gaming machines

The gaming machine enhances player engagement by implementing variable effects and controlled presentation modes with different probabilities and times for identification information display, addressing the lack of variety in existing gaming machines.

JP7800924B2Active Publication Date: 2026-01-16NEWGIN KK
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Patent Information

Application Number
JP2023118169
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-20
Publication Date
2026-01-16
Estimated Expiration
2043-07-20

AI Technical Summary

Technical Problem

Existing gaming machines lack variety and engagement in the display manner of identification information across different presentation modes, limiting player interest.

Method used

A gaming machine that executes specific variable effects based on lottery results, with controlled presentation modes and probabilities for displaying identification information, including first and second identification information with varying stop probabilities and times, enhancing the display experience.

Benefits of technology

Improves player engagement and interest through dynamic and varied presentation modes with controlled probabilities and times for identification information display.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance interest.SOLUTION: In a game machine, a probability of stopping and displaying first identification information in a specific row from among multiple rows when a winning lottery results in losing differs from a probability of stopping and displaying second identification information in a specific row when a winning lottery results in losing in a normal performance mode, a probability of stopping and displaying first identification information in a specific row when a winning lottery results in losing in a third chance performance mode differs from a probability of stopping and displaying first identification information in a specific row when a winning lottery results in losing in a normal performance mode, and a probability of stopping and displaying second identification information in a specific row when a winning lottery results in losing in a third chance performance mode differs from a probability of stopping and displaying second identification information in a specific row when a winning lottery results in losing in a normal performance mode.SELECTED DRAWING: Figure 13
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Description

[Technical Field]

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

[0002] Conventionally, pachinko gaming machines, which are a type of gaming machine, can execute a variable game in which multiple columns of identifiers are displayed variably, and then multiple columns of identifiers are displayed statically to suggest or notify the result of a winning lottery. Among such gaming machines, there are gaming machines in which the design of the identifiers differs depending on the presentation mode, such as the gaming machine described in Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-154074 Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, in such gaming machines, it is desired to further improve the display manner of the identification information for each presentation mode. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine that can execute a specific variable effect consisting of one or more variable cycles based on the result of a winning lottery, and is equipped with a presentation mode control means that controls a presentation mode, and a variable effect control means that controls the execution of the specific variable effect, and the identification information of the specific variable effect includes a first identification information and a second identification information that has a higher expectation of a benefit when stopped and displayed in the specific variable effect than the first identification information, and the presentation modes include a first presentation mode and a second presentation mode that has a different design from the first presentation mode in terms of the first identification information and the second identification information, and in the first presentation mode, the probability that the first identification information will be stopped and displayed in a specific column when the result of the winning lottery is a loss and the probability of the winning are determined by the following: The probability that the second identification information will be displayed stopped in the specific column when the result of the lottery is a loss is different from the probability that the first identification information will be displayed stopped in the specific column in the specific variation presentation consisting of one variation cycle and the probability that the first identification information will be displayed stopped in the specific column in the specific variation presentation consisting of multiple variation cycles are different, the probability that the second identification information will be displayed stopped in the specific column in the specific variation presentation consisting of one variation cycle and the probability that the second identification information will be displayed stopped in the specific column in the specific variation presentation consisting of multiple variation cycles are different, and the probability that the first identification information will be displayed stopped in the specific column when the result of the winning lottery is a loss in the second presentation mode and the probability that the first symbol information will be stopped and displayed in the specific column when the result of the winning lottery in the first presentation mode is a loss; ,but The probability that the second symbol information will be stopped and displayed in the specific column when the result of the winning lottery in the second presentation mode is a loss is different. and the probability that the second symbol information will be stopped and displayed in the specific column when the result of the winning lottery in the first presentation mode is a loss; ,but The time from when the specific variable performance is executed until the identification information is stopped and displayed in the specific column differs depending on the performance mode. In the first presentation mode, the probability that the first identification information or the second identification information will be stopped and displayed in the specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information, resulting in a first stop pattern in the specific variation presentation constituted by one variation cycle, is different from the probability that the first identification information or the second identification information will be stopped and displayed in the specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information, resulting in a second stop pattern in the specific variation presentation constituted by one variation cycle. The gist of this is as follows. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. [Figure 3] This is a schematic diagram showing the passage inside the second major prize entrance. [Figure 4] FIG. 10 is an explanatory diagram illustrating an example of a jackpot game. [Figure 5] 2 is a block diagram showing the electrical configuration of the pachinko game machine. FIG. [Figure 6] FIG. 10 is an explanatory diagram showing an example of a trigger for transitioning to a time-saving state. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a condition for ending the time-saving state. [Figure 8] 10 is an explanatory diagram illustrating the transition of presentation modes and game states. FIG. [Figure 9] An explanatory diagram illustrating an example of a variation pattern that can be determined in the normal presentation mode. [Figure 10] FIG. 10 is an explanatory diagram illustrating an example of a variation pattern that can be determined in the first chance presentation mode. [Figure 11] FIG. 10 is an explanatory diagram illustrating an example of a variation pattern that can be determined in the second chance presentation mode. [Figure 12] FIG. 10 is an explanatory diagram illustrating an example of a variation pattern that can be determined in the third chance presentation mode. [Figure 13] An explanatory diagram illustrating an example of the determination ratio of the variation pattern in the normal presentation mode. [Figure 14] An explanatory diagram illustrating an example of the determination ratio of the variation pattern in the third chance presentation mode. [Figure 15] FIG. 10 is an explanatory diagram illustrating an example of the determination ratio of the variation pattern in the first chance presentation mode. [Figure 16]FIG. 10 is an explanatory diagram illustrating an example of the determination ratio of the variation pattern in the second chance presentation mode. [Figure 17] An explanatory diagram illustrating an example of the design of the presentation pattern in each presentation mode. [Figure 18] 10(a) to 10(d) are explanatory diagrams illustrating an example of an execution mode of a variable game in a normal presentation mode. [Figure 19] 10(a) to 10(e) are explanatory diagrams illustrating an example of an execution mode of a variable game in a normal presentation mode. [Figure 20] 10(a) to 10(f) are explanatory diagrams illustrating an example of an execution mode of a variable game in the normal presentation mode. [Figure 21] 10(a) to 10(d) are explanatory diagrams illustrating an example of an execution mode of a variable game in the first chance presentation mode. [Figure 22] 10(a) to 10(d) are explanatory diagrams illustrating an example of an execution mode of a variable game in the second chance presentation mode. [Figure 23] 10(a) and 10(b) are explanatory diagrams illustrating an example of an execution mode of a variable game in a third chance presentation mode. DETAILED DESCRIPTION OF THE INVENTION

[0008] An example of an embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0009] As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, is a non-enclosed type in which a player can touch gaming balls (held balls). In a non-enclosed type pachinko gaming machine 10, when a payout condition for a prize ball is met, the prize ball is actually paid out. The pachinko gaming machine 10 may be an enclosed type in which gaming balls are stored and managed internally and the player cannot touch the gaming balls (held balls). In an enclosed type pachinko gaming machine 10, even when a payout condition for a prize ball is met, the number of gaming balls stored internally increases, but the gaming balls are not actually paid out. In this specification, "paying out prize balls" is not limited to actually paying out gaming balls, but is intended to include increasing the number of gaming balls stored internally.

[0010] The pachinko gaming machine 10 comprises a frame 11 and a gaming board 20. The frame 11 supports the gaming board 20. A gaming area 20a is formed on the front side of the gaming board 20, into which gaming balls can flow. The frame 11 comprises an outer frame 11a, a middle frame 11b, and a front frame 11c. The middle frame 11b is supported so as to be openable and closable relative to the outer frame 11a. The front frame 11c is supported so as to be openable and closable relative to the middle frame 11b. The outer frame 11a is fixed to the island equipment using fasteners such as nails. The middle frame 11b has a portion to which the gaming board 20 is attached, and holds the gaming board 20 attached to that portion. An opening 11d is formed in the front frame 11c. The front frame 11c is provided with transparent protective glass (not shown). The protective glass seals the opening 11d. When the game board 20 is held by the inner frame 11b, the game area 20a is aligned with the opening 11d and is visible through the protective glass via the opening 11d.

[0011] The pachinko gaming machine 10 is equipped with an audio output device 13. As an example, the audio output device 13 is a speaker provided on the front frame 11c. The audio output device 13 is capable of executing an effect of outputting a predetermined sound (hereinafter referred to as an audio effect). For example, the predetermined sound is sound effects, dialogue, music (BGM), etc. The pachinko gaming machine 10 is equipped with a decorative light emitting device 14. As an example, the decorative light emitting device 14 is provided on the front side of the front frame 11c and on the game board 20. The decorative light emitting device 14 is capable of executing an effect (hereinafter referred to as an illumination effect) by lighting, flashing, and extinguishing a light emitting element (not shown). As an example, the light emitting element provided in the decorative light emitting device 14 is an LED.

