presentation mode, a dedicated background image corresponding to the type of reach may be displayed. Note that the types of presentation modes can be changed or added as appropriate.

[0222] As shown in Figure 35, in the mode status setting process (S4402), the performance control microcomputer 91 first refers to the currently set mode status (S4501). Next, the received game state designation command is analyzed (S4502). Next, based on the information contained in the received command (information on the value of the time-saving counter, ON or OFF of the time-saving flag), the value information of various performance counters is updated (S4503). Specifically, based on the information on the value of the time-saving counter, the value of the time-saving performance counter provided in RAM 94 is updated.

[0223] Next, it is determined whether or not to change the mode status based on the game status designation command (S4504). That is, it is determined whether or not the game status information (time-saving counter value information, time-saving flag ON or OFF) included in the analyzed game status designation command differs from the game status information based on the mode status referenced in S4501. If it is determined that the mode status should be changed (YES in S4504), the process proceeds to S4505. On the other hand, if it is determined that the mode status should not be changed (NO in S4504), this process ends.

[0224] In S4505, it is determined whether the game state information included in the game state designation command analyzed in S4502 is information about a non-time-shortened state. If it is information about a non-time-shortened state (YES in S4505), the mode status is set to "1" (S4506), and a left-hit display command is set in the output buffer of RAM 94 (S4507-1). As a result, when the left-hit display command is sent to the image control board 100, the CPU 102 of the image control board 100 displays a left-hit image (not shown) in the upper left corner of the display screen 7a of the image display device 7 for a predetermined period of time. By displaying this left-hit image, it is possible to encourage the player to hit left when the game transitions to a non-time-shortened state.

[0225] Next, the effect control microcomputer 91 sets the result display command in the output buffer of the RAM 94 (S4507-2). When the result display command is sent to the image control board 100, the CPU 102 of the image control board 100 displays a result display image RH (standard result display image RH1, LOGO3000 result display image RH2, through-out result display image RH3) in the center of the display screen 7a of the image display device 7 for a predetermined time (e.g., 30 seconds). By displaying this result display image RH, the number of times a bonus effect corresponding to the specific game state presentation mode selected from the three specific game state presentation modes has been executed and the number of prize balls the player has won in the special game state can be shown to the player, thereby enabling the player to grasp the number of times the bonus effect has been executed and the number of prize balls won in the special game state.

[0226] Next, the effect control microcomputer 91 resets the values ​​of the LOGO bonus effect counter, the LOGO3000 bonus effect counter, the LOGO1500 bonus effect counter, and the LOGO through-out bonus effect counter stored in RAM 94 to "0" (S4507-3).

[0227] When the process proceeds to S4516 via S4507-3, a background effect command based on the setting of the normal effect mode is set in the output buffer of the RAM 94. When the background effect command is sent to the image control board 100, the CPU 102 of the image control board 100 displays a daytime normal background image G102 on the display screen 7a of the image display device 7, as shown in Fig. 16(B-1) if the normal effect mode is set. In this way, the display of the daytime normal background image G102 allows the player to understand that the effect mode is set to the normal effect mode.

[0228] If S4505 returns NO, the process determines whether the presentation mode selected for the ending presentation of the jackpot game based on the 10R time-saving jackpot A lottery result for Special Chart 1 in the non-time-saving state is LOGO standard mode (S4508). If LOGO standard mode is selected (YES in S4508), the mode status is set to "2" (S4509), a right-hit display command is set in the output buffer of RAM 94 (S4510-1), the value of the LOGO bonus presentation counter is incremented by 1 (S4510-2), and the process proceeds to step S4516. When the right-hit display command is sent to the image control board 100, the CPU 102 of the image control board 100 displays a right-hit image G108 in the upper right corner of the display screen 7a of the image display device 7. Displaying this right-hit image G108 can encourage the player to hit the right.

[0229] When the process proceeds to S4516 via S4510-2, a background effect command based on the setting of the LOGO standard mode is set in the output buffer of RAM 94. When the background effect command is sent to the image control board 100, the CPU 102 of the image control board 100 displays the LOGO standard background image G120 on the display screen 7a of the image display device 7. In this way, the display of the LOGO standard background image G120 allows the player to understand that the effect mode is set to the LOGO standard mode (time-shortened state).

[0230] If S4508 returns NO, the process determines whether the presentation mode selected for the ending presentation of the jackpot game based on the 10R time-saving jackpot A lottery result for Special Chart 1 in the non-time-saving state is LOGO3000 mode (S4511). If LOGO3000 mode is selected (YES in S4511), the mode status is set to "3" (S4512), a right-hit display command is set in the output buffer of RAM 94 (S4513), and the process proceeds to step S4516. When the right-hit display command is sent to the image control board 100, the CPU 102 of the image control board 100 displays a right-hit image G108 in the upper right corner of the display screen 7a of the image display device 7. Displaying this right-hit image G108 can encourage the player to hit the right. After step S4513, the effect control microcomputer 91 may add 1 to the value of the LOGO1500 bonus effect counter and proceed to step S4516.

[0231] When the process proceeds to S4516 via S4513, a background effect command based on the setting of the LOGO3000 mode is set in the output buffer of RAM 94. When this background effect command is sent to image control board 100, CPU 102 of image control board 100 displays background image G129 for LOGO3000 on the display screen 7a of the image display device 7. In this way, the display of background image G129 for LOGO3000 allows the player to understand that the effect mode is set to LOGO3000 mode (time-shortened state).

[0232] If S4511 returns NO, i.e., if the result of the lottery for Special Chart 1 in the non-time-saving mode indicates that the presentation mode selected for the ending presentation of a jackpot game based on a 10R time-saving jackpot A is LOGO through-out mode, the mode status is set to "4" (S4514), a right-hit display command is set in the output buffer of RAM 94 (S4515), and the process proceeds to step S4516. When the right-hit display command is sent to the image control board 100, the CPU 102 of the image control board 100 displays a right-hit image G108 in the upper right corner of the display screen 7a of the image display device 7. Displaying this right-hit image G108 encourages the player to make a right hit. After step S4515, the presentation control microcomputer 91 may increment the value of the LOGO through-out bonus presentation counter by one and proceed to step S4516. In this case, the LOGO through-out bonus presentation counter may not be incremented by one in step S4710.

[0233] When the process proceeds to S4516 after passing through S4515, a background effect command based on the setting of the LOGO through-out mode is set in the output buffer of RAM 94. When the background effect command is sent to the image control board 100, the CPU 102 of the image control board 100 displays the LOGO through-out background image G130 on the display screen 7a of the image display device 7. In this way, the display of the LOGO through-out background image G130 allows the player to understand that the effect mode is set to the LOGO through-out mode (time-shortened state).

[0234] [Variable Presentation Start Processing] As shown in FIG. 36, in the variable presentation start processing (S4406), first, the presentation control microcomputer 91 analyzes the variable presentation start command (S4601). The variable presentation start command includes information on the variable presentation pattern set in the special chart 2 variable presentation pattern selection processing (S1003) or the special chart 1 variable presentation pattern selection processing (S1009). The variable presentation pattern information includes game status information that specifies the current game status, and pattern information that specifies the pattern as the determination result of the special chart 1 or special chart 2 jackpot determination processing (see FIG. 8). The game status information and pattern information acquired by the presentation control microcomputer 91 here can be used as appropriate in subsequent processing.

[0235] Next, the performance control microcomputer 91 selects and sets a variable performance pattern table corresponding to the variable performance pattern indicated by the variable start command analyzed in step S4601 from among a plurality of variable performance pattern tables provided according to the variable performance pattern (S4602). Then, a variable performance pattern is selected based on this table (S4603). Once the variable performance pattern is determined, the details of the variable performance are determined, including the time of the variable performance, the variable display mode of the performance symbols, whether or not there will be a reach performance, the content of the reach performance, whether or not there will be a performance that prompts the operation of the performance button 63 (button operation prompt performance), the content of the performance that prompts the operation of the performance button 63 (button operation prompt performance), the performance development configuration, and the type of background of the performance pattern.

[0236] Specifically, in step S4602, if the information included in the fluctuation start command analyzed in step S4601 is information that the game state information is in the time-shortened state and is information on the fluctuation pattern set in the special chart 2 fluctuation pattern selection process (S1003), the performance control microcomputer 91 selects the fluctuation performance pattern table shown in Figure 40 according to the set specific game state performance mode (S4602). Then, based on the fluctuation performance pattern table shown in Figure 40, a fluctuation performance pattern is selected (S4603).

[0237] Also, in step S4602, if the information contained in the fluctuation start command analyzed in step S4601 is information about the fluctuation pattern set in the special chart 1 fluctuation pattern selection process (S1009), the performance control microcomputer 91 will select another fluctuation performance pattern.

[0238] At this time, the random number for determining the effect is also acquired and determined. This determines the type of effect to be performed as a variable effect, including the content of the preview effect, such as the so-called step-up preview effect or chance-up preview effect, and the combination of the effect symbols 8L, 8C, and 8R to be displayed. Then, a variable effect start command for starting the variable effect with the selected variable effect pattern is set in the output buffer of RAM 94 (S4604). Here, among the variable effect start commands, the variable effect start command for starting the variable effect corresponding to the start of the variable display of special chart 1 will be called the special chart 1 variable effect start command, and the variable effect start command for starting the variable effect corresponding to the start of the variable display of special chart 2 will be called the special chart 2 variable effect start command.

[0239] When the variable effect start command (special chart 1 variable effect start command, special chart 2 variable effect start command) set in step S4604 is sent to the image control board 100 by the command sending process (S4006), the CPU 102 of the image control board 100 reads out a specified effect image from the ROM 103 and performs a variable effect on the display screen 7a of the image display device 7.

[0240] When the LOGO standard mode is set as the specific game state presentation mode, a special chart 2 variation start command for starting a variation presentation based on either the variation presentation pattern Q1 or the variation presentation pattern Q2 based on the variation presentation pattern selection table shown in Figure 40 (A) is sent to the image control board 100 by the command sending process (S4006), and the CPU 102 of the image control board 100 reads out a predetermined presentation image from the ROM 103, and on the display screen 7a of the image display device 7, in a variation presentation in which normal variation is performed, the presentation patterns 8L, 8C, and 8R that constitute a stopping pattern (double number) that suggests a big win or a small win are definitely displayed stopped, and the small patterns KZ1, KZ2, and KZ3 that constitute a stopping pattern (double number) that suggests a big win or a small win are also definitely displayed stopped (for example, see Figure 52 (B)).

[0241] Specifically, based on the variable presentation pattern selection table shown in Figure 40(A), when the special chart 2 variable pattern is "P31" while the LOGO standard mode is set, the presentation control microcomputer 91 selects variable presentation pattern Q1 with a 100% selection rate (selection ratio), and executes a variable presentation based on variable presentation pattern Q1 (see Figures 52(A) and 53(A)), after which the presentation patterns 8L, 8C, and 8R, which constitute a stopping pattern (double number) suggesting a big win, are definitely displayed stopped, and the small patterns KZ1, KZ2, and KZ3, which constitute a stopping pattern (double number) suggesting a big win or a small win, are also definitely displayed stopped (see Figures 52(B) and 53(B)). On the other hand, based on the variable presentation pattern selection table shown in Figure 40(A), when the special chart 2 variable pattern is "P32" while the LOGO standard mode is set, the presentation control microcomputer 91 selects variable presentation pattern Q2 with a 100% selection rate (selection ratio), and executes a variable presentation based on variable presentation pattern Q2 (see Figures 52(A) and 53(A)), after which the presentation patterns 8L, 8C, and 8R, which constitute a stopping pattern (double number) suggesting a big win, are definitely displayed stopped, and the small patterns KZ1, KZ2, and KZ3, which constitute a stopping pattern (double number) suggesting a big win or a small win, are also definitely displayed stopped (see Figures 52(B) and 53(B)).

[0242] When the LOGO3000 mode is set as the specific game state presentation mode, a special symbol 2 variation start command for starting a variation presentation based on one of the variation presentation patterns R1, R2, or R3 is sent to the image control board 100 by the command sending process (S4006) based on the variation presentation pattern selection table shown in Figure 40 (B), the type of special symbol (see Figure 8), and whether or not the LOGO3000 bonus presentation is being performed.The CPU 102 of the image control board 100 reads out a predetermined presentation image from the ROM 103, and on the display screen 7a of the image display device 7, the presentation symbols 8L, 8C, and 8R that constitute a stopping pattern (double number) indicating a big win or a small win are definitely displayed stopped in a variation presentation in which normal variation is performed.

[0243] Specifically, based on the variable presentation pattern selection table shown in Figure 40(B), when the LOGO3000 mode is set and the special symbol 2 variable pattern is "P31" and the type of special symbol is "Special symbol 2_jackpot symbol C", if the latter half of the LOGO3000 bonus presentation is to be executed in the next jackpot game, the presentation control microcomputer 91 selects variable presentation pattern R2 with a 100% selection rate (selection ratio), and executes a variable presentation based on variable presentation pattern R2 (see Figure 56(D)), and then the small symbols KZ1, KZ2, and KZ3 that make up the stopping pattern (double number) that suggests a jackpot win are also definitively displayed as stopped symbols (see Figure 56(E)). Furthermore, based on the variable presentation pattern selection table shown in FIG. 40(B), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects the special symbol 2 variable pattern "P31" and the type of special symbol is "special symbol 2_jackpot symbol C", and if the latter half of the LOGO3000 bonus presentation is not executed in the next jackpot game, that is, if the first half of the LOGO3000 bonus presentation is executed, or if the LOGO1500 bonus presentation is executed, the selection rate (selection rate) is 87.5%. The variable presentation pattern R1 is selected based on the selection ratio, and the variable presentation based on the variable presentation pattern R1 is executed (see Figures 55(A), 55(B-1), and 55(C-1)). After that, the presentation patterns 8L, 8C, and 8R, which constitute a stopping pattern suggesting a big win or a small win (a pattern showing "LOGO3000"), are displayed stopped definitely, and the small patterns KZ1, KZ2, and KZ3, which constitute a stopping pattern suggesting a big win (double number), are also displayed stopped definitely (see Figure 55(D)).Furthermore, based on the variable presentation pattern selection table shown in Figure 40(B), when the LOGO3000 mode is set and the special symbol 2 variable pattern is "P31" and the type of special symbol is "Special symbol 2_jackpot symbol C", if the second half of the LOGO3000 bonus presentation is not executed in the next jackpot game, that is, if the first half of the LOGO3000 bonus presentation is executed or the LOGO1500 bonus presentation is executed, the presentation control microcomputer 91 selects variable presentation pattern R3 with a selection rate (selection ratio) of 12.5%, and a variable presentation based on variable presentation pattern R3 is executed (see Figures 55(A) and 55(B-2)), after which the presentation symbols 8L, 8C, and 8R that constitute a stopping pattern (double number) that suggests a jackpot win are definitely stopped and displayed, and the small symbols KZ1, KZ2, and KZ3 that constitute a stopping pattern (double number) that suggests a jackpot win are also definitely stopped and displayed (see Figure 55(C-2)).

[0244] Furthermore, based on the variable presentation pattern selection table shown in Figure 40(B), when the LOGO3000 mode is set, the presentation control microcomputer 91, regardless of whether the special symbol 2 variable pattern is "P31" and the type of special symbol is "Special symbol 2_jackpot symbol D" or "Special symbol 2_jackpot symbol E," selects variable presentation pattern R2 with a 100% selection rate (selection ratio) when executing the second half of the LOGO3000 bonus presentation in the next jackpot game, and executes a variable presentation based on variable presentation pattern R2 (see Figure 55(D)), after which the small symbols KZ1, KZ2, and KZ3 that make up the stopping pattern (double number) that indicates a jackpot win are also definitively displayed as stopped symbols (see Figure 55(E)). Based on the variable presentation pattern selection table shown in FIG. 40(B), when the LOGO3000 mode is set, the special symbol 2 variable pattern is "P31" and the type of special symbol is "Special symbol 2_Big win symbol D" or "Special symbol 2_Big win symbol E", if the latter half of the LOGO3000 bonus presentation is not executed in the next big win game, that is, if the first half of the LOGO3000 bonus presentation is executed, or if the LOGO1500 bonus presentation is executed, When the variable presentation pattern R3 is selected with a selection rate (selection ratio) of 100%, the variable presentation based on the variable presentation pattern R3 is executed (see Figure 55(A), Figure 55(B-2)), and then the presentation image LB2 showing "LOGO1500 BONUS", which indicates a big win or a small win, is displayed stopped definitely, and the small patterns KZ1, KZ2, KZ3 which make up the stopping pattern (double number) indicating a big win are also displayed stopped definitely (see Figure 55(C-2)).

[0245] Furthermore, based on the variable presentation pattern selection table shown in Figure 40(B), when the LOGO3000 mode is set and the special symbol 2 variable pattern is "P32" and the type of special symbol is "Special symbol 2_small win symbol a", if the latter half of the LOGO3000 bonus presentation is to be executed in the next small win game and big win game, the presentation control microcomputer 91 selects variable presentation pattern R2 with a 100% selection rate (selection ratio), and the variable presentation based on variable presentation pattern R2 is executed (see Figure 56(D)), and then the small symbols KZ1, KZ2, and KZ3 that make up the stopping pattern (double number) that suggests a small win are also definitively displayed as stopped symbols (see Figure 56(E)). Furthermore, based on the variable presentation pattern selection table shown in FIG. 40(B), when the LOGO3000 mode is set, the special symbol 2 variable pattern is "P32" and the type of special symbol is "special symbol 2_small win symbol a", if the latter half of the LOGO3000 bonus presentation is not executed in the next big win game, that is, if the first half of the LOGO3000 bonus presentation is executed, or if the LOGO1500 bonus presentation is executed, the effect control microcomputer 91 selects 87.5% of the time. Variable presentation pattern R1 is selected based on the selection rate (selection ratio), and a variable presentation based on variable presentation pattern R1 is executed (see Figure 55(A), Figure 55(B-1), Figure 55(C-1)), after which the presentation patterns 8L, 8C, and 8R, which constitute a stopping pattern suggesting a small win (a pattern showing "LOGO3000"), are definitively displayed stopped, and the small patterns KZ1, KZ2, and KZ3, which constitute a stopping pattern suggesting a small win (a double number), are also definitively displayed stopped (see Figure 55(D)).Furthermore, based on the variable presentation pattern selection table shown in Figure 40(B), when the LOGO3000 mode is set and the special symbol 2 variable pattern is "P32" and the type of special symbol is "Special symbol 2_small win symbol a", if the second half of the LOGO3000 bonus presentation is not executed in the next big win game, that is, if the first half of the LOGO3000 bonus presentation is executed or the LOGO1500 bonus presentation is executed, the presentation control microcomputer 91 selects variable presentation pattern R3 with a selection rate (selection ratio) of 12.5%, and a variable presentation based on variable presentation pattern R3 is executed (see Figures 55(A) and 55(B-2)), and the presentation symbols 8L, 8C, and 8R that constitute the stopping pattern (double number) that suggests the small win are definitely displayed stopped, and the small symbols KZ1, KZ2, and KZ3 that constitute the stopping pattern (double number) that suggests the small win are also definitely displayed stopped (see Figure 55(C-2)).

[0246] Furthermore, based on the variable presentation pattern selection table shown in Figure 40(B), when the LOGO3000 mode is set, the presentation control microcomputer 91, regardless of whether the special symbol 2 variable pattern is "P32" and the type of special symbol is "Special symbol 2_small win symbol b" or "Special symbol 2_small win symbol c," selects variable presentation pattern R2 with a 100% selection rate (selection ratio) when executing the latter half of the LOGO3000 bonus presentation in the next big win game, and executes a variable presentation based on variable presentation pattern R2 (see Figure 55(D)), after which the small symbols KZ1, KZ2, and KZ3 that make up the stopping pattern (double number) that suggests a small win are also definitively displayed as stopped (see Figure 55(E)). Based on the variable presentation pattern selection table shown in FIG. 40(B), when the LOGO3000 mode is set, the special chart 2 variable pattern is "P32" and the type of special symbol is "special chart 2_small win symbol b" or "special chart 2_small win symbol c", if the latter half of the LOGO3000 bonus presentation is not executed in the next big win game, that is, if the first half of the LOGO3000 bonus presentation is executed, or if the LOGO1500 bonus presentation is executed, When executing the small prize effect, variable prize effect pattern R3 is selected with a 100% selection rate (selection ratio), and the variable prize effect based on variable prize effect pattern R3 is executed (see Figure 55(A), Figure 55(B-2)), after which the effect image LB2 showing "LOGO1500 BONUS" indicating a small prize win is displayed in a definite stopped state, and the small symbols KZ1, KZ2, KZ3 that make up the stopping pattern (double number) indicating a small prize win are also displayed in a definite stopped state (see Figure 55(C-2)).

[0247] When the LOGO through-out mode is set as the specific game state presentation mode, a special chart 2 variation start command for starting a variation presentation based on either the variation presentation pattern S1 or the variation presentation pattern S2 is sent to the image control board 100 by the command sending process (S4006) based on the variation presentation pattern selection table shown in Figure 40 (C) and whether or not the LOGO through-out bonus presentation is being executed, and the CPU 102 of the image control board 100 reads out a predetermined presentation image from the ROM 103, and on the display screen 7a of the image display device 7, the presentation patterns 8L, 8C, 8R that constitute a stopping pattern (double number) indicating a big win or a small win are definitely displayed stopped in a variation presentation in which normal variation is performed.

[0248] Specifically, based on the variable presentation pattern selection table shown in Figure 40 (C), when the LOGO through-out mode is set and the special chart 2 variable pattern "P31" is selected and a through-out bonus presentation is being executed, the presentation control microcomputer 91 selects variable presentation pattern S2 with a 100% selection rate (selection ratio), and executes a variable presentation based on variable presentation pattern S2 (see Figure 60 (F)), and then the small patterns KZ1, KZ2, and KZ3 that constitute a stopping pattern (double number) indicating a jackpot win are also definitively displayed as stopped (see Figure 60 (G)). Furthermore, based on the variable presentation pattern selection table shown in Figure 40(C), when the LOGO through-out mode is set, if the special chart 2 variable pattern is "P31" and the through-out bonus presentation is not being executed, the presentation control microcomputer 91 selects variable presentation pattern S1 with a 100% selection rate (selection ratio), and executes a variable presentation based on variable presentation pattern S1 (see Figure 60(A)), after which the presentation patterns 8L, 8C, and 8R, which constitute a stopping pattern (double number) suggesting a jackpot win, are definitively displayed as stopped, and the small patterns KZ1, KZ2, and KZ3, which constitute a stopping pattern (double number) suggesting a jackpot win, are also definitively displayed as stopped (see Figure 60(B)).