[0012] The pachinko gaming machine 10 is equipped with a launch handle 18. The launch handle 18 is configured to enable an operation to instruct the launch of a gaming ball. The launch handle 18 is provided in the lower right corner of the front frame 11c. The pachinko gaming machine 10 may also be equipped with a lending button to instruct the lending of a gaming ball and an end button to instruct the end of the game.

[0013] The game board 20 will now be described. As shown in Figures 1 and 2, a game area 20a that is substantially circular in front view is defined on the front surface of the game board 20. In other words, the game board 20 has the game area 20a into which game balls can flow. A display window 20b is formed in the approximate center of the game area 20a. An inlet 20c is formed in the upper left of the game area 20a, through which game balls launched by operating the launch handle 18 flow into the game area 20a.

[0014] The pachinko gaming machine 10 is equipped with an effect display device 15. As an example, the effect display device 15 has an image display device capable of displaying an image. The effect display device 15 is attached to the game board 20 so that a display area 15a of the image display device is visible through a display window 20b. As an example, the effect display device 15 is a liquid crystal display device. The effect display device 15 is capable of executing an effect (hereinafter referred to as a display effect) that displays a predetermined image. For example, the predetermined image is an image such as an effect pattern, a character, a landscape, letters, numbers, and symbols. In the following description, when these characters, etc. are simply referred to as "displaying," it means that these characters, etc. are displayed as an image. As an example, the sound output device 13, the decorative light-emitting device 14, and the effect display device 15 are each an effect device capable of executing an effect, and form an effect execution device group 16 that includes multiple effect devices.

[0015] As shown in FIG. 2, the gaming board 20 includes a first special symbol display device 19a. The first special symbol display device 19a is capable of executing a symbol change game (hereinafter referred to as the first special game) in which predetermined symbols are displayed in a variable manner and the special symbol is ultimately displayed in a static manner. The gaming board 20 includes a second special symbol display device 19b. The second special symbol display device 19b is capable of executing a symbol change game (hereinafter referred to as the second special game) in which predetermined symbols are displayed in a variable manner and the special symbol is ultimately displayed in a static manner. The special symbol is a symbol for announcing the result of a special symbol winning lottery. The special symbol winning lottery is an example of an internal lottery. As an example, the special symbol is displayed in a static manner for a special stop time. As an example, the special stop time is 0.5 seconds. Hereinafter, when the first special game and the second special game are not distinguished, they may be collectively referred to as "special games."

[0016] The special symbols include at least a jackpot symbol as a jackpot display result, a small jackpot symbol as a small jackpot display result, a time-saving trigger symbol as a time-saving display result, and a loss symbol as a loss display result. In the pachinko gaming machine 10, if a jackpot is won in the special symbol winning lottery, a jackpot symbol is statically displayed in a special game. After that, after the special game ends, a jackpot game advantageous to the player is triggered. Details of the jackpot game will be described later. In the pachinko gaming machine 10, if a small jackpot is won in the special symbol winning lottery, a small jackpot symbol is statically displayed in a special game. After that, after the special game ends, a small jackpot game advantageous to the player is triggered. Details of the small jackpot game will be described later. In the pachinko gaming machine 10, if a jackpot or small jackpot is not won in the special symbol winning lottery, a time-saving trigger symbol or a loss symbol is statically displayed in a special game. When a time-saving trigger symbol or a losing symbol is displayed in a special game, a big win game and a small win game will not occur. Hereinafter, when there is no distinction between big win games and small win games, they may be collectively referred to as "winning games." A special game in which a big win symbol is displayed in a stopped state may be referred to as a "big win special game." A special game in which a small win symbol is displayed in a stopped state may be referred to as a "small win special game." A special game in which a time-saving trigger symbol is displayed in a stopped state may be referred to as a "time-saving trigger special game." A special game in which a losing symbol is displayed in a stopped state may be referred to as a "losing special game."

[0017] The gaming board 20 is equipped with a first special hold display device 19c. The first special hold display device 19c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not been met (hereinafter referred to as the first special hold number). The first special hold number has an upper limit. As an example, the upper limit for the first special hold number is 4. The gaming board 20 is equipped with a second special hold display device 19d. The second special hold display device 19d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not been met (hereinafter referred to as the second special hold number). The second special hold number has an upper limit. As an example, the upper limit for the second special hold number is 1.

[0018] The game board 20 is equipped with a normal symbol display device 19e. The normal symbol display device 19e is capable of executing a symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are variably displayed and ultimately a normal symbol is statically displayed. The normal symbol is a symbol for notifying the result of a normal symbol winning lottery. The normal symbol winning lottery is an example of an internal lottery. As an example, the normal symbol is displayed for the normal stop time. As an example, the normal stop time is 0.004 seconds. The normal symbols include at least a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, when the normal symbol winning lottery is won, the normal winning symbol is statically displayed in the normal game. Thereafter, after the normal game ends, a normal winning game is initiated. In the pachinko gaming machine 10, when the normal symbol winning lottery is not won, the normal losing symbol is statically displayed in the normal game. When a normal losing symbol is stopped and displayed in a normal game, a normal winning game does not occur. The game board 20 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that can identify the number of normal games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the normal hold number). There is an upper limit to the normal hold number. As an example, the upper limit to the normal hold number is 4. The game board 20 may also be equipped with a right-hit display device that displays information instructing a right hit, which will be described later, and a round display device that notifies the upper limit number of round games, which will be described later.

[0019] The gaming board 20 is formed with a plurality of winning holes that open into the gaming area 20a. The winning holes are holes through which gaming balls can enter. The winning holes include at least a first start hole 22, a second start hole 23, a first large prize hole 24, a second large prize hole 25, and a normal prize hole 30. The first start hole 22 is a winning hole through which gaming balls can enter when the payout conditions for prize balls and the start conditions for the first special game are met. As an example, the first start hole 22 is located below the effect display device 15 and is always open so that gaming balls can enter. The gaming board 20 is equipped with a first start sensor SE1 that detects gaming balls that have entered the first start hole 22 (see FIG. 5).

[0020] The second start opening 23 is a winning opening through which game balls are allowed to enter when the payout conditions for prize balls and the start conditions for the second special game are met. The second start opening 23 is located to the right of the first start opening 22. The second start opening 23 is equipped with an opening / closing piece 23a, which is, for example, plate-shaped. The second start opening 23 is closed and opened by the opening / closing piece 23a. That is, the opening / closing piece 23a can be in a closed or open state. The second start opening 23 is opened when a normal win game is generated. The second start opening 23 allows game balls to enter when it is open. The second start opening 23 is closed when a normal win game is not generated. When the second start opening 23 is closed, game balls cannot enter, or when it is closed, it is more difficult to enter game balls than when it is open. For example, the second start opening 23 is always open to the left. As an example, the opening / closing piece 23a is buried in the game board 20 when in the closed state. As an example, when the opening / closing piece 23a is in the open state, game balls can flow down the upper surface. As an example, the opening / closing piece 23a is provided so that the upper surface is inclined downward and to the right. As an example, game balls flowing down the upper surface of the opening / closing piece 23a when it is in the open state are guided to the second starting hole 23. In other words, when the opening / closing piece 23a is in the open state, game balls flow down the upper surface of the opening / closing piece 23a and enter the second starting hole 23. As an example, the opening / closing piece 23a allows game balls to flow down the upper surface of the opening / closing piece 23a during at least a portion of the period while the opening / closing piece 23a is transitioning from the open state to the closed state. Therefore, game balls can enter the second starting hole 23 even while the opening / closing piece 23a is transitioning from the open state to the closed state. The game board 20 is equipped with a normal solenoid SL1 (see FIG. 5) as a means for opening and closing the opening / closing piece 23a of the second starting opening 23. The game board 20 is equipped with a second starting sensor SE2 (see FIG. 5) that detects a game ball that has entered the second starting opening 23. The opening / closing piece 23a of the second starting opening 23 is a so-called "normal electric device."

[0021] The first large prize opening 24 is an opening into which game balls enter when the payout conditions for prize balls are met. The first large prize opening 24 is located to the right of the effect display device 15. The first large prize opening 24 is located above the second starting opening 23. The first large prize opening 24 is equipped with an opening / closing piece 24a, which is, for example, teardrop-shaped. The first large prize opening 24 is closed and opened by the opening / closing piece 24a. In other words, the opening / closing piece 24a can be in a closed state or an open state. The first large prize opening 24 is opened when a jackpot game is generated. When open, the first large prize opening 24 allows game balls to enter. The first large prize opening 24 is closed when a jackpot game is not generated. When closed, the first large prize opening 24 does not allow game balls to enter. As an example, the opening / closing piece 24a rotates about a quarter turn to the left around the lower part from the closed state to the open state. In other words, when the first large prize opening 24 is open, the gaming ball flows down the inner wall surface (top surface) of the opening / closing piece 24a and then enters the first large prize opening 24. The gaming board 20 is equipped with a first special solenoid SL2 (see FIG. 5) as a means for opening and closing the opening / closing piece 24a of the first large prize opening 24. The gaming board 20 is equipped with a first count sensor SE3 (see FIG. 5) that detects gaming balls that have entered the first large prize opening 24. The opening / closing piece 24a of the first large prize opening 24 is a so-called "special electric device."