[0249] Furthermore, based on the variable presentation pattern selection table shown in Figure 40 (C), when the LOGO through-out mode is set and the special chart 2 variable pattern "P32" is selected and a through-out bonus presentation is being executed, the presentation control microcomputer 91 selects variable presentation pattern S2 with a selection rate (selection ratio) of 100%, and executes a variable presentation based on variable presentation pattern S2 (see Figure 60 (F)), after which the small patterns KZ1, KZ2, and KZ3 that constitute a stopping pattern (double number) suggesting a small win are definitively displayed stopped (see Figure 60 (G)). Furthermore, based on the variable presentation pattern selection table shown in Figure 40(C), when the LOGO through-out mode is set, if the special chart 2 variable pattern is "P32" and the through-out bonus presentation is not being executed, the presentation control microcomputer 91 selects variable presentation pattern S1 with a selection rate (selection ratio) of 100%, and executes variable presentation based on variable presentation pattern S1 (see Figure 60(A)), after which the presentation patterns 8L, 8C, and 8R, which constitute a stopping pattern (double number) suggesting a small win, are definitively displayed as stopped, and the small patterns KZ1, KZ2, and KZ3, which constitute a stopping pattern (double number) suggesting a small win, are also definitively displayed as stopped (see Figure 60(B)).

[0250] Following step S4604, the performance control microcomputer 91 determines whether the special chart 2 variable performance start command has been set in the output buffer of the RAM 94 (S4605). If the special chart 2 variable performance start command has been set (YES in S4605), the variable performance will start in response to the start of the variable display of the special chart 2, so the special chart 2 variable performance in progress flag is turned ON (S4606), and this processing is terminated. On the other hand, if the special chart 2 variable performance start command has not been set (NO in S4605), the variable performance will start in response to the start of the variable display of the special chart 1, so this processing is terminated without turning ON the special chart 2 variable performance in progress flag.

[0251] [Opening Effect Selection Process] The opening effect selection process (S4410) shown in FIG. 37 selects the opening effect pattern (contents) to be executed during a jackpot game and the pattern (contents) of the small jackpot game effect to be executed during a small jackpot game. Furthermore, the opening effect selection process (S4411) of this embodiment counts the number of bonus effects (standard bonus effect, LOGO3000 bonus effect, LOGO1500 bonus effect (first special effect), LOGO through-out bonus effect) executed, i.e., the number of jackpot game effects executed corresponding to each specific game mode, based on the analysis results of the opening command. The counted number of bonus effect executions is displayed on the display screen 50a for a predetermined period (e.g., 30 seconds) in the non-time-saving mode entered after the jackpot game ends. The jackpot game effects selected here include opening effects executed during the opening of the jackpot game and opening game effects executed while the jackpot entry slot is open and during the interval between openings. The small win game presentation selected here includes an opening presentation executed during the opening of the small win game, and an opening game presentation executed during the opening of the big prize opening and during the interval between openings.

[0252] As shown in Figure 37, in the opening effect selection process (S4410), first, the opening command is analyzed (S4701). In this embodiment, the opening command includes information about the special symbol stop pattern data (see Figure 8) set when the big win or small win is determined.

[0253] Next, in step S4702, the performance control microcomputer 91 determines whether or not the LOGO standard mode is being set (S4702). If it determines that the LOGO standard mode is being set (YES in S4702), the value of the LOGO bonus performance counter is incremented by 1 (S4703), and the process proceeds to step S4711.

[0254] Furthermore, if the effect control microcomputer 91 determines in step S4702 that the LOGO standard mode is not set (NO in S4702), it determines whether or not the LOGO3000 mode is set (S4704).If it determines that the LOGO3000 mode is set (YES in S4704), it determines whether or not this is the first jackpot game in the LOGO3000 bonus effect, that is, whether or not the first winning game effect in the LOGO3000 bonus effect (the first half effect of the LOGO3000 bonus effect) is to be executed (S4705).

[0255] If the effect control microcomputer 91 determines that the first jackpot game has occurred in the LOGO3000 bonus effect (YES in S4705), it increments the value of the LOGO3000 bonus effect counter by 1 (S4706) and proceeds to step S4711. If the effect control microcomputer 91 determines that the first jackpot game has not occurred in the LOGO3000 bonus effect (NO in S4705), it determines whether or not to start execution of the LOGO1500 bonus effect (S4707). If execution of the LOGO1500 bonus effect has been started (YES in S4707), it increments the value of the LOGO1500 bonus effect counter by 1 (S4708) and proceeds to step S4711. Also, if the execution of the LOGO1500 bonus effect is not started in step S4707, that is, if the execution of the second jackpot game in the LOGO3000 bonus effect is started (if the latter half of the LOGO3000 bonus effect is executed) (NO in S4707), proceed directly to S4711.

[0256] Furthermore, in step S4704, if the performance control microcomputer 91 determines that the LOGO3000 mode is not set (NO in S4704), it determines whether or not the LOGO through-out mode is being set (S4709-1). If it determines that the LOGO through-out mode is being set (YES in S4709-1), it determines whether or not the value of the LOGO through-out bonus performance counter is "1" (S4709-2). If the value of the LOGO through-out bonus performance counter is "1" (NO in S4709-2), it increments the value of the LOGO through-out bonus performance counter by 1 (S4710) and proceeds to step S4711. Furthermore, if the performance control microcomputer 91 determines that the LOGO through-out mode is not set (NO in S4709-1) or if the value of the LOGO through-out bonus performance counter is "1" (YES in S4709-2), it proceeds directly to step S4711.

[0257] Next, the presentation control microcomputer 91 selects a presentation pattern for a small win game presentation or a presentation pattern for a big win game presentation based on the win type indicated by the analyzed opening command (S4711), and proceeds to step S4712. In step S4712, the presentation control microcomputer 91 sets an opening presentation start command for starting an opening presentation (big win game presentation) with the selected presentation pattern in the output buffer of RAM 94. Also, in step S4712, the presentation control microcomputer 91 sets a small win game presentation start command for starting a small win game presentation with the selected small win game presentation pattern in the output buffer of RAM 94.

[0258] Specifically, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command while the LOGO standard mode is set is any of "Special Chart 2_Jackpot Pattern C," "Special Chart 2_Jackpot Pattern D," or "Special Chart 2_Jackpot Pattern E," the presentation control microcomputer 91 selects opening presentation pattern Q1 with a 100% selection rate (selection ratio) based on the opening presentation pattern selection table for jackpot game presentation shown in Figure 41(A), and an opening presentation based on opening presentation pattern Q1 is executed (see Figures 52(C) and 53(C)).

[0259] On the other hand, in the opening presentation pattern selection process (S4711), even if the winning type information indicated by the analyzed opening command during the setting of the LOGO standard mode is any of "Special chart 2_small winning pattern a," "Special chart 2_small winning pattern b," or "Special chart 2_small winning pattern c," the presentation control microcomputer 91 selects small winning game presentation pattern Q1 with a 100% selection rate based on the small winning game presentation pattern selection table shown in Figure 41 (B), and an opening presentation based on small winning game presentation pattern Q1 is executed (see Figures 52 (C) and 53 (C)).

[0260] Also, in the opening effect pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the LOGO3000 mode setting is "Special Chart 2_Big Win Pattern C" and variable presentation pattern R1 is selected based on the opening effect pattern selection table for the jackpot game presentation shown in Figure 41 (C), the presentation control microcomputer 91 selects opening effect pattern R1 with a 100% selection rate, and an opening effect based on opening effect pattern R1 is executed (see Figure 56 (A)). On the other hand, in the opening effect pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the LOGO3000 mode setting is "Special Chart 2_Big Win Pattern C" and variable presentation pattern R2 is selected based on the opening effect pattern selection table for the jackpot game presentation shown in Figure 41 (C), the presentation control microcomputer 91 selects opening effect pattern R2 with a 100% selection rate, and an opening effect based on opening effect pattern R2 is executed (see Figure 56 (F)). In the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Big Win Pattern C" and the variable presentation pattern R3 is selected based on the opening presentation pattern selection table for the big win game presentation shown in Figure 41 (C), the presentation control microcomputer 91 selects the opening presentation pattern R3 with a 100% selection rate, and an opening presentation based on the opening presentation pattern R3 is executed (see Figure 59 (A)).

[0261] Also, in the opening effect pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the LOGO3000 mode setting is "Special Chart 2_Big Win Pattern D" and variable presentation pattern R2 is selected based on the opening effect pattern selection table for the jackpot game presentation shown in Figure 41 (C), the presentation control microcomputer 91 selects opening effect pattern R2 with a 100% selection rate, and an opening effect based on opening effect pattern R2 is executed (see Figure 56 (F)). On the other hand, in the opening effect pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the LOGO3000 mode setting is "Special Chart 2_Big Win Pattern D" and variable presentation pattern R3 is selected based on the opening effect pattern selection table for the jackpot game presentation shown in Figure 41 (C), the presentation control microcomputer 91 selects opening effect pattern R3 with a 100% selection rate, and an opening effect based on opening effect pattern R3 is executed (see Figure 59 (A)).

[0262] Also, in the opening effect pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the LOGO3000 mode setting is "Special Chart 2_Big Win Pattern E" and variable presentation pattern R2 is selected based on the opening effect pattern selection table for the jackpot game presentation shown in Figure 41 (C), the presentation control microcomputer 91 selects opening effect pattern R2 with a 100% selection rate, and an opening effect based on opening effect pattern R2 is executed (see Figure 56 (F)). On the other hand, in the opening effect pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the LOGO3000 mode setting is "Special Chart 2_Big Win Pattern E" and variable presentation pattern R3 is selected based on the opening effect pattern selection table for the jackpot game presentation shown in Figure 41 (C), the presentation control microcomputer 91 selects opening effect pattern R3 with a 100% selection rate, and an opening effect based on opening effect pattern R3 is executed (see Figure 59 (A)).

[0263] Furthermore, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Small Win Pattern a" and the variable presentation pattern R1 is selected based on the small win game presentation pattern selection table shown in Figure 41 (D), the presentation control microcomputer 91 selects the small win game presentation pattern R1 with a 100% selection rate, and a small win game presentation based on the small win game presentation pattern R1 is executed (see Figure 56 (A)). On the other hand, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Small Win Pattern a" and the variable presentation pattern R2 is selected based on the small win game presentation pattern selection table shown in Figure 41 (D), the presentation control microcomputer 91 selects the small win game presentation pattern R2 with a 100% selection rate, and a small win game presentation based on the small win game presentation pattern R2 is executed (see Figure 56 (F)). In the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Small Win Pattern a" and the variable presentation pattern R3 is selected based on the small win game presentation pattern selection table shown in Figure 41 (D), the presentation control microcomputer 91 selects the small win game presentation pattern R3 with a 100% selection rate, and a small win game presentation based on the small win game presentation pattern R3 is executed (see Figure 59 (A)).

[0264] Furthermore, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Small Win Pattern b" and the variable presentation pattern R2 is selected based on the small win game presentation pattern selection table shown in Figure 41 (D), the presentation control microcomputer 91 selects the small win game presentation pattern R2 with a 100% selection rate, and a small win game presentation based on the small win game presentation pattern R2 is executed (see Figure 56 (F)). On the other hand, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Small Win Pattern b" and the variable presentation pattern R3 is selected based on the small win game presentation pattern selection table shown in Figure 41 (D), the presentation control microcomputer 91 selects the small win game presentation pattern R3 with a 100% selection rate, and a small win game presentation based on the small win game presentation pattern R3 is executed (see Figure 59 (A)).

[0265] Furthermore, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Small Win Pattern c" and the variable presentation pattern R2 is selected based on the small win game presentation pattern selection table shown in Figure 41 (D), the presentation control microcomputer 91 selects the small win game presentation pattern R2 with a 100% selection rate, and a small win game presentation based on the small win game presentation pattern R2 is executed (see Figure 56 (F)). On the other hand, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO3000 mode is "Special Chart 2_Small Win Pattern c" and the variable presentation pattern R3 is selected based on the small win game presentation pattern selection table shown in Figure 41 (D), the presentation control microcomputer 91 selects the small win game presentation pattern R3 with a 100% selection rate, and a small win game presentation based on the small win game presentation pattern R3 is executed (see Figure 59 (A)).

[0266] Furthermore, in the opening presentation pattern selection process (S4711), when the LOGO through-out mode is being set, regardless of whether the winning type information indicated by the analyzed opening command is "Special chart 2_jackpot pattern C," "Special chart 2_jackpot pattern D," or "Special chart 2_jackpot pattern E," the presentation control microcomputer 91 selects opening presentation pattern S2 based on the opening presentation pattern selection table for jackpot game presentation shown in Figure 41(E) when a LOGO through-out bonus presentation is being executed, and an opening presentation based on opening presentation pattern S2 is executed (see Figure 61(A)). On the other hand, in the opening performance pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO through-out mode is any of "Special chart 2_jackpot pattern C," "Special chart 2_jackpot pattern D," or "Special chart 2_jackpot pattern E," and the LOGO through-out bonus performance is not being executed, the performance control microcomputer 91 selects opening performance pattern S1 based on the opening performance pattern selection table for jackpot game performance shown in Figure 41 (E), and an opening performance based on opening performance pattern S1 is executed (see Figure 60 (C)).

[0267] Furthermore, in the opening presentation pattern selection process (S4711), when the LOGO through-out mode is being set, the presentation control microcomputer 91 selects small win game presentation pattern S2 based on the small win game presentation pattern selection table shown in Figure 41 (F) when the LOGO through-out bonus presentation is being executed, regardless of whether the winning type information indicated by the analyzed opening command is "Special chart 2_small win pattern a," "Special chart 2_small win pattern b," or "Special chart 2_small win pattern c," and a small win game presentation based on small win game presentation pattern S2 is executed (see Figure 61 (A)). On the other hand, in the opening presentation pattern selection process (S4711), if the winning type information indicated by the analyzed opening command during the setting of the LOGO through-out mode is any of "Special chart 2_small win pattern a," "Special chart 2_small win pattern b," or "Special chart 2_small win pattern c," and the LOGO through-out bonus presentation is not being executed, the presentation control microcomputer 91 selects small win game presentation pattern S1 based on the small win game presentation pattern selection table shown in Figure 41 (F), and a small win game presentation based on small win game presentation pattern S1 is executed (see Figure 60 (C)).

[0268] When the opening effect start command set in step S4712 is sent to the image control board 100 by the command sending process (S4006), the CPU 102 of the image control board 100 reads out a predetermined opening effect image or a predetermined small win game effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7.

[0269] [Round effect selection process] The round effect selection process (S4412) shown in Figure 38 is a process for selecting the pattern (content) of the round effect to be executed during the round play of the jackpot game. As shown in Figure 38, the round effect selection process (S4412) first analyzes the round play command (S4751). In this embodiment, the round play command includes information about the special symbol stop pattern data (see Figure 8) that was set when the jackpot or small jackpot was determined.

[0270] Next, the effect control microcomputer 91 selects a pattern (contents) of round effects to be executed during the round of jackpot play based on the analysis result of the analyzed round game command (S4752). Then, a round effect start command for starting a round effect with the selected round effect pattern is set in the output buffer of RAM 94 (S4753), and this processing ends. When the round effect start command set in step S4753 is sent to the image control board 100 by the command sending processing (S4006), the CPU 102 of the image control board 100 reads out a predetermined round effect image from ROM 103 and displays it on the display screen 7a of the image display device 7.

[0271] Specifically, in the round effect pattern selection process (S4752), the effect control microcomputer 91 selects round effect pattern Q1 as the round effect pattern when the analysis result of the analyzed round game command during the LOGO standard mode is either "Special symbol 2_Big win symbol C" or "Special symbol 2_Small win symbol a" (see FIG. 42(A)), and a round effect based on round effect pattern Q1 is executed (see FIG. 52(D) to FIG. 52(F)). Also, in the round effect pattern selection process (S4752), the effect control microcomputer 91 selects round effect pattern Q2 as the round effect pattern when the analysis result of the analyzed ending command during the LOGO standard mode is either "Special symbol 2_Big win symbol D" or "Special symbol 2_Small win symbol b" (see FIG. 42(A)), and a round effect based on round effect pattern Q2 is executed (see FIG. 53(D) to FIG. 53(F)). Furthermore, in the round presentation pattern selection process (S4752), the presentation control microcomputer 91, while the LOGO standard mode is being set, selects round presentation pattern Q2 as the round presentation pattern regardless of whether the analysis result of the analyzed round game command is "Special chart 2_big win pattern E" or "Special chart 2_small win pattern c" (see Figure 42(A)), and executes a round presentation based on round presentation pattern Q2 (see Figures 53(D) to 53(F)).

[0272] Also, in the round presentation pattern selection process (S4752), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects the round presentation pattern R1 as the round presentation pattern (see Figure 42(B)), and executes a round presentation based on the round presentation pattern R1 (see Figure 56(B)), regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern A", if the opening presentation pattern R1 or the small win game presentation pattern R1 has been selected for this bonus presentation (see Figure 41(C), Figure 41(D)). Also, in the round presentation pattern selection process (S4752), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects the round presentation pattern R2 as the round presentation pattern (see Figure 42(B)), and executes a round presentation based on the round presentation pattern R2 (see Figure 57(A) to Figure 57(C)), regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern A", if the opening presentation pattern R2 or the small win game presentation pattern R2 has been selected for this bonus presentation (see Figure 41(C) and Figure 41(D)). Also, in the round presentation pattern selection process (S4752), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects the round presentation pattern R3 as the round presentation pattern (see Figure 42(B)), and executes a round presentation based on the round presentation pattern R3 (see Figure 59(B) to Figure 59(D)), regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern A."

[0273] Furthermore, in the round presentation pattern selection process (S4752), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects round presentation pattern R4 as the round presentation pattern (see Figure 42(B)) regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern D" or "Special Chart 2_Small Win Pattern b", if the opening presentation pattern R2 or small win game presentation pattern R2 has been selected for this bonus presentation (see Figure 41(C) and Figure 41(D)), and a round presentation based on round presentation pattern R4 is executed (see Figure 57(A) to Figure 57(B) and Figure 57(E)). Furthermore, in the round presentation pattern selection process (S4752), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects round presentation pattern R5 as the round presentation pattern (see Figure 42(B)) regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern D" or "Special Chart 2_Small Win Pattern b", if the opening presentation pattern R3 or small win game presentation pattern R3 has been selected for this bonus presentation (see Figure 41(C), Figure 41(D)), and a round presentation based on round presentation pattern R5 is executed (see Figure 59(B) to Figure 59(C), Figure 57(F)).

[0274] Furthermore, in the round presentation pattern selection process (S4752), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects round presentation pattern R4 as the round presentation pattern (see Figure 42(B)) regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern E" or "Special Chart 2_Small Win Pattern C," if the opening presentation pattern R2 or small win game presentation pattern R2 has been selected for this bonus presentation (see Figure 41(C) and Figure 41(D)), and a round presentation based on round presentation pattern R4 is executed (see Figure 57(A) to Figure 57(B), Figure 57(E)). Also, in the round presentation pattern selection process (S4752), when the LOGO3000 mode is set, the presentation control microcomputer 91 selects round presentation pattern R5 as the round presentation pattern (see Figure 42(B)) even if the analysis result of the analyzed round play command is either "Special Chart 2_Big Win Pattern E" or "Special Chart 2_Small Win Pattern C", if the opening presentation pattern R3 or small win play presentation pattern R3 has been selected for this bonus presentation (see Figure 41(C) and Figure 41(D)), and a round presentation based on round presentation pattern R5 is executed (see Figure 59(B) to Figure 59(C) and Figure 57(F)).

[0275] Furthermore, in the round presentation pattern selection process (S4752), when the LOGO through-out mode is set, the presentation control microcomputer 91 selects round presentation pattern S1 as the round presentation pattern with a selection rate of 80% regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern A" (see Figure 42(C)), and a round presentation based on round presentation pattern S1 is executed (see Figure 60(D) and Figure 61(A)). On the other hand, in the round presentation pattern selection process (S4752), when the LOGO through-out mode is set, the presentation control microcomputer 91 selects round presentation pattern S2 as the round presentation pattern with a selection rate of 20% regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern A" (see Figure 42 (C)), and a round presentation based on round presentation pattern S2 is executed (see Figure 61 (B), Figure 62, Figure 63 (B-1)).

[0276] Furthermore, in the round presentation pattern selection process (S4752), when the LOGO through-out mode is set, the presentation control microcomputer 91 selects round presentation pattern S1 as the round presentation pattern with an 80% selection rate regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern D" or "Special Chart 2_Small Win Pattern b" (see Figure 42(C)), and a round presentation based on round presentation pattern S1 is executed (see Figure 60(D) and Figure 61(A)). On the other hand, in the round presentation pattern selection process (S4752), when the LOGO through-out mode is set, the presentation control microcomputer 91 selects round presentation pattern S2 as the round presentation pattern with a selection rate of 20% regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern D" or "Special Chart 2_Small Win Pattern b" (see Figure 42 (C)), and a round presentation based on round presentation pattern S2 is executed (see Figure 61 (B), Figure 62, Figure 63 (B-1)).

[0277] Furthermore, in the round presentation pattern selection process (S4752), when the LOGO through-out mode is set, the presentation control microcomputer 91 selects round presentation pattern S3 as the round presentation pattern with a 100% selection rate regardless of whether the analysis result of the analyzed round game command is "Special Chart 2_Big Win Pattern E" or "Special Chart 2_Small Win Pattern C" (see Figure 42 (C)), and a round presentation based on round presentation pattern S3 is executed (see Figure 61 (B), Figure 62, Figure 63 (B-2)).