[0022] The second large prize opening 25 is an opening into which game balls enter when the payout conditions for prize balls are met. The second large prize opening 25 is located at the lower right of the effect display device 15. The second large prize opening 25 is located below the first large prize opening 24. The second large prize opening 25 is located below the second starting opening 23. The second large prize opening 25 is equipped with an opening / closing piece 25a, which is, for example, plate-shaped. The second large prize opening 25 is closed and opened by the opening / closing piece 25a. In other words, the opening / closing piece 25a can be in a closed state or an open state. The second large prize opening 25 is opened when a small prize game is generated. The second large prize opening 25 can accept game balls when it is open. The second large prize opening 25 is closed when a small prize game is not generated. The second large prize opening 25 cannot accept game balls when it is closed. As an example, the second large prize opening 25 opens upward when the opening / closing piece 25a is in the open state. As an example, when the opening / closing piece 25a is in the closed state, game balls can flow down the top surface. As an example, when the opening / closing piece 25a is in the open state, the opening / closing piece 25a is buried in the gaming board 20. In other words, when the opening / closing piece 25a is in the closed state, game balls flowing down the top surface of the opening / closing piece 25a enter the second large prize opening 25 when the opening / closing piece 25a is in the open state. The gaming board 20 is equipped with a second special solenoid SL3 as a means for opening and closing the opening / closing piece 25a of the second large prize opening 25 (see FIG. 5). The gaming board 20 is equipped with a second count sensor SE4 that detects game balls that have entered the second large prize opening 25 (see FIG. 5). The opening / closing piece 25a of the second large prize opening 25 is a so-called "special electric device."

[0023] As shown in FIG. 3, the gaming board 20 has a passage 26 through which a gaming ball that has entered the second large winning opening 25 can pass. The passage 26 is arranged to branch into a first passage 26a and a second passage 26b at a branching section 27. The pachinko gaming machine 10 has a distribution shutter 28. The distribution shutter 28 is arranged at the branching section 27. The distribution shutter 28 can be in a first state and a second state. A gaming ball that has entered the second large winning opening 25 is distributed to the first passage 26a when the distribution shutter 28 is in the first state. A gaming ball that has entered the second large winning opening 25 is distributed to the second passage 26b when the distribution shutter 28 is in the second state. The game board 20 is provided with a distribution solenoid SL4 (see FIG. 5) as a means for operating the distribution shutter 28 so that it can be in the first state and the second state.

[0024] The gaming board 20 is equipped with a specific sensor SE5 that detects a gaming ball passing through a specific area in the first passage 26a. In this embodiment, the specific area is a so-called "V area." As an example, when the second large winning opening 25 is opened by the occurrence of a small winning game, if the gaming ball that entered the second large winning opening 25 passes through the specific area, a jackpot game is triggered by the gaming ball passing through the specific area. In other words, the pachinko gaming machine 10 in this embodiment is a gaming machine (a so-called "type 1 / type 2 hybrid machine") that has a jackpot game that is triggered by winning a jackpot in a winning lottery, and a jackpot game that is triggered by winning a small winning in a winning lottery.

[0025] The game board 20 includes a gate 29. The gate 29 is located in the upper right corner of the effect display device 15. The gate 29 is located above the second start opening 23, the first large prize opening 24, and the second large prize opening 25. As an example, the gate 29 is positioned so that when a game ball passes through the gate 29 and enters the second start opening 23, the game ball flows down a distance of approximately 40 mm. Here, the flow-down distance refers to the length of the flow path formed by a game component such as a game pin provided between the gate 29 and the second start opening 23. In other words, when no game component such as a game pin is provided between the gate 29 and the second start opening 23, the flow-down distance is the same as the distance between the gate 29 and the second start opening 23. The gate 29 has a gate opening 29a that is always open to allow game balls to enter. The game board 20 is equipped with a gate sensor SE6 that detects game balls entering the gate opening 29a and passing through the gate 29 (see FIG. 5). The gate 29 is an entrance through which game balls are allowed to enter when the conditions for starting a normal game are met. The gate 29 is an entrance through which the conditions for paying out prize balls are not met even if game balls enter.

[0026] The normal winning opening 30 is a winning opening into which gaming balls enter when the conditions for paying out prize balls are met. As an example, the normal winning opening 30 is located below the effect display device 15. As an example, the normal winning opening 30 is located below the second starting opening 23, the first large winning opening 24, the second large winning opening 25, and the gate 29. The normal winning opening 30 is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor SE7 that detects gaming balls that have entered the normal winning opening 30 (see Figure 5). The gaming board 20 is equipped with an outlet 31 at the bottom of the gaming area 20a for discharging gaming balls that have not entered any of the first starting opening 22, the second starting opening 23, the first large winning opening 24, the second large winning opening 25, and the normal winning opening 30 from the gaming area 20a.

[0027] In the pachinko gaming machine 10, the player can adjust the firing strength of the gaming ball by operating the firing handle 18, and hit the gaming ball into either the left area to the left of the display window 20b or the right area to the right of the display window 20b. For example, if the gaming ball is fired with a stronger firing strength (hereinafter referred to as a right hit), the gaming ball is likely to flow down into the right area. If the gaming ball flows down the right area, it may enter the second starting opening 23, the first large prize opening 24, the second large prize opening 25, the gate 29, and the regular prize opening 30. Because a right hit requires the gaming ball to be fired with force to reach the right area, the firing strength is adjusted to maximum strength or slightly weaker than maximum strength.

[0028] On the other hand, when the gaming ball is launched with a weaker launch strength (hereinafter referred to as a left hit), the gaming ball is more likely to flow down into the left region. When the gaming ball flows down the left region, it may enter the first starting hole 22. When the gaming ball is launched from the left, it does not need to be launched as forcefully as when the gaming ball is launched from the right, so the strength is adjusted so that the launched gaming ball does not reach the right region. In the pachinko gaming machine 10, when the gaming ball is launched from the right, a flow path for the gaming ball is formed by gaming components such as gaming nails so that the gaming ball cannot enter the first starting hole 22. The gaming components may be arranged to restrict the ball from entering the first starting hole 22 when the gaming ball is launched from the right, or may be arranged to make it more difficult for the ball to enter the first starting hole 22 compared to when the gaming ball is launched from the left.

[0029] The left area is the area located to the left of the center line CL that bisects the play area 20a into left and right halves when the play board 20 is viewed from the front. The right area is the area located to the right of the center line CL when the play board 20 is viewed from the front. A game ball launched by operating the launch handle 18 is guided to the inlet 20c located in the upper left of the play area 20a and flows into the play area 20a. In other words, the left area is also the area closer to the inlet 20c. And the right area is also the area farther from the inlet 20c. A game ball guided down the left area passes to the left of the effect display device 15 located in the center of the play area 20a when viewed from the front. The game ball then heads toward the outlet 31 located at the bottom of the play area 20a. A game ball guided down the right area passes to the right of the effect display device 15 located in the center of the play area 20a when viewed from the front. Thereafter, the game ball heads toward the outlet 31.

[0030] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a plurality of states (hereinafter referred to as ball entry rate states) with different ball entry rates into the second starting hole 23. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate into the second starting hole 23 is higher than in the low ball entry rate state. The high ball entry rate state is advantageous for the player because it is a state in which the probability of a game ball entering the second starting hole 23 is high and it is easy for game balls to enter the second starting hole 23 (easy ball entry state). The high ball entry rate state can also be said to be an electric support state that supports balls entering the second starting hole 23, which is a normal electric device.

[0031] The high ball entry rate state is realized by performing normal symbol fluctuation time shortening control, which shortens the fluctuation time of the normal game (e.g., average fluctuation time) compared to the low ball entry rate state, and opening time extension control, which lengthens the total opening time of the second start port 23 in one normal win game (e.g., average total opening time) compared to the low ball entry rate state. As an example, the normal symbol fluctuation time shortening control can be realized by making at least some of the fluctuation patterns that define the fluctuation time of the normal game different between the low ball entry rate state and the high ball entry rate state. As an example, the opening time extension control is at least one of control that increases the number of times the second start port 23 is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of one opening of the second start port 23 in a normal win game compared to the low ball entry rate state. As an example, the opening time extension control can be realized by changing at least some of the opening patterns that determine the opening manner of the second start opening 23 in a normal winning game between a low ball entry rate state and a high ball entry rate state. As an example, the opening pattern determines the number of times the second start opening 23 is opened, the opening time, and the opening timing (closing timing).

[0032] As an example, the high ball winning rate state is realized by combining the third control, which will be explained below. The third control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. As an example, the special symbol fluctuation time shortening control can be realized by making at least some of the fluctuation patterns that determine the fluctuation time of the special game different between the low ball winning rate state and the high ball winning rate state. The details of the fluctuation patterns will be described later. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (hereinafter referred to as the "time shortening state"), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (hereinafter referred to as the "non-time shortening state").

[0033] Next, we will explain the types of small wins and small win games. A small win game occurs according to the type of small win. The type of small win is determined by the type of small win symbol (special symbol). In other words, a small win game occurs according to the type of special symbol. There may be one type of small win, or multiple types. Each small win symbol of a special symbol includes one or multiple types of special symbols. As an example, there is one type of small win. In other words, there is one type of small win game. In the following explanation, for the sake of convenience, the winning lottery for a special symbol may be simply referred to as a winning lottery.

[0034] In the small win game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the small win opening time). For example, the predetermined effect is an opening effect that allows the start of the small win game to be recognized. In the small win game, after the small win opening time has elapsed, a round game is performed once to open the second large winning port 25.

[0035] In a small win game, a round of play ends when a number condition is met in which a predetermined maximum number of game balls enter the ball slot, a time condition in which a predetermined maximum time has elapsed, or an occurrence condition in which a game ball passes through a specific area. For example, the maximum number is 10 balls. That is, in a small win game, a round of play ends when the number condition is met by 10 game balls entering the ball slot. For example, the maximum time is 4.252 seconds. That is, in a small win game, a round of play ends when the time condition is met by 4.252 seconds having elapsed. Note that the maximum number may differ depending on the type of small win game. The maximum time may differ depending on the type of small win game.

[0036] In a small win game, the second large prize opening 25 is opened in a predetermined opening manner (opening pattern) during a round game. As an example, in a small win game, the second large prize opening 25 opens for 0.028 seconds, then closes for 0.5 seconds, which is repeated nine times, and then opens again for 4 seconds. In other words, in a small win game, the second large prize opening 25 is opened ten times during a round game. In a small win game, the distribution shutter 28 operates in a predetermined distribution manner (distribution pattern). As an example, in a small win game, the distribution shutter 28 takes the second state when the round game starts. Thereafter, the distribution shutter 28 takes the first state when a specific number of game balls enter the second large prize opening 25 during the round game. A specific number is set for each small win game. As an example, the specific number is four. As described above, the game ball that has entered the second large winning opening 25 can pass through a specific area of ​​the first passage 26a when the distribution shutter 28 is in the first state. In other words, in a small win game, the occurrence condition can be established when a specific number of game balls enter the second large winning opening 25 in a round game.

[0037] In round play, a predetermined effect is performed. For example, the predetermined effect is a round effect that allows the player to recognize that a round play of small win game is being played. In small win game, when the round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the small win ending time). For example, the predetermined effect is an ending effect that allows the player to recognize that the small win game has ended. The small win game ends as the small win ending time passes. In small win game, when the round play ends due to the establishment of an occurrence condition, a jackpot game occurs after the end of the small win game. In other words, the occurrence condition is a condition that, when met, triggers the occurrence of a jackpot game.

[0038] Next, the types of jackpots and jackpot games will be explained. The jackpot game is triggered according to the type of jackpot and the type of minor jackpot. The type of jackpot is determined by the type of jackpot symbol (special symbol). In other words, the jackpot game is triggered according to the type of special symbol.

[0039] As shown in FIG. 4, the jackpot games include a first jackpot game A, a second jackpot game B, a third jackpot game C, and a fourth jackpot game D. The first jackpot game A is triggered by winning the first jackpot O1 in the lottery. The second jackpot game B is triggered by winning the second jackpot O2 in the lottery. The third jackpot game C is triggered by winning the third jackpot O3 in the lottery. The fourth jackpot game D is triggered when the conditions for triggering the small jackpot game are met. In other words, the fourth jackpot game D is a jackpot based on winning a small jackpot in the lottery. The first jackpot O1 corresponds to the first jackpot symbol Z1. The second jackpot O2 corresponds to the second jackpot symbol Z2. The third jackpot O3 corresponds to the third jackpot symbol Z3. The small jackpot, which is one type, corresponds to the small jackpot symbol Za.

[0040] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the jackpot opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a predetermined number of rounds of play are played to open the first large prize winning slot 24. As an example, the maximum number of rounds of play for the first jackpot game A, the second jackpot game B, the third jackpot game C, and the fourth jackpot game D is 10. Here, in the fourth jackpot game D, which is generated when the generation condition is satisfied in the small prize game, one round of play in the small prize game is included in the maximum number of rounds. In other words, the number of rounds of play to open the first large prize winning slot 24 in the fourth jackpot game D is effectively 9. In addition, in the fourth big win game D, which occurs when the occurrence conditions are met in the small win game, the round game may start without the opening time having elapsed.

[0041] In a jackpot game, one round of play ends when a number condition is met, that is, a predetermined upper limit number of game balls enter the machine, or a time condition is met, that is, a predetermined upper limit time has elapsed. For example, the upper limit number is 10 balls. In other words, one round of play ends when the number condition is met, that is, when 10 game balls enter the machine. For example, the upper limit time is 25 seconds. In other words, one round of play ends when the time condition is met, that is, when 25 seconds have elapsed.

[0042] In round play, the first large prize opening 24 is opened in a predetermined opening manner (opening pattern). In round play, a predetermined effect is performed. For example, the predetermined effect is a round effect that allows the player to recognize that a round play of a jackpot game is being executed. In jackpot play, when the final round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the jackpot ending time). For example, the predetermined effect is an ending effect that allows the player to recognize that the jackpot game has ended. The jackpot game ends with the passage of the jackpot ending time. In the following description, when distinguishing between opening effects in small jackpot games and opening effects in jackpot games, they are referred to as small jackpot opening effect and jackpot opening effect, respectively. Furthermore, when distinguishing between round effects in small jackpot games and round effects in jackpot games, they are referred to as small jackpot round effect and jackpot round effect, respectively. Furthermore, when distinguishing between the ending effects in small hit games and the ending effects in big hit games, they will be referred to as small hit ending effects and big hit ending effects, respectively.

[0043] The following describes the effects that can be executed by the pachinko gaming machine 10. An effect can be executed by one of the multiple effect execution devices that make up the effect execution device group 16, or by having multiple effect devices work together.

[0044] The display effects in the effect display device 15 include a symbol variation game (hereinafter referred to as an effect game) using effect symbols (decorative symbols). The effect display device 15 is capable of displaying a plurality of symbol rows. Each symbol row is composed of a plurality of effect symbols and is also referred to as a reel. Each of the plurality of effect symbols is composed of numbers "1" to "8" as identification information for identifying the result of a winning lottery. As an example, the effect symbol is an Arabic numeral "1" to "8" decorated with characters, patterns, etc., and is a symbol for diversifying the display effects. In the effect game, the effect symbols are variably displayed in each of the plurality of symbol rows, and then the effect symbols are statically displayed in each of the plurality of symbol rows, thereby statically displaying a combination of effect symbols (hereinafter referred to as a symbol combination). In other words, in the effect game, the identification information of the plurality of columns is variably displayed, and then the identification information of the plurality of columns is statically displayed. As an example, the effect game is played by varying (scrolling) the effect symbols of the left symbol row, the center symbol row, and the right symbol row in a predetermined direction.

[0045] As an example, the effect games include a special effect game that is executed in response to a special game and a normal effect game that is executed in response to a normal game. As an example, the special effect game starts and ends together with the special game. In the special effect game, a symbol combination corresponding to the special symbol that is stopped and displayed in the special game is displayed. For example, in the special effect game, when a jackpot symbol is stopped and displayed in the special game, the jackpot symbol combination is displayed. As an example, the jackpot symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same (so-called symbol matching), such as

[0777] . For example, in the special effect game, when a small win symbol is stopped and displayed in the special game, the small win symbol combination is displayed. As an example, the small win symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same, such as

[0777] . For example, in a special effect game, when a time-saving trigger symbol is displayed in a stopped state in a special game, the symbol combination that triggers the time-saving is also displayed in a stopped state. As an example, the time-saving trigger symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0468] . For example, in a special effect game, when a losing symbol is displayed in a stopped state in a special game, the losing symbol combination is also displayed in a stopped state. As an example, the losing symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0787] and

[0468] . Special games and special effect games executed in response to the special games are examples of variable games.

[0046] As an example, the normal effect game starts and ends together with the normal game. In the normal effect game, a symbol combination corresponding to the normal symbol displayed in the normal game is displayed. As an example, the normal symbols that can be displayed in the normal game are the first normal winning symbol and the second normal winning symbol. For example, in the normal effect game, when the first normal winning symbol is displayed in the normal game, the symbol combination for the first normal winning is displayed. As an example, the symbol combination for the first normal winning is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0787] and

[0468] . For example, in the normal effect game, when the second normal winning symbol is displayed in the normal game, the symbol combination for the second normal winning is displayed. As an example, the symbol combination for the second normal winning is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same, such as

[0777] (so-called symbol matching). The normal game and the normal effect game executed in response to the normal game are examples of variable games.