[0278] [Ending effect selection process] The ending effect selection process (S4414) shown in Figure 39 is a process for selecting the pattern (content) of the ending effect to be executed during the ending of the big win game. As shown in Figure 38, the ending effect selection process (S4413) first analyzes the ending command (S4801). In this embodiment, the ending command includes information about the special symbol stop pattern data (see Figure 8) set when the big win or small win was determined.

[0279] Next, the effect control microcomputer 91 selects a pattern (content) of the ending effect to be executed during the ending of the jackpot game based on the analysis result of the analyzed ending command (S4802). Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of RAM 94 (S4803), and this processing ends. When the ending effect start command set in step S4803 is sent to the image control board 100 by the command sending processing (S4006), the CPU 102 of the image control board 100 reads out a predetermined ending effect image from ROM 103 and displays it on the display screen 7a of the image display device 7.

[0280] Specifically, in the ending performance selection process (S4415), the performance control microcomputer 91 selects ending performance pattern Q1 as the ending performance pattern when the analysis result of the analyzed ending command during the LOGO standard mode setting is either "Special chart 2_Big win symbol C" or "Special chart 2_Small win symbol a" (see FIG. 43(A)), and an ending performance based on ending performance pattern Q1 is executed (see FIG. 52(G)). Also, in the ending performance selection process (S4415), the performance control microcomputer 91 selects ending performance pattern Q2 as the ending performance pattern when the analysis result of the analyzed ending command during the LOGO standard mode setting is either "Special chart 2_Big win symbol D" or "Special chart 2_Small win symbol b" (see FIG. 43(A)), and an ending performance based on ending performance pattern Q2 is executed (see FIG. 54). Furthermore, in the ending presentation selection process (S4415), when the LOGO standard mode is set, the presentation control microcomputer 91 selects ending presentation pattern Q3 as the ending presentation pattern regardless of whether the analysis result of the analyzed ending command is "Special chart 2_big win pattern E" or "Special chart 2_small win pattern c" (see Figure 43 (A)), and an ending presentation based on ending presentation pattern Q3 (an ending presentation indicating that control of a specific game state has ended) is executed.

[0281] Furthermore, in the ending presentation selection process (S4415), when the LOGO3000 mode is set, if the analysis result of the analyzed ending command is either "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern a", and the round presentation pattern R1 is selected for the bonus presentation being executed, the presentation control microcomputer 91 selects the ending presentation pattern R1 as the ending presentation pattern (see Figure 43(B)), and an ending presentation based on the ending presentation pattern R1 is executed (see Figure 56(C)). Furthermore, in the ending performance selection process (S4415), if the analysis result of the analyzed ending command while the LOGO3000 mode is set is either "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern a", and the round performance pattern R2 is selected for the bonus performance being executed, the performance control microcomputer 91 selects the ending performance pattern R2 as the ending performance pattern (see Figure 43(B)), and an ending performance based on the ending performance pattern R2 is executed (see Figure 57(D)). Furthermore, in the ending presentation selection process (S4415), if the analysis result of the analyzed ending command while the LOGO3000 mode is set is either "Special Chart 2_Big Win Pattern C" or "Special Chart 2_Small Win Pattern a", and the round presentation pattern R3 is selected for the bonus presentation being executed, the presentation control microcomputer 91 selects the ending presentation pattern R3 as the ending presentation pattern (see Figure 43(B)), and an ending presentation based on the ending presentation pattern R3 is executed (see Figure 59(E)).

[0282] Furthermore, in the ending performance selection process (S4415), when the LOGO3000 mode is set, if the analysis result of the analyzed ending command is either "Special Chart 2_Big Win Pattern D" or "Special Chart 2_Small Win Pattern b", and the round performance pattern R4 is selected for the bonus performance being executed, the performance control microcomputer 91 selects ending performance pattern R6 as the ending performance pattern (see Figure 43(B)), and an ending performance based on ending performance pattern R6 is executed (see Figure 58). Furthermore, in the ending presentation selection process (S4415), when the LOGO3000 mode is set, if the analysis result of the analyzed ending command is either "Special Chart 2_Big Win Pattern D" or "Special Chart 2_Small Win Pattern b", and the round presentation pattern R5 is selected for the bonus presentation being executed, the presentation control microcomputer 91 selects ending presentation pattern R7 as the ending presentation pattern (see Figure 43(B)), and an ending presentation based on ending presentation pattern R7 is executed (see Figure 58).

[0283] Furthermore, in the ending presentation selection process (S4415), if the analysis result of the analyzed ending command during the LOGO3000 mode setting is either "Special Chart 2_Big Win Pattern E" or "Special Chart 2_Small Win Pattern C," and the round presentation pattern R4 is selected for the bonus presentation being executed, the presentation control microcomputer 91 selects ending presentation pattern R4 as the ending presentation pattern (see Figure 43 (B)), and an ending presentation based on ending presentation pattern R4 is executed (an ending presentation indicating that control of a specific game state has ended). Furthermore, in the ending presentation selection process (S4415), when the LOGO3000 mode is set, if the analysis result of the analyzed ending command is either "Special Chart 2_Big Win Pattern D" or "Special Chart 2_Small Win Pattern B", and the round presentation pattern R5 is selected for the bonus presentation being executed, the presentation control microcomputer 91 selects the ending presentation pattern R5 as the ending presentation pattern (see Figure 43 (B)), and an ending presentation based on the ending presentation pattern R5 (an ending presentation indicating that control of a specific game state has ended) is executed.

[0284] In addition, in the ending performance selection process (S4415), the performance control microcomputer 91 selects ending performance pattern S1 as the ending performance pattern, and an ending performance based on ending performance pattern S1 is executed, regardless of whether the analysis result of the analyzed ending command is "Special chart 2_Big win symbol C" or "Special chart 2_Small win symbol a" during the setting of the LOGO through-out mode (see Figures 60(E) and 63(C-1)). In addition, in the ending performance selection process (S4415), the performance control microcomputer 91 selects ending performance pattern S2 as the ending performance pattern, and an ending performance based on ending performance pattern S2 is executed, regardless of whether the analysis result of the analyzed ending command is "Special chart 2_Big win symbol D" or "Special chart 2_Small win symbol b" during the setting of the LOGO through-out mode (see Figures 60(E) and 63(C-1)). Furthermore, in the ending presentation selection process (S4415), the presentation control microcomputer 91 selects ending presentation pattern S3 as the ending presentation pattern when the analysis result of the analyzed ending command during the setting of the LOGO through-out mode is either "Special Chart 2_Big Win Pattern E" or "Special Chart 2_Small Win Pattern C," and executes an ending presentation based on ending presentation pattern S3 (an ending presentation indicating that control of a specific game state has ended).

[0285] 7. Flow of the game on this type of pachinko gaming machine 1 Next, the flow of the game of this embodiment of the pachinko game machine 1 will be explained using Figure 44. As shown in Figure 44, first, in the non-time-shortening state (normal game state), the game is played by hitting left and aiming for a jackpot based on the lottery of special chart 1.

[0286] If a jackpot is won in the lottery for Special Chart 1, and the type of jackpot symbol is "Special Chart 1_Jackpot Symbol A," the number of time-saving cycles will transition to a 1-cycle time-saving state after the end of 10R jackpot game A (see Figure 8). Also, if the type of jackpot symbol is "Special Chart 1_Jackpot Symbol B," the game will continue to be controlled to a non-time-saving state after the end of 10R normal jackpot game (see Figure 8). As shown in Figure 44, when a jackpot is won in the lottery for Special Chart 1, the probability that "Special Chart 1_Jackpot Symbol A" will be determined is 50%, and the probability that "Special Chart 1_Jackpot Symbol B" will be determined is 50%.

[0287] In the time-saving state, the game is played by hitting the right side, aiming to win a jackpot based on the drawing of special chart 2 (mainly a jackpot based on passing through a specific area 39 after winning a small jackpot). When the number of time-saving times is set to one, this form does not have a special chart 2 reserve, so it is possible to receive one drawing of special chart 2 in the time-saving state. In this form of pachinko game machine 1, the result of the drawing of special chart 2 will be a jackpot or a small jackpot.

[0288] In this embodiment, the probability of winning a jackpot in the drawing of special chart 2 is approximately 1 / 319, and the probability of winning a small jackpot in the drawing of special chart 2 is approximately 1 / 1. The combined probability of winning a jackpot in the drawing of special chart 2 and the probability of winning a small jackpot in the drawing of special chart 2 is 1 / 1. Also, as described above, the pachinko gaming machine 1 of this embodiment is configured so that if a small jackpot is won based on the drawing of special chart 2, the gaming ball can always pass through the specific area 39, so that a jackpot game will always be executed as long as the game is played correctly. Therefore, it can be said that the effective probability of winning a jackpot in the drawing of special chart 2 is 1 / 1.

[0289] In the lottery for Special Chart 2, if a jackpot is won, i.e., a Type 1 jackpot, and the type of jackpot symbol is "Special Chart 2_Jackpot Symbol C," the number of time-saving cycles will transition to one time-saving cycle after the end of 10R jackpot game C (see Figure 8). In the lottery for Special Chart 2, if a jackpot is won, the number of time-saving cycles will transition to one time-saving cycle after the end of 10R jackpot game D, and the type of jackpot symbol is "Special Chart 2_Jackpot Symbol D," the number of time-saving cycles will transition to one time-saving cycle after the end of 10R jackpot game D (see Figure 8). In the lottery for Special Chart 2, if a jackpot is won, i.e., a Type 1 jackpot, the number of time-saving cycles will transition to one time-saving cycle after the end of 10R jackpot game D, and ... (see Figure 8). In the lottery for Special Chart 2, if a jackpot is won, the number of time-saving cycles will transition to one time-saving cycle after the end of 10R jackpot game D is On the other hand, if a jackpot is won in the lottery for Special Chart 2, that is, if a Type 1 jackpot is won, and the type of jackpot pattern is "Special Chart 2_Jackpot Pattern E," the machine will transition to a non-time-saving state after the end of the 10R jackpot game E (see Figure 8). If a jackpot is won in the lottery for Special Chart 2, the machine is allocated to the jackpot pattern E at a rate of 19% (see Figure 8). As a result, in this form of pachinko gaming machine 1, if the result of the lottery for Special Chart 2 is a jackpot, the machine will transition to a time-saving state after the end of the jackpot game at a rate of 81%, while the machine will transition to a non-time-saving state after the end of the jackpot game at a rate of 19%.