[0047] The effect game may include a reach effect. The reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. Hereinafter, the state in which a reach is formed may be referred to as a reach state. A reach is the state just before a winning symbol combination is formed, or the state just before a symbol combination for a second normal win is formed (so-called "tenpai"). For example, a reach is a state in which an effect symbol is displayed variably in an arbitrary symbol row (e.g., a middle symbol row), such as [7↓7], and effect symbols containing the same identification information (numbers) are displayed stationarily in multiple symbol rows different from the aforementioned symbol row (hereinafter referred to as reach formation rows, e.g., the left and right symbol rows). Reach effects include a normal reach effect (hereinafter referred to as an N reach effect), and a super reach effect (hereinafter referred to as an SP reach effect), which has a higher expectation of winning in the current effect game (hereinafter referred to as "win expectation rate") than an N reach effect.

[0048] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in Figure 5, the pachinko gaming machine 10 is provided with a main board 80 and an auxiliary board 90 on the back side (rear) of the gaming board 20. The main board 80 and the auxiliary board 90 are connected so that various control commands (control signals) can be output in one direction from the main board 80 to the auxiliary board 90. The main board 80 executes predetermined processing and outputs control signals to the auxiliary board 90. The auxiliary board 90 executes predetermined processing based on the control commands input from the main board 80.

[0049] The main board 80 will now be described. The main board 80 includes a main control CPU 81, a main control ROM 82, a main control RWM 83, and a random number generation circuit 84. The main control CPU 81 executes a main control program to perform processing related to the progress of the game. The main control ROM 82 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The main control ROM 82 stores multiple types of fluctuation patterns. For example, the fluctuation patterns include a fluctuation pattern for special symbols and a fluctuation pattern for normal symbols. The fluctuation pattern for special symbols is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern for special symbols is information that can identify the fluctuation content of the special game. For example, the fluctuation pattern for special symbols can identify the presentation time and presentation content of a special effect game. The fluctuation pattern for normal symbols is information that can identify the fluctuation time from the start to the end of a normal game. The fluctuation pattern for normal symbols is information that can identify the fluctuation content of the normal game. As an example, the variation pattern for normal symbols can specify the presentation time and presentation content of the normal presentation game.

[0050] The variation patterns for special symbols include a big hit variation pattern, a small hit variation pattern, a time-saving trigger variation pattern, and a miss variation pattern. In a special effect game based on a big hit variation pattern, the big hit symbol combination is stopped and displayed after going through a reach effect. In a special effect game based on a small hit variation pattern, the small hit symbol combination is stopped and displayed after going through a reach effect. In a special effect game based on a time-saving trigger variation pattern, the time-saving trigger symbol combination is stopped and displayed after going through a reach effect. In a special effect game based on a miss variation pattern, the miss symbol combination is stopped and displayed after going through a reach effect or without going through a reach effect.

[0051] The normal symbol variation patterns include a first normal hit variation pattern and a second normal hit variation pattern. In a normal effect game based on the first normal hit variation pattern, the first normal hit symbol combination is stopped and displayed after a reach effect, or without a reach effect, in a normal effect game based on a loss variation pattern. In a normal effect game based on the second normal hit variation pattern, the second normal hit symbol combination is stopped and displayed after a reach effect. The main control RWM 83 stores various information that is rewritten according to the processing results of the main control CPU 81. For example, the information stored by the main control RWM 83 includes flags, counters, and timers. The random number generation circuit 84 generates hardware random numbers. The main board 80 may be configured to be able to generate software random numbers through the random number generation process by the main control CPU 81.

[0052] The main board 80 is connected to each of the sensors SE1 to SE7. The main control CPU 81 can input detection signals output by each of the sensors SE1 to SE7 when they detect a gaming ball. The main board 80 is connected to each of the display devices 19a to 19e. The main control CPU 81 can control the display content of each of the display devices 19a to 19e. The main board 80 is connected to each of the solenoids SL1 to SL4. The main control CPU 81 can control the opening state of the second start opening 23, the first large prize opening 24, and the second large prize opening 25 by controlling the operation of each of the solenoids SL1 to SL3. The main control CPU 81 can control the distribution state of the distribution shutter 28 by controlling the operation of the distribution solenoid SL4.

[0053] Next, the sub-substrate 90 will be described. The sub-board 90 includes a sub-control CPU 91, a sub-control ROM 92, and a sub-control RWM 93. The sub-control CPU 91 executes a sub-control program to perform processing related to presentation effects. The sub-control CPU 91 is an example of presentation control means that controls presentation effects. The sub-control CPU 91 is an example of notification control means that controls notification means. The sub-control ROM 92 stores the sub-control program and determination values ​​used for predetermined lotteries. The sub-control ROM 92 stores display presentation data used for display presentation effects, light-emitting presentation data used for light-emitting presentation effects, and audio presentation data used for audio presentation effects. The sub-control RWM 93 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RWM 93 includes flags, counters, and timers. The sub-board 90 is configured to be able to generate software random numbers through random number generation processing by the sub-control CPU 91. The sub-board 90 may also be equipped with a random number generation circuit to generate hardware random numbers.

[0054] The sub-board 90 is connected to the performance display device 15. The sub-control CPU 91 is capable of controlling the display content of the performance display device 15. The sub-board 90 is connected to the audio output device 13. The sub-control CPU 91 is capable of controlling the output content of the audio output device 13. The sub-board 90 is connected to the decorative light emitting device 14. The sub-control CPU 91 is capable of controlling the light emitting mode of the decorative light emitting device 14.

[0055] Next, various processes performed by the main control CPU 81 of the main board 80 will be described. The special input process will now be described. The main control CPU 81 executes a special input process as one of the timer interrupt processes performed at a predetermined control period (for example, 4 ms). In the special input process, the main control CPU 81 determines whether a gaming ball has entered the first start hole 22 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 22, the main control CPU 81 determines whether the first special reserve number stored in the main control RWM 83 is less than the upper limit number. When the first special reserve number is less than the upper limit number, the main control CPU 81 updates the first special reserve number by adding 1. The main control CPU 81 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. In other words, the reserve condition for the first special game is met when a gaming ball is detected by the first start sensor SE1 when the first special reserve number is less than the upper limit number.

[0056] Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores first random number information based on the acquired random number in the main control RWM 83. For example, the random number may be a winning random number used in a lottery to determine whether a special symbol is a winning symbol, a symbol random number used to determine a winning symbol, or a variation pattern random number used to determine a variation pattern. The first random number information is stored so that it is possible to identify that it is information for the first special game and its storage order. The first random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the first random number information in the main control RWM 83, the pachinko gaming machine 10 can suspend execution of the first special game until the start condition is met.

[0057] When the main control CPU81 stores the first random number information in the main control RWM83, if a gaming ball has not entered the first start hole 22 and if the first special reserved number is not less than the upper limit number, the main control CPU81 determines whether a gaming ball has entered the second start hole 23 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has entered the second start hole 23, the main control CPU81 determines whether the second reserved number stored in the main control RWM83 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main control CPU81 updates the second reserved number by adding 1. The main control CPU81 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The reserved condition for the second special game is met when a gaming ball is detected by the second start sensor SE2 when the second special reserved number is less than the upper limit number.

[0058] Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores first random number information based on the acquired random number in the main control RWM 83. The second random number information is stored so that it is possible to identify that it is information to be used in the second special game and its storage order. The second random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the second random number information in the main control RWM 83, the pachinko gaming machine 10 can suspend execution of the second special game until the start condition is met.

[0059] The first special start process will be described. The main control CPU 81 executes a first special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions of the first special game are met. The main control CPU 81 determines that the start conditions of the first special game are met when neither a jackpot game is being played nor the first special game is being executed. On the other hand, the main control CPU 81 determines that the start conditions of the special game are not met when a jackpot game is being played or the first special game is being executed. If the start conditions of the first special game are not met, the main control CPU 81 terminates the first special start process. If the start conditions of the first special game are met, the main control CPU 81 determines whether the first special reserved number is greater than zero. If the first special reserved number is zero, the main control CPU 81 terminates the first special start process.

[0060] If the first special reserve number is greater than zero, the main control CPU81 updates the first special reserve number by subtracting 1. The main control CPU81 controls the first special reserve display device 19c to display information that can identify the first special reserve number after subtraction. Next, the main control CPU81 acquires the earliest stored information from the main control RWM83 among the first random number information. The main control CPU81 uses the winning random number identified from the acquired first random number information to conduct a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a special pattern winning lottery. The main control CPU81 conducts a jackpot lottery with a jackpot probability according to the current probability state.

[0061] If a jackpot is won, the main control CPU 81 performs jackpot variation processing. In the jackpot variation processing, the main control CPU 81 performs a first pattern lottery using a pattern random number identifiable from the first random number information to determine the jackpot symbol of the special symbol to be stopped and displayed in the first special game. As an example, the jackpot symbols of the special symbols that can be stopped and displayed in the first special game are the first jackpot symbol Z1, the second jackpot symbol Z2, and the third jackpot symbol Z3. Note that if there is only one type of jackpot symbol that can be stopped and displayed in the first special game, the configuration may be such that one type of jackpot symbol is determined without performing the first pattern lottery. The main control CPU 81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the first random number information to determine the variation pattern from among multiple jackpot variation patterns. After that, the main control CPU 81 ends the first special start processing.

[0062] If the jackpot is not won, the main control CPU81 performs a loss variation process. In the loss variation process, the main control CPU81 performs a second pattern lottery using a pattern random number that can be identified from the first random number information, and determines the losing special pattern to be stopped and displayed in the first special game. Note that if there is only one type of loss pattern, the losing pattern may be determined without performing a second pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the first random number information, and determines the variation pattern from multiple loss variation patterns with or without a reach. Thereafter, the main control CPU81 ends the first special start process.

[0063] The second special start process will be described. The main control CPU 81 executes a second special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions for the second special game are met. The main control CPU 81 determines that the start conditions for the second special game are met when neither a jackpot game is being played nor the second special game is being executed. On the other hand, the main control CPU 81 determines that the start conditions for the special game are not met when a jackpot game is being played or the second special game is being executed. If the start conditions for the second special game are not met, the main control CPU 81 terminates the second special start process. If the start conditions for the second special game are met, the main control CPU 81 determines whether the second special reserved number is greater than zero. If the second special reserved number is zero, the main control CPU 81 terminates the second special start process.

[0064] If the second special reserve number is greater than zero, the main control CPU81 updates the second special reserve number by subtracting 1. The main control CPU81 controls the second special reserve display device 19d to display information that can identify the second special reserve number after subtraction. Next, the main control CPU81 acquires the information that was stored first from the second random number information from the main control RWM83. The main control CPU81 uses the winning random number identified from the acquired second random number information to conduct a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a special pattern winning lottery. The main control CPU81 conducts a jackpot lottery with a jackpot probability according to the current probability state.

[0065] When a jackpot is won, the main control CPU81 performs a jackpot variation process. In the jackpot variation process, the main control CPU81 performs a third pattern lottery using a pattern random number identifiable from the second random number information to determine the jackpot symbol of the special symbol to be stopped and displayed in the second special game. As an example, the jackpot symbol of the special symbol that can be stopped and displayed in the second special game is the first jackpot symbol Z1. Note that if there is only one type of jackpot symbol that can be stopped and displayed in the second special game, the configuration may be such that one type of jackpot symbol (the first jackpot symbol Z1) is determined without performing the third pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the second random number information to determine the variation pattern from among multiple jackpot variation patterns. Thereafter, the main control CPU81 ends the second special start process.

[0066] If the big win is not won, the main control CPU 81 uses the winning random number specified from the acquired second random number information to perform a small win lottery (small win determination) to determine whether or not a small win will be won as a winning lottery for the special pattern. The main control CPU 81 performs the small win lottery with a predetermined small win probability.

[0067] When a small win is won, the main control CPU81 performs small win variation processing. In the small win variation processing, the main control CPU81 performs a fourth pattern lottery using a pattern random number identifiable from the second random number information to determine the small win pattern of the special pattern to be stopped and displayed in the second special game. As an example, the small win pattern of the special pattern that can be stopped and displayed in the second special game is the small win pattern Za. Note that if there is only one type of small win pattern of the special pattern that can be stopped and displayed in the second special game, the configuration may be such that one type of small win pattern (small win pattern Za) is determined without performing the fourth pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the second random number information to determine the variation pattern from among multiple small win variation patterns. Thereafter, the main control CPU81 ends the second special start processing.

[0068] If the small win is not won, the main control CPU81 performs time-saving trigger variation processing. In the time-saving trigger variation processing, the main control CPU81 performs a fifth pattern lottery using a pattern random number identifiable from the second random number information, and determines the time-saving trigger pattern of the special pattern to be stopped and displayed in the second special game. Note that if there is only one type of time-saving trigger pattern, the time-saving trigger pattern may be determined without performing a fifth pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the second random number information, and determines the variation pattern from among the variation patterns of the time-saving trigger. Thereafter, the main control CPU81 ends the second special start processing. In other words, the losing special pattern will not be stopped and displayed in the second special game.

[0069] The main control CPU 81 outputs a special symbol variation start command and a special symbol command to the sub-board 90 in the jackpot variation process, small jackpot variation process, time-saving trigger variation process, and loss variation process. The special symbol variation start command is a control command that can specify the variation pattern determined in each variation process in the special start process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol, small jackpot symbol, time-saving trigger symbol, or loss symbol) determined in each variation process. The special symbol variation start command and the special symbol command are control commands that differ when the first special game variation process is executed and when the second special game variation process is executed.

[0070] In this way, in the first special start process, the first jackpot O1, the second jackpot O2, and the third jackpot O3 can be won in the winning lottery. On the other hand, in the first special start process, a small jackpot is not won in the winning lottery. In the second special start process, a small jackpot and the first jackpot O1 can be won in the winning lottery. On the other hand, in the second special start process, the second jackpot O2 and the third jackpot O3 are not won in the winning lottery. Also, in the second special start process, the time-saving trigger symbol for the special symbol can be determined. On the other hand, in the first special start process, the time-saving trigger symbol for the special symbol is not determined.

[0071] When the first special start process and the second special start process are completed, the main control CPU 81 executes the first special game or the second special game through a process separate from the first special start process and the second special start process. Specifically, when the main control CPU 81 finishes the first special start process, it executes the first special game. When executing the first special game, the main control CPU 81 controls the first special pattern display device 19a to start variable display of predetermined symbols. The main control CPU 81 measures a variable time set in a variable pattern. When the variable time set in the variable pattern has elapsed, the main control CPU 81 controls the first special pattern display device 19a to statically display the special symbol determined in the special start process. Furthermore, when the variable time set in the variable pattern has elapsed, the main control CPU 81 outputs a control command (hereinafter referred to as a variable end command for special symbols) capable of specifying the end of the variable game to the sub-board 90.

[0072] When the main control CPU81 has finished the second special start process, it executes a second special game. When executing the second special game, the main control CPU81 controls the second special pattern display device 19b to start the variable display of predetermined patterns. The main control CPU81 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main control CPU81 controls the second special pattern display device 19b to statically display the special pattern determined in the special start process. Furthermore, when the variable time set in the variable pattern has elapsed, the main control CPU81 outputs a variable end command for the special pattern to the sub-board 90.

[0073] The small win game processing will be explained. The small win game processing is processing for generating a small win game. The main control CPU81 generates a small win game after the special game in which the small win symbol is statically displayed is completed. As an example, the main control CPU81 generates a small win game by operating the opening / closing piece 25a of the second large prize opening 25 according to a predetermined operation pattern. Specifically, the main control CPU81 specifies the type of small win game based on the small win symbol (type of small win) determined in the second special start processing. The main control CPU81 generates the specified type of small win game.

[0074] First, the main control CPU 81 outputs a control command (hereinafter referred to as a small win opening command) capable of identifying the start of the small win opening time to the sub-board 90. When the small win opening time has elapsed, the main control CPU 81 executes a round game. The main control CPU 81 outputs a control command (hereinafter referred to as a small win round command) capable of identifying the start of a round game of the small win game to the sub-board 90. The main control CPU 81 controls the second special solenoid SL3 using the opening control data corresponding to the identified small win game to control the opening mode of the second large prize opening 25. After the round game starts, the main control CPU 81 controls the second special solenoid SL3 to close the second large prize opening 25 when the number of game balls detected by the second count sensor SE4 reaches the upper limit, when a game ball is detected by the specific sensor SE5, or when the upper limit time for the round game has elapsed. In other words, the main control CPU 81 ends the round game. When the round game ends, the main control CPU 81 outputs a control command (hereinafter referred to as a small win ending command) that can specify the start of the small win ending time to the sub-board 90. When the small win ending time has elapsed, the main control CPU 81 ends the small win game.

[0075] The jackpot game processing will now be described. The jackpot game processing is a process for generating a jackpot game. The main control CPU 81 generates a jackpot game after the end of a special game in which a jackpot symbol is statically displayed, or after the end of a small jackpot game in which a round of play ends due to the establishment of a generating condition. As an example, the main control CPU 81 generates a jackpot game by operating the opening / closing piece 24a of the first large prize opening 24 according to a predetermined operating pattern. Specifically, when generating a jackpot game after the end of a special game in which a jackpot symbol is statically displayed, the main control CPU 81 specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the first special start processing and the second special start processing. On the other hand, when a jackpot game is generated after the end of a small jackpot game in which a round game has ended due to the establishment of the generation condition, the main control CPU 81 specifies the type of jackpot game based on the small jackpot symbol (type of small jackpot) determined in the first special start process and the second special start process. The main control CPU 81 generates the specified type of jackpot game.