[0290] In the lottery for Special Chart 2, if a player wins a small jackpot and then a Type 2 jackpot, if the type of small jackpot symbol is "Special Chart 2_Small jackpot symbol a," the number of time-saving cycles will transition to one after the actual 10R jackpot game F (see Figure 8). If a player wins a small jackpot in the lottery for Special Chart 2, there is an 80% chance that the small jackpot symbol a will be assigned (see Figure 8). Also, in the lottery for Special Chart 2, if a player wins a Type 2 jackpot and then a small jackpot, if the type of small jackpot symbol is "Special Chart 2_Small jackpot symbol b," the number of time-saving cycles will transition to one after the actual 10R jackpot game G (see Figure 8). If a player wins a small jackpot in the lottery for Special Chart 2, there is a 1% chance that the small jackpot symbol b will be assigned (see Figure 8). In addition, in the lottery for Special Chart 2, if a player wins a type 2 jackpot after winning a small jackpot, and the type of small jackpot symbol is "Special Chart 2_Small jackpot symbol c," the game will transition to a non-time-saving state after the actual 10R jackpot game H (see Figure 8). If a player wins a small jackpot in the lottery for Special Chart 2, the game will be allocated to small jackpot symbol c 19% of the time (see Figure 8). As a result, in this type of pachinko gaming machine 1, if the lottery result for Special Chart 2 is a small jackpot, the game will transition to a time-saving state after the end of the jackpot game that has passed through the small jackpot game in 81% of cases, while the game will transition to a non-time-saving state after the end of the jackpot game that has passed through the small jackpot game in 19% of cases.

[0291] As described above, the time-saving state in which the time-saving count is one is essentially a state in which the next jackpot is confirmed. As a result, in this pachinko gaming machine 1, if a transition to the time-saving state is made after a jackpot game has ended, control of the time-saving state will continue until a jackpot (Type 1 jackpot or Type 2 jackpot) is won in the lottery of Special Chart 2 in the time-saving state, and the machine is controlled to the non-time-saving state after the jackpot game has ended, with a 19% probability. In other words, in this pachinko gaming machine 1, if a 10R time-saving jackpot A is won in the lottery of Special Chart 1 in the non-time-saving state and the machine is controlled to the time-saving state after the jackpot game has ended, the result of the lottery of Special Chart 2 will be a time-saving win (time-saving jackpot or time-saving small win), and the jackpot game will be played. A specific gaming state in which this series of events is likely to occur continuously after the jackpot game has ended and the machine is controlled to the time-saving state after the jackpot game has ended can be continued. Therefore, in this embodiment of the pachinko gaming machine 1, when a jackpot game is executed based on a one-time time-saving symbol (a symbol that will be controlled to the time-saving state after the jackpot game ends) in a non-time-saving state, there is an 81% chance that the time-saving state will continue after the jackpot game ends, and the specific gaming state (special gaming state) will continue. In other words, by continuing to control the gaming state after the jackpot game ends in the time-saving state, the result of the lottery for the next special symbol 2 will essentially be a jackpot win (type 1 jackpot, type 2 jackpot), making it a loop-type gaming machine in which the execution of the jackpot game can be expected. The period from the start of control of the specific gaming state to the end of control of the specific gaming state corresponds to the "advantageous period."

[0292] Next, the specific game state presentation mode in the pachinko gaming machine 1 of this embodiment will be described with reference to Figures 45 to 47. The specific game state presentation mode is a presentation style using the image display device 7, speaker 67, board lamp 5, frame lamp 66, etc. Different presentation modes, for example, display different characters, items, background images, etc. on the image display device 7, and variable presentations using presentation symbols 8L, 8C, and 8R are also executed in a style corresponding to the specific game state presentation mode. The 10R time-saving jackpot games shown in Figures 45 to 46 refer to jackpot games C, D, F, and G. The 10R normal jackpot games shown in Figures 45 to 46 refer to jackpot games E and H. 47. Also, the 10R jackpot games shown in FIG. 47 are jackpot games C, D, E, F, G, and H.

[0293] In this embodiment of the pachinko gaming machine 1, if the result of the lottery for Special Symbol 1 is "Special Symbol 1_Jackpot Symbol A" in the non-time-saving mode, at the end of the executed jackpot game, the player presses the effect button 63 to select one of the three specific game state effect modes, and the selected effect mode is set. The three specific game state effect modes are LOGO Standard Mode, LOGO 3000 Mode, and LOGO Throughout Mode. Here, the three specific game state effect modes, LOGO Standard Mode, LOGO 3000 Mode, and LOGO Throughout Mode, function as effect modes that indicate either a normal probability state and time-saving mode, a jackpot game, or a small jackpot game. In this embodiment of the pachinko gaming machine 1, depending on the three specific game state effect modes set, some of the effect content is common, while the effect content in the time-saving mode and the bonus effect content may differ. In addition, the variable presentation and the bonus presentation in the time-shortened state may be completely different depending on the three types of specific game state presentation modes.

[0294] First, using Figure 45, we will explain the LOGO standard mode, one of the three specific game state presentation modes. The LOGO standard mode is a presentation mode in which, depending on the result of a single special symbol drawing while the LOGO standard mode is set, a variable presentation is executed to suggest the result of the special symbol drawing, and a standard bonus presentation is executed to suggest that a single winning game (small winning game, type 1 jackpot game, type 2 jackpot game) is being played. The standard bonus presentation is a battle presentation in which an enemy character and a main character fight. The standard bonus presentation is a winning game presentation (small winning game presentation, jackpot game presentation) exclusive to the LOGO standard mode.

[0295] As shown in Figure 45, first, when the time-saving state (normal game state) is not in effect, the game is played by hitting the left side, aiming to win the jackpot based on the lottery of special chart 1. When the time-saving state is not in effect, the normal presentation mode is set. The normal presentation mode (see, for example, Figure 48(A)) is the presentation mode that is set when the time-saving state (normal game state) is not in effect.

[0296] When the normal presentation mode is set and a jackpot is won in the lottery for special chart 1, if the type of jackpot symbol is "Special chart 1_Jackpot symbol A," the number of time-saving cycles will transition to a 1-time time-saving state after the end of 10R jackpot game A (see Figure 8). Also, if the type of jackpot symbol is "Special chart 1_Jackpot symbol B," the game will continue to be controlled to a non-time-saving state after the end of 10R jackpot game B (see Figure 8). As shown in Figure 45, when a jackpot is won in the lottery for special chart 1, the probability that "Special chart 1_Jackpot symbol A" will be determined is 50%, and the probability that "Special chart 1_Jackpot symbol B" will be determined is 50% (see Figure 8).

[0297] Then, in the ending presentation executed at the ending time of 10R jackpot game A, the player presses the presentation button 63 to set the LOGO standard mode selected from three specific game state presentation modes.

[0298] As shown in Figure 45, when the time-saving state is entered after the end of a jackpot game and the LOGO standard mode is set, the game progresses by hitting the right button.

[0299] If a jackpot is won in the lottery for Special Chart 2 while in the time-saving mode, and the type of jackpot symbol is "Special Chart 2_Jackpot Symbol C," the number of time-saving cycles will be shifted back to 1 after jackpot game C ends (see Figure 8), and the LOGO standard mode setting will continue. Also, if a jackpot is won in the lottery for Special Chart 2 while in the time-saving mode, and the type of jackpot symbol is "Special Chart 2_Jackpot Symbol D," the number of time-saving cycles will be shifted back to 1 after jackpot game D ends (see Figure 8), and the LOGO standard mode setting will continue. If a small jackpot is won in the lottery for Special Chart 2 while in the time-saving mode, and the type of small jackpot symbol is "Special Chart 2_Jackpot Symbol A," the number of time-saving cycles will be shifted back to 1 after jackpot game F, which was executed via small jackpot game, ends (see Figure 8), and the LOGO standard mode setting will continue. In addition, if a small jackpot is won in the lottery for Special Chart 2 in the time-saving state, and the type of small jackpot symbol is "Special Chart 2_Big Win Symbol B," after the end of the big jackpot game G executed via the small jackpot game, the number of time-saving times will be shifted back to the time-saving state of 1 (see Figure 8), and the setting of LOGO standard mode will continue. In addition, in this form of pachinko gaming machine 1, when LOGO standard mode is set, the rate at which the time-saving state will be controlled again after the end of the big jackpot game based on the lottery result of Special Chart 2 in the time-saving state (Big Win, Small Win) is 81%.

[0300] As shown in Figure 45, if a jackpot is won in the lottery for Special Chart 2 in the time-saving state transitioned to after the end of a jackpot game, if the type of jackpot symbol is "Special Chart 2_Jackpot Symbol E," the game will transition to a non-time-saving state after the end of jackpot game E, and the game will change from logo standard mode to normal presentation mode. Also, if a small jackpot is won in the lottery for Special Chart 2 in the time-saving state transitioned to after the end of a jackpot game, if the type of small jackpot symbol is "Special Chart 2_Jackpot Symbol C," the game will transition to a non-time-saving state after the end of jackpot game H, and the game will change from logo standard mode to normal presentation mode. In this type of pachinko gaming machine 1, when logo standard mode is set, the rate at which the game will be controlled to a non-time-saving state after the end of a jackpot game based on the result of the lottery for Special Chart 2 in the time-saving state (Type 1 jackpot, Type 2 jackpot) is 19%.

[0301] In this form of pachinko game machine 1, when the LOGO standard mode is set, after the player has enjoyed a variable effect based on the result of one special drawing in the time-saving state, the player can enjoy one standard bonus effect that is performed during the execution of a jackpot game based on the result of the special drawing being a jackpot (type 1 jackpot, type 2 jackpot). In other words, when the LOGO standard mode is set, the player can be entertained by separating the variable effect that is performed for each jackpot and the jackpot game effect.

[0302] Next, the LOGO3000 mode, one of the three specific game state presentation modes, will be described using FIG. 46. In the LOGO3000 mode, one of two types of bonus presentations is executed while the LOGO3000 mode is set. There are two types of bonus presentations: the LOGO3000 bonus presentation, which is a winning game presentation (small winning game presentation, big winning game presentation) that suggests to the player that two predetermined jackpot games (type 1 jackpot game, type 2 jackpot game) are executed as if they were a single jackpot game; and the LOGO1500 bonus presentation, which is a winning game presentation (small winning game presentation, big winning game presentation) that suggests that one jackpot game (type 1 jackpot game, type 2 jackpot game) is executed as if it were a single jackpot game. The LOGO3000 bonus presentation is divided into a first half presentation of the LOGO3000 bonus presentation and a second half presentation of the LOGO3000 bonus presentation. The first half of the LOGO3000 bonus effect is a bonus effect that suggests that the first of two predetermined jackpot games (type 1 jackpot game, type 2 jackpot game) is being executed. Also, the first half of the LOGO3000 bonus effect is a bonus effect that suggests that the second of two predetermined jackpot games (type 1 jackpot game, type 2 jackpot game) is being executed.

[0303] As shown in Figure 46, first, when the time-saving mode is not active (normal game mode), the game is played by hitting the left button and aiming to win the jackpot based on the lottery of Special Chart 1. When the time-saving mode is not active, the normal presentation mode is set. The normal presentation mode (see, for example, Figure 48(A)) is the presentation mode that is set when the time-saving mode is not active (normal game mode).

[0304] When a jackpot is won in the lottery for special symbol 1 while in the normal presentation mode, if the type of jackpot symbol is "Special symbol 1_Jackpot symbol A," the number of time-saving cycles will transition to a 1-cycle time-saving state after the end of 10R jackpot game A (see Figure 8). Also, if the type of jackpot symbol is "Special symbol 1_Jackpot symbol B," the game will continue to be controlled to a non-time-saving state after the end of 10R jackpot game B (see Figure 8). As shown in Figure 46, when a jackpot is won in the lottery for special symbol 1, the probability that "Special symbol 1_Jackpot symbol A" will be determined is 50%, and the probability that "Special symbol 1_Jackpot symbol B" will be determined is 50% (see Figure 8).