[0076] First, the main control CPU 81 outputs a control command (hereinafter referred to as the jackpot opening command) capable of specifying the start of the jackpot opening time to the sub-board 90. When the jackpot opening time has elapsed, the main control CPU 81 executes a round of play. Specifically, the main control CPU 81 controls the first special solenoid SL2 using the opening control data corresponding to the specified jackpot game, thereby controlling the opening mode of the first large prize opening 24. After the round of play begins, the main control CPU 81 controls the first special solenoid SL2 to close the first large prize opening 24 when the number of game balls detected by the first count sensor SE3 reaches the upper limit or the upper limit time for the round of play has elapsed. In other words, the main control CPU 81 ends the round of play. The main control CPU 81 repeatedly executes this process of executing a round of play until the upper limit number of rounds set for the jackpot game has been played. Every time a round of jackpot game is started, the main control CPU 81 outputs a control command (hereinafter referred to as a jackpot round command) capable of specifying the start of the round of jackpot game to the sub-board 90. When the final round of game is completed, the main control CPU 81 outputs a control command (hereinafter referred to as a jackpot ending command) capable of specifying the start of the jackpot ending time to the sub-board 90. When the jackpot ending time has elapsed, the main control CPU 81 ends the jackpot game.

[0077] The game state transition process for transitioning the game state will be described. The main control CPU 81 controls the game state by storing information such as flags in the main control RWM 83.

[0078] As shown in Fig. 6, when a jackpot game ends, the main control CPU 81 controls the game state according to the type of the jackpot game. Specifically, after the first jackpot game A ends, the main control CPU 81 controls the game state to the first time-shortening state. After the second jackpot game B ends, the main control CPU 81 controls the game state to the second time-shortening state. After the third jackpot game C ends, the main control CPU 81 controls the game state to the third time-shortening state. After the fourth jackpot game D ends, the main control CPU 81 controls the game state to the first time-shortening state.

[0079] After the end of a jackpot game, when the main control CPU81 controls to a game state corresponding to the type of the jackpot game, the main control CPU81 updates the time-shortening state flag stored in the main control RWM83 so as to be able to identify the game state. That is, when the main control CPU81 controls to a first time-shortening state, it updates the time-shortening state flag so as to be able to identify that the game state will be the first time-shortening state. When the main control CPU81 controls to a second time-shortening state, it updates the time-shortening state flag so as to be able to identify that the game state will be the second time-shortening state. When the main control CPU81 controls to a third time-shortening state, it updates the time-shortening state flag so as to be able to identify that the game state will be the third time-shortening state.

[0080] Furthermore, when a time-saving trigger symbol is stopped and displayed in a special game, the main control CPU81 controls to the third time-saving state after the special game ends. That is, the main control CPU81 controls to the third time-saving state after the time-saving trigger special game ends. When controlling to the third time-saving state after the time-saving trigger special game ends, the main control CPU81 updates the time-saving state flag so that it can specify that the control to the third time-saving state will be performed.

[0081] As shown in FIG. 7 , when the main control CPU 81 is controlling the game to the time-shortened state, if an end condition corresponding to the type of the time-shortened state is satisfied, the main control CPU 81 controls the game to the non-time-shortened state. For example, when the main control CPU 81 is controlling the game to the first time-shortened state, the main control CPU 81 determines that the end condition of the first time-shortened state is satisfied if the number of times the normal game has been executed after the game has been controlled to the first time-shortened state reaches a predetermined first upper limit. For example, the first upper limit is 120 times. For example, when the main control CPU 81 is controlling the game to the first time-shortened state, the main control CPU 81 determines that the end condition of the first time-shortened state is satisfied if the total number of times the first special game has been executed and the second special game has been executed after the game has been controlled to the first time-shortened state reaches a predetermined specified number. For example, the specified number is 100 times. For example, when the main control CPU 81 is controlling the game to the first time-shortened state, the main control CPU 81 determines that the end condition of the first time-shortened state is satisfied if the number of times the second special game has been executed after the game has been controlled to the first time-shortened state reaches a predetermined specified number. For example, the specified number is 1 time.

[0082] As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the number of times the normal game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined second upper limit. The second upper limit may be less than the first upper limit, the same as the first upper limit, or a greater than the first upper limit. As an example, the second upper limit is 100 times. As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the total number of times the first special game has been executed and the second special game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined number. As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the number of times the second special game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined number.

[0083] As one example, when the main control CPU81 is controlling the game to the third time-shortening state, it determines that the condition for terminating the third time-shortening state has been met if the total number of times the first special game has been executed and the second special game has been executed after control has been placed in the third time-shortening state reaches a predetermined specified number of times. As one example, when the main control CPU81 is controlling the game to the third time-shortening state, it determines that the condition for terminating the third time-shortening state has been met if the total number of times the second special game has been executed after control has been placed in the third time-shortening state reaches a predetermined specified number of times.

[0084] When the termination condition of each time-shortening state is satisfied, the main control CPU 81 controls the state to the non-time-shortening state and updates the time-shortening state flag stored in the main control RWM 83 so as to be able to identify the game state after control to the non-time-shortening state. In other words, when controlling to the non-time-shortening state, the main control CPU 81 updates the time-shortening state flag so as to be able to identify that the state will be controlled to the non-time-shortening state.

[0085] As an example, when the game state transitions, the main control CPU81 stores a control command (hereinafter referred to as a state designation command) capable of identifying the current game state in the output buffer. The state designation commands include a state designation command capable of identifying a non-time-shortened state, a state designation command capable of identifying a first time-shortened state, a state designation command capable of identifying a second time-shortened state, and a state designation command capable of identifying a third time-shortened state. As an example, when power supply is started, the main control CPU81 stores a state designation command capable of identifying the current game state in the output buffer.

[0086] Thus, the termination conditions for each time-saving condition include a common termination condition in which the number of times the second special game has been played reaches a predetermined number. Here, the main control CPU 81 determines that the termination condition for the time-saving state is met when the predetermined number of second special games have been played. As described above, in the second special game, a time-saving trigger symbol may be statically displayed. As an example, when the time-saving trigger symbol is statically displayed in the predetermined number of second special games, the main control CPU 81 controls the state to a non-time-saving state when the predetermined number of second special games have been played, and then controls the state to a third time-saving state when the time-saving trigger symbol is statically displayed in the second special game. Therefore, in each time-saving state, when the second special game is played, when the time-saving trigger symbol is statically displayed in the second special game, the state is first controlled to a non-time-saving state and then to a third time-saving state. As described above, in the second special game, if the winning lottery is not won, the time-saving trigger symbol will always be displayed in a stopped state, so after being controlled to each time-saving state, when the second special game is executed, the player will be controlled to the third time-saving state until the winning lottery is won.

[0087] The normal input process will now be described. The main control CPU 81 executes normal input processing as part of the timer interrupt processing. When the main control CPU 81 receives a detection signal from the gate sensor SE6, it determines whether the normal reserved number stored in the main control RWM 83 is less than the upper limit. If the normal reserved number is not less than the upper limit, the main control CPU 81 terminates the normal input processing. If the normal reserved number is less than the upper limit, the main control CPU 81 adds 1 to the normal reserved number to update it. Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores normal random number information based on the acquired random number in the main control RWM 83. For example, the random number may be a normal winning random number used in the lottery for drawing a winning normal symbol, a normal symbol random number used to determine the normal winning symbol, and a normal variable pattern random number used to determine the variable pattern for the normal symbol. Then, the main control CPU 81 terminates the normal input processing.

[0088] The normal start process will now be described. The main control CPU81 executes normal start processing as one of the timer interrupt processing. The main control CPU81 determines whether the start conditions for the normal game are met. The main control CPU81 makes a positive determination when the normal win game is not in progress and the normal game is not running, and makes a negative determination when the normal win game is in progress or the normal game is running. If the start conditions for the normal game are not met, the main control CPU81 ends the normal start processing. If the start conditions for the normal game are met, the main control CPU81 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main control CPU81 ends the normal start processing.

[0089] If the normal hold number is not zero, the main control CPU81 updates the normal hold number by subtracting 1. The main control CPU81 controls the normal hold display device 19f to display information that can identify the normal hold number after subtraction. The main control CPU81 acquires the earliest stored information from the normal random number information from the main control RWM83. The main control CPU81 uses the normal win random number identified from the acquired normal random number information to conduct a normal win lottery (normal win determination) to determine whether or not a normal win will be determined as a winning lottery for the normal pattern. The main control CPU81 conducts a normal win lottery with a normal win probability of 1, regardless of the current game state. As an example, the normal win probability is 1 / 1. Note that if the normal win probability is 1 / 1, the main control CPU81 does not have to conduct a normal win lottery.

[0090] Next, the main control CPU 81 performs a normal pattern lottery using a normal pattern random number that can be identified from the normal random number information, and determines the normal winning pattern of the normal pattern to be stopped and displayed in the normal game. As an example, the normal winning patterns of the normal patterns that can be stopped and displayed in the normal game include a first normal winning pattern and a second normal winning pattern. As an example, the main control CPU 81 performs a normal pattern lottery to determine the type of normal winning pattern at a ratio according to the current game state. As an example, when the current game state is not in a time-saving state, the main control CPU 81 determines the first normal winning pattern as the normal winning pattern of the normal pattern at a ratio of 1 / 1. As an example, when the current game state is in a time-saving state, the main control CPU 81 determines the first normal winning pattern as the normal winning pattern of the normal pattern at a ratio of 348 / 349, 99 / 100, or zero. That is, when the current gaming state is the time-shortening state, the main control CPU81 determines the second normal winning symbol at a rate of 1 / 349, 1 / 100, or 1 / 1 as the normal winning symbol of the normal symbol.

[0091] As an example, the probability of determining a normal winning symbol when the current gaming state is in a time-saving state varies depending on the type of time-saving state. For example, the probability of determining a first normal winning symbol when controlled to the first time-saving state is 99 / 100. For example, the probability of determining a second normal winning symbol when controlled to the first time-saving state is 1 / 100. In other words, the probability of determining a first normal winning symbol when controlled to the time-saving state triggered by the end of the first jackpot game A is 99 / 100. Also, the probability of determining a second normal winning symbol when controlled to the time-saving state triggered by the end of the first jackpot game A is 1 / 100. Also, the probability of determining a first normal winning symbol when controlled to the time-saving state triggered by the end of the fourth jackpot game D is 99 / 100. In addition, when the time-saving state is entered upon the end of the fourth big win game D, the probability of determining the second normal winning pattern is 1 / 100.

[0092] As an example, the determination rate of the first normal winning symbol when controlled to the second time-saving state is 348 / 349. As an example, the determination rate of the second normal winning symbol when controlled to the second time-saving state is 1 / 349. In other words, the determination rate of the first normal winning symbol when controlled to the time-saving state triggered by the end of the second jackpot game B is 348 / 349. Also, the determination rate of the second normal winning symbol when controlled to the time-saving state triggered by the end of the second jackpot game B is 1 / 349.

[0093] As an example, the probability of determining the first normal winning symbol when controlled to the third time-saving state is zero. As an example, the probability of determining the second normal winning symbol when controlled to the third time-saving state is 1 / 1. In other words, the probability of determining the first normal winning symbol when controlled to the time-saving state triggered by the end of the third jackpot game C is zero. Also, the probability of determining the second normal winning symbol when controlled to the time-saving state triggered by the end of the third jackpot game C is 1 / 1. Also, the probability of determining the first normal winning symbol when controlled to the time-saving state triggered by the stopped display of the time-saving trigger symbol is zero. Also, the probability of determining the second normal winning symbol when controlled to the time-saving state triggered by the stopped display of the time-saving trigger symbol is 1 / 1.

[0094] The main control CPU 81 determines a normal symbol variation pattern for which a normal game variation time is set. For example, when the game is not in a time-saving mode, the main control CPU 81 determines a first normal variation pattern for which a first variation time is set. Meanwhile, when the game is in a time-saving mode, the main control CPU 81 determines one variation pattern from a plurality of second normal variation patterns for which a second variation time shorter than the first variation time is set. For example, the first variation time is 10 minutes. For example, when the game is in a time-saving mode, the main control CPU 81 determines a normal symbol variation pattern according to the result of the normal symbol lottery. For example, when the main control CPU 81 determines a first normal symbol as the normal winning symbol as a result of the normal symbol lottery, the main control CPU 81 performs a normal symbol variation pattern determination lottery using a normal symbol variation pattern random number that can be identified from the normal random number information, and determines a variation pattern from a plurality of second normal symbol variation patterns for the first normal winning symbol. As an example, when the main control CPU 81 determines the second normal winning symbol as the normal winning symbol as a result of the normal symbol lottery, it performs a normal variation pattern determination lottery using a normal variation pattern random number that can be specified from the normal random number information, and determines a variation pattern from among multiple second normal variation patterns for the second normal winning symbol.Due to the determination manner of the variation pattern according to this game state, the variation time of the normal game is shortened during the time-saving state.

[0095] When the normal symbol variation pattern is determined, the main control CPU 81 causes the normal symbol display device 19e to start the normal game and outputs a normal symbol variation start command and a normal symbol command to the sub-board 90. The normal symbol variation start command is a control command that can specify the determined normal symbol variation pattern and the start of the variation game. The normal symbol command is a control command that can specify the determined normal symbol (first normal winning symbol or second normal winning symbol). After that, when the variation time specified in the determined normal symbol variation pattern has elapsed, the main control CPU 81 stops and displays the normal winning symbol according to the result of the normal symbol lottery, and outputs a control command (hereinafter referred to as the normal symbol variation end command) that can specify the end of the variation game to the sub-board 90. The main control CPU 81 that executes the special start process and the normal start process is an example of a variation pattern determination means that determines a variation pattern that can specify the variation time of the variation game.

[0096] The normal winning game process will be explained. When a normal win is won, the main control CPU 81 operates the opening / closing piece 23a of the second start opening 23 according to a predetermined operation pattern after the normal game ends, thereby generating a normal win game. As an example, the main control CPU 81 operates the opening / closing piece 23a of the second start opening 23 according to an operation pattern corresponding to the type of normal win, thereby generating a normal win game. In other words, a normal win game is generated according to the type of normal win. As an example, the type of normal win is determined by the type of normal win symbol. In other words, a normal win game is generated according to the type of normal symbol. As an example, the normal win game includes a first normal win game based on a first normal win symbol and a second normal win game based on a second normal win symbol.

[0097] As an example, the main control CPU 81 controls the normal solenoid SL1 so that, during a first normal winning game, an opening pattern is established in which the opening is performed for a first opening time and then a closing is performed for a first closing time. As an example, the first opening time is a time during which a gaming ball cannot enter the second start port 23 while the second start port 23 is open, or a gaming ball cannot almost enter the second start port 23 while the second start port 23 is open. In other words, during a first normal winning game, a gaming ball cannot enter the second start port 23 while the second start port 23 is open, or a gaming ball cannot almost enter the second start port 23 while the second start port 23 is open. As an example, the first opening time is 0.008 seconds. As an example, the first closing time is 0.008 seconds. As an example, the main control CPU 81 controls the normal solenoid SL1 so that, during a second normal winning game, an opening pattern is established in which the opening is performed for a second opening time and then a closing is performed for a second closing time. As an example, the second opening time is the time during which a gaming ball can easily enter the second starting hole 23 while the second starting hole 23 is open. In other words, in a second normal winning game, a gaming ball can easily enter the second starting hole 23 while the second starting hole 23 is open. As an example, the second opening time is 5.4 seconds. As an example, the second closing time is 0.008 seconds.

[0098] Thus, in the non-time-saving state, only the first normal winning symbol is determined between the first and second normal winning symbols, and therefore, of the first and second normal winning games, only the first normal winning symbol can be played. In the first normal winning game, a game ball cannot enter the second starting hole 23 while the second starting hole 23 is open, or the game ball cannot enter the second starting hole 23 while the second starting hole 23 is open. Therefore, in the non-time-saving state, it is recommended to play with a left-handed shot. On the other hand, in the time-saving state, the second normal winning symbol can be determined, and therefore the second normal winning game can be played. In the second normal winning game, a game ball can easily enter the second starting hole 23 while the second starting hole 23 is open. Therefore, in the time-saving state, it is recommended to play with a right-handed shot to cause the game ball to enter the second starting hole 23.

[0099] The transition of the game state and the presentation mode in each game state will be explained. For example, each presentation mode has different background images, background music, and types of preview presentations that can be performed.

[0100] As shown in FIG. 8, one presentation mode is associated with each game state. As an example, the non-time-shortening state is associated with the normal presentation mode. As an example, the first time-shortening state is associated with the first chance presentation mode. As an example, the second time-shortening state is associated with the second chance presentation mode. As an example, the third time-shortening state is associated with the third chance presentation mode. When the conditions for a jackpot game are met while the game is controlled to the non-time-shortening state, the first time-shortening state, the second time-shortening state, or the third time-shortening state, a jackpot game is executed. In other words, when the conditions for a jackpot game are met while the game is controlled to the normal presentation mode, the first chance presentation mode, the second chance presentation mode, or the third chance presentation mode, a jackpot game is executed.

[0101] When a jackpot game ends, the game state is controlled according to the type of jackpot game. After the first jackpot game A ends, the game state is controlled to the first time-saving state. In other words, after the first jackpot game A ends, the game state is controlled to the first chance presentation mode. After the second jackpot game B ends, the game state is controlled to the second time-saving state. In other words, after the second jackpot game B ends, the game state is controlled to the second chance presentation mode. After the third jackpot game C ends, the game state is controlled to the third time-saving state. In other words, after the third jackpot game C ends, the game state is controlled to the third chance presentation mode. After the fourth jackpot game D ends, the game state is controlled to the first time-saving state. In other words, after the fourth jackpot game D ends, the game state is controlled to the first chance presentation mode.

[0102] When the game is controlled to each time-shortening state, the fulfillment of an end condition triggers the game to switch to a non-time-shortening state. That is, when the game is controlled to the first chance presentation mode, the second chance presentation mode, or the third chance presentation mode, the fulfillment of an end condition for the time-shortening state triggers the game to switch to the normal presentation mode. At this time, if the end condition for the time-shortening state is the execution (end) of a predetermined number of second special games, and if a time-shortening trigger symbol is displayed in a stopped state in the second special game, the game is controlled to the third time-shortening state triggered by the time-shortening trigger symbol being displayed in a stopped state in the second special game. That is, when the game is controlled to the first chance presentation mode, the second chance presentation mode