[0305] Then, in the ending presentation executed at the ending time of 10R jackpot game A, the player presses the presentation button 63 to set the LOGO3000 mode selected from three specific game state presentation modes.

[0306] As shown in Figure 46, when the LOGO3000 mode is set, the game proceeds by hitting the right button in the time-saving mode entered after the jackpot game ends. In the time-saving mode, if the lottery result for Special Chart 2 results in a jackpot, the stop symbol is determined to be "Special Chart 2_Jackpot Symbol C" 80% of the time, and the game transitions to the time-saving mode after the jackpot game ends. When the LOGO3000 mode is set, the effect control microcomputer 91 selects the variable effect pattern R1 87.5% of the time unless the second half of the LOGO3000 bonus effect is executed (see Figure 40(B)). Then, the opening effect pattern R1, the round effect pattern R1, and the ending effect pattern R1 are selected (see Figures 41(C), 42(B), and 43(B)). The first half of the LOGO3000 bonus effect is executed during the jackpot game.

[0307] Also, in the time-saving mode, if the result of the lottery for Special Chart 2 is a jackpot, there is an 80% chance that the stopped symbol will be "Special Chart 2_Small Win Symbol A," and the game will transition to the time-saving mode after the jackpot game ends. Here, if the LOGO3000 mode is set, unless the second half of the LOGO3000 bonus effect is executed, the effect control microcomputer 91 selects the variable effect pattern R2 with an 87.5% chance (see Figure 40(B)), and then selects the small win game effect pattern R1, the round effect pattern R1, and the ending effect pattern R1 (see Figures 41(D), 42(B), and 43(B)), and the first half of the LOGO3000 bonus effect is executed during the jackpot game.

[0308] The 70% execution rate of the LOGO3000 bonus effect shown in Figure 46 indicates the rate at which the execution of the LOGO3000 bonus effect will begin when the result of the lottery for Special Chart 2 in the time-saving state is a jackpot (Type 1 jackpot, Type 2 jackpot), i.e., the execution rate of the first half of the LOGO3000 bonus effect is 70%.

[0309] Also, when LOGO3000 mode is set, if the first half of the LOGO3000 bonus effect is performed and the result of the lottery for Special Chart 2 is a jackpot (Type 1 jackpot or Type 2 jackpot) in the time-saving mode, the second half of the LOGO3000 bonus effect will be performed regardless of whether the stopped symbol is a time-saving symbol (Special Chart 2_jackpot symbol C, Special Chart 1_jackpot symbol D, Special Chart 2_small jackpot symbol a, Special Chart 2_small jackpot symbol b) or a normal symbol (Special Chart 2_jackpot symbol E, Special Chart 2_small jackpot symbol c). The winning rate in the second half of the LOGO3000 bonus effect is 81%.

[0310] The 81% winning rate in the latter half of the LOGO3000 bonus effect shown in Figure 46 indicates that the rate at which the main character wins against the enemy character in the latter half of the LOGO3000 bonus effect is 81%. Specifically, this indicates the rate (81%) at which the stopped symbols become time-saving symbols or normal symbols that are time-saving symbols and transition to the time-saving state after the second of two predetermined jackpot games ends in the latter half of the LOGO3000 bonus effect (see Figure 8).

[0311] Next, we will explain the LOGO1500 bonus effect shown in Figure 46. In the time-saving mode, if the lottery result for Special Chart 2 is a jackpot, the stopped symbol is determined to be "Special Chart 2_Jackpot Symbol C" 80% of the time, and the game transitions to the time-saving mode after the jackpot game ends. In this case, if the LOGO3000 mode is set and the first half of the LOGO3000 bonus effect was not executed during the previous jackpot game, the effect control microcomputer 91 selects the variable effect pattern R3 with a 12.5% ​​probability (see Figure 40(B)). Then, the opening effect pattern R3, the round effect pattern R3, and the ending effect pattern R3 are selected (see Figures 41(C), 42(B), and 43(B)), and the LOGO1500 bonus effect is executed during the jackpot game.

[0312] Also, in the time-saving mode, if the lottery result for Special Chart 2 is a jackpot, there is a 1% chance that the stopped symbol will be "Special Chart 2_Jackpot Symbol D," and the game will transition to the time-saving mode after the jackpot game ends. In this case, if the LOGO3000 mode is set and the first half of the LOGO3000 bonus effect was not executed during the previous jackpot game, the effect control microcomputer 91 will select the variable effect pattern R3 with a 100% chance (see Figure 40(B)), and then select the opening effect pattern R3, the round effect pattern R5, and the ending effect pattern R7 (see Figures 41(C), 42(B), and 43(B)), and the LOGO1500 bonus effect will be executed during the jackpot game.

[0313] Also, in the time-saving mode, if the lottery result for Special Chart 2 is a jackpot, there is a 19% chance that the stopped symbol will be "Special Chart 2_Jackpot Symbol E," and the game will transition to a non-time-saving mode after the jackpot game ends. In this case, if the LOGO3000 mode is set and the first half of the LOGO3000 bonus effect was not executed during the previous jackpot game, the effect control microcomputer 91 will select the variable effect pattern R3 with a 100% chance (see Figure 40(B)), and then select the opening effect pattern R3, the round effect pattern R5, and the ending effect pattern R5 (see Figures 41(C), 42(B), and 43(B)), and the LOGO1500 bonus effect will be executed during the jackpot game.

[0314] Also, in the time-saving mode, if the lottery result for Special Chart 2 is a jackpot, there is an 80% chance that the stopped symbol will be "Special Chart 2_Small Win Symbol A," and the game will transition to the time-saving mode after the jackpot game ends. In this case, if the LOGO3000 mode is set and the first half of the LOGO3000 bonus effect was not executed during the previous jackpot game, the effect control microcomputer 91 will select the variable effect pattern R3 with a 12.5% ​​chance (see Figure 40(B)), and then select the small win game effect pattern R3, the round effect pattern R3, and the ending effect pattern R3 (see Figures 41(D), 42(B), and 43(B)), and the LOGO1500 bonus effect will be executed during the jackpot game.

[0315] Also, in the time-saving mode, if the lottery result for Special Chart 2 is a jackpot, there is a 1% chance that the stopped symbol will be "Special Chart 2_Small Win Symbol B," and the game will transition to the time-saving mode after the jackpot game ends. In this case, if the LOGO3000 mode is set and the first half of the LOGO3000 bonus effect was not executed during the previous jackpot game, the effect control microcomputer 91 will select the variable effect pattern R3 with a 100% chance (see Figure 40(B)), and then select the small win game effect pattern R3, the round effect pattern R5, and the ending effect pattern R7 (see Figures 41(D), 42(B), and 43(B)), and the LOGO1500 bonus effect will be executed during the jackpot game.

[0316] Also, in the time-saving mode, if the lottery result for Special Chart 2 is a jackpot, there is a 19% chance that the stopped symbol will be "Special Chart 2_Small Win Symbol C," and the game will transition to a non-time-saving mode after the jackpot game ends. In this case, if the LOGO3000 mode is set and the first half of the LOGO3000 bonus effect was not executed during the previous jackpot game, the effect control microcomputer 91 will select the variable effect pattern R3 with a 100% chance (see Figure 40(B)), and then select the small win game effect pattern R3, the round effect pattern R5, and the ending effect pattern R5 (see Figures 41(D), 42(B), and 43(B)), and the LOGO1500 bonus effect will be executed during the jackpot game.

[0317] The 30% execution rate of the LOGO1500 bonus effect shown in Figure 46 indicates that when the result of the lottery on Special Chart 2 in the time-saving state is a jackpot (Type 1 jackpot, Type 2 jackpot), the rate at which the LOGO1500 bonus effect is executed is 30% of the time, out of the first half of the LOGO3000 bonus effect or the LOGO1500 bonus effect.

[0318] 46, the winning rate of 37% in the LOGO1500 bonus effect indicates that the rate at which the main character wins against the enemy character in the LOGO1500 bonus effect is 37%. Here, the winning rate of 37% can be calculated by multiplying 100 by the value obtained by dividing 11 out of the selection rates (81) of the time-saving symbols ("Special 2_Big Win Symbol C," "Special 2_Big Win Symbol D," "Special 2_Small Win Symbol a," "Special 2_Small Win Symbol b") in the allocation of the second special symbol in the predetermined winning stop mode (small win stop mode, big win stop mode) in this mode by the sum (30) of the selection rates (19) of the normal symbols ("Special 2_Big Win Symbol E," "Special 2_Small Win Symbol c"), by the sum (30).

[0319] In this embodiment of the pachinko gaming machine 1, when the LOGO3000 mode is set, if either the LOGO3000 bonus effect or the LOGO1500 bonus effect, which has a higher execution rate than the LOGO1500 bonus effect, is executed, the player can be made to understand that the time-saving state will continue after the current jackpot game is completed, the execution of the next jackpot game will also be confirmed, and 3000 prize balls can be won in two jackpot games. On the other hand, when the LOGO3000 mode is set, if either the LOGO3000 bonus effect or the LOGO1500 bonus effect, which has a lower execution rate than the LOGO3000 bonus effect, is executed, the player can be made to understand that the time-saving state is unlikely to be controlled after the current jackpot game is completed, but that 1500 prize balls can be won in the jackpot game.

[0320] Next, using FIG. 47, we will explain the LOGO through-out mode, one of the three specific game state presentation modes. The LOGO through-out bonus presentation is executed while the LOGO through-out mode is set. Here, the through-out bonus presentation is a bonus presentation that makes the presentations (variable presentations and jackpot presentations) that are executed in the specific game state appear as a single jackpot presentation. This through-out bonus presentation of this form makes it appear as if multiple jackpot games were executed as a single jackpot game until the game was controlled to the non-time-saving state after the end of a jackpot game (type 1 jackpot game, type 2 jackpot game). This makes it possible for the player to feel as if multiple jackpot games were executed as a single jackpot game until the game was controlled to the non-time-saving state after the end of a jackpot game (type 1 jackpot game, type 2 jackpot game).

[0321] As shown in Figure 47, first, when the time-saving mode is not active (normal game mode), the game is played by hitting the left button and the player aims to win the jackpot based on the lottery of Special Chart 1. When the time-saving mode is not active, the normal presentation mode is set. The normal presentation mode (see, for example, Figure 48(A)) is the presentation mode that is set when the time-saving mode is not active (normal game mode).

[0322] When the normal presentation mode is set and a jackpot is won in the lottery for special chart 1, if the type of jackpot symbol is "Special chart 1_Jackpot symbol A," the number of time-saving cycles will transition to a 1-time time-saving state after the end of 10R jackpot game A (see Figure 8). Also, if the type of jackpot symbol is "Special chart 1_Jackpot symbol B," the game will continue to be controlled to a non-time-saving state after the end of 10R jackpot game B (see Figure 8). As shown in Figure 45, when a jackpot is won in the lottery for special chart 1, the probability that "Special chart 1_Jackpot symbol A" will be determined is 50%, and the probability that "Special chart 1_Jackpot symbol B" will be determined is 50% (see Figure 8).

[0323] Then, in the ending presentation executed at the ending time of 10R jackpot game A, the player presses the presentation button 63 to set a LOGO through-out mode selected from three specific game state presentation modes.

[0324] As shown in Figure 47, when the time-saving mode is activated after the end of a jackpot game, if the LOGO through-out mode is set, the game will proceed by hitting the right button. When the through-out mode is set, if a win (jackpot win or small win) is won in the lottery of special chart 2, the through-out bonus effect will be executed. The execution of the through-out bonus effect will continue until the execution of either jackpot game E or jackpot game H is completed.

[0325] For example, if the execution of either the jackpot game E or the jackpot game H ends during the execution of the through-out bonus effect, a fall notification effect will be executed at the ending time of either the jackpot game E or the jackpot game H, indicating that the game will be controlled to a non-time-shortened state after the end of the jackpot game. When the execution of the fall notification effect at the ending time of either the jackpot game E or the jackpot game H ends and the execution of the jackpot game ends, the game state of the pachinko gaming machine 1 will be shifted to a non-time-shortened state, as shown in FIG.

[0326] When the LOGO through-out mode is set in this type of pachinko gaming machine 1, the through-out bonus effect can make the player feel as if one jackpot game is being played continuously. Also, during the execution of the through-out bonus effect, it becomes possible to win prize balls in the jackpot game while keeping the player's heart racing as to when the game will transition to the non-time-saving mode.

[0327] The specifications of the pachinko gaming machine 1 of this embodiment are a single type, a loop type, in which the game state after the end of a jackpot game continues to be controlled in a time-saving state, allowing for the execution of a jackpot game. However, it is possible to provide various bonus effects by selecting a specific game state presentation mode from three types, namely, LOGO standard mode, LOGO 3000 mode, and LOGO through-out mode, according to the player's preference. As a result, although the specifications of the pachinko gaming machine 1 itself are only one type, the bonus effects executed according to the set specific game state presentation mode make it seem as if the specifications of the pachinko gaming machine 1 itself have changed, giving the player a new sense of pleasure.

[0328] 8. Example of the first embodiment 8-1. Variable performance Next, the variation effect will be explained. When the variation display of the special symbol begins, the pachinko gaming machine 1 executes the variation effect based on the variation pattern related to the variation display of the special symbol and the result of the special symbol lottery (the result of the big win determination, the small win determination, the result of the symbol type determination, the result of the reach determination, and the result of the variation pattern determination). In the variation effect, the variation display of the effect symbols 8L, 8C, and 8R is superimposed on a predetermined background image on the display screen 7a. In the variation display of the effect symbols 8L, 8C, and 8R, the effect symbols 8L, 8C, and 8R change and then stop. In other words, the variation display of the effect symbols 8L, 8C, and 8R is performed over the variation time of the special symbol, and then the variation stops and the effect symbols 8L, 8C, and 8R are displayed as still symbols. Then, the result of the special symbol lottery is announced by the display of the still symbol symbols 8L, 8C, and 8R.

[0329] 8-1-1.Performance pattern display area As shown in Figure 48 (A), the display screen 7a of the image display device 7 is divided horizontally into three approximately equal sections, with a left effect pattern area 50b1, a center effect pattern area 50b2, and a right effect pattern area 50b3 provided on the left, center, and right sides. The left effect pattern area 50b1 is an area that displays the left effect pattern 8L when the effect patterns 8L, 8C, and 8R are displayed in a stopped state during variable effects. Similarly, the center effect pattern area 50b2 and the right effect pattern area 50b3 are areas that display the center effect pattern 8C and the right effect pattern 8R.

[0330] Also, as shown in FIG. 48(A), a small symbol area 50c is provided in one section (upper left) at the left end of the upper edge of the display screen 7a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when a variable display of a special symbol is being performed. Note that while the performance symbols 8L, 8C, and 8R may become invisible during the variable display, the small symbols KZ1, KZ2, and KZ3 are never hidden. In this respect, the small symbols KZ1, KZ2, and KZ3 function as symbols that complement the role of the performance symbols 8L, 8C, and 8R.

[0331] In addition, in Figure 48 (A), the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is written to show the range of the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c, and is not actually displayed. Also, the range of each area can be changed as appropriate.

[0332] 8-1-2.Normal fluctuations In the variation effect, the pachinko gaming machine 1 can first perform a normal variation. The normal variation functions as an effect that suggests that the variable display of the special symbol has started.

[0333] When the display of the special patterns begins to change, for example, as shown in Figure 48(A), the left performance pattern 8L, the middle performance pattern 8C and the right performance pattern 8R are displayed frozen on the display screen 7a, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the display of the special patterns is not being performed and the display of the special patterns is in a waiting state.As shown in Figure 48(B), as the display of the special patterns begins to change, the display of the performance patterns 8L, 8C and 8R begins to change, and the display of the small patterns KZ1, KZ2 and KZ3 begins to change. If the variation pattern of the special symbol variation display is, for example, a "normal miss variation" (a variation of a miss without a reach), then, as shown in FIG. 48(C-1), the left and right performance symbols 8L and 8R are displayed as provisionally stopped in different stop patterns, and then, as shown in FIG. 48(D), the performance symbols 8L, 8C, and 8R are displayed as stopped in a stop pattern suggesting a miss (a so-called spread pattern). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed as stopped all at once in a stop pattern suggesting a miss. On the other hand, if the variation pattern of the special symbol variation display is, for example, a variation pattern with a reach, such as an "N miss variation" (a variation with a reach and a miss in which a miss is indicated by a normal reach), then, as shown in FIG. 48(C-2), the left and right performance symbols 8L and 8R are displayed as provisionally stopped in the same stop pattern, and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the variable pattern. The stopping order and stopping manner of the effect symbols 8L, 8C, and 8R can be changed as appropriate. A provisional stop display (hereinafter also referred to as a provisional stop) refers to a state in which the variable speed of the effect symbol is "0", but the effect symbol is changing by repeatedly shaking, expanding, and contracting at the displayed position, and is not completely stopped. In contrast, a fixed stop display (fixed stop display) or a final stop display (final stop display) refers to a state in which the effect symbol is completely stopped. When simply referred to as a "stop display", it can refer to either a provisional stop display or a fixed stop display.

[0334] 8-1-3.N Reach (Normal Reach) The pachinko gaming machine 1 can perform an N-reach when a reach is achieved during normal variation. The N-reach is a presentation that suggests that the result of the special symbol lottery may be a "jackpot," and functions as a presentation to make the player expect a jackpot.

[0335] In the N reach, as shown in FIG. 49(A), the reach-established state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 49(B), the fluctuation speed of the medium effect symbol 8C gradually slows down. If the fluctuation pattern of the special symbol fluctuation display is, for example, an "N miss fluctuation," the effect symbols 8L, 8C, and 8R are displayed stopped in a stop mode suggesting a miss (so-called "barake" patterns) as shown in FIG. 49(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a stop mode suggesting a miss. On the other hand, if the fluctuation pattern of the special symbol fluctuation display is, for example, an "N jackpot fluctuation" (a jackpot fluctuation indicating a jackpot win by a normal reach), the effect symbols 8L, 8C, and 8R are displayed stopped in a stop mode suggesting a jackpot (so-called "double numbers" (an example of a predetermined stop mode)) as shown in FIG. 49(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped at the same time in a manner that suggests a jackpot. Note that the content of the N-reach effect is not limited to the gradual deceleration of the medium effect symbol 8C, and can be changed or added as appropriate.

[0336] Furthermore, with regard to the stopping modes of the effect symbols 8L, 8C, and 8R that indicate a miss, the spread symbols when a reach is not established are called "non-reach spread symbols" or "non-reach miss symbols," and the spread symbols when a reach is established are called "reach spread symbols" or "reach miss symbols." The combinations of the effect symbols 8L, 8C, and 8R that make up the non-reach spread symbols (for example, "2·3·1" or "5·8·6") and the combinations of the effect symbols 8L, 8C, and 8R that make up the reach spread symbols (for example, "2·1·2" or "5·4·5") are selected by the effect control microcomputer 91. In addition, the combination of each of the effect symbols 8L, 8C, and 8R that make up the stopping pattern (double number) that indicates a jackpot (for example, "2·2·2" or "7·7·7") is selected by the effect control microcomputer 91 based on the type of jackpot symbol that has been won.

[0337] 8-1-4. SP Reach The pachinko gaming machine 1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the special symbol lottery is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.

[0338] In the SP reach, after the N reach, for example, as shown in FIG. 50(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display screen 7a, and an image indicating that the SP reach has started (SP reach start title image) G1 is displayed in the center of the display screen 7a. After that, as shown in FIG. 50(B), an SP reach-specific effect (for example, a battle effect in which an ally character and enemy character A battle) is performed. Then, when the final stage of the SP reach-specific effect is reached, if the variation pattern of the special symbol variation display is, for example, an "SP jackpot variation" (a jackpot variation in which the SP reach indicates a jackpot win), as shown in FIG. 50(C-1), a success effect suggesting a jackpot (for example, a display in which an ally character wins the battle and stands in a defiant stance, a victory effect) is performed on the display screen 7a, and the effect symbols 8L, 8C, and 8R are displayed stopped in a stopping pattern suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a manner suggesting a big win. Meanwhile, if the variation pattern of the special symbol variation display is, for example, an "SP miss variation" (a variation in which a miss is indicated by an SP reach), as shown in FIG. 50(C-2), a failure effect suggesting a miss (for example, a display in which enemy character A has won the battle and is standing in a pose of defiance, a defeat effect) is displayed, and the effect symbols 8L, 8C, and 8R are displayed stopped in a manner suggesting a miss (so-called "barakeme"). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a manner suggesting a miss. The content of the SP reach effect can be changed or added as appropriate. In this embodiment, the effect shown in FIG. 44 is executed as the SP reach based on the drawing of special symbol 1.

[0339] 8-1-5.Selecting a specific game state presentation mode Using Figure 51, during the ending of jackpot game A when the lottery result of special chart 1 is a jackpot in a non-time-saving state, one of the presentation modes from "LOGO standard mode," "LOGO 3000 mode," or "LOGO through-out mode" can be selected. Note that in this form, only during the ending of jackpot game A when the lottery result of special chart 1 is a jackpot in a non-time-...

Claims

[Claim 1] a game control means for performing a lottery to determine whether or not a winning ticket has been won based on the establishment of a predetermined condition; A performance control means capable of controlling a predetermined performance, The game control means If the result of the lottery is a win, a special game is executed; After the special game ends, the player can transition to an advantageous game state that is advantageous to the player. If the result of the lottery is a specific win by the game control means, after the special game ends, the game state is shifted to the advantageous game state and the execution of the next special game is confirmed; The advantageous game state includes a first advantageous game state and a second advantageous game state that ends when a termination condition is met, including a timing at which the first advantageous game state ends being different from that of the second advantageous game state. The performance control means If the result of the lottery is the specific win, the game state is shifted to the advantageous game state, and a confirmation effect is executed to indicate that the execution of the next special game is confirmed; After the special game ends, if the game state is shifted to the first advantageous game state, the determination effect is executed. The gaming machine is characterized in that, when the game state is shifted to the second advantageous game state after the special game ends, a transition suggestion effect is executed to suggest the possibility of shifting to the advantageous game state.

Citation Information

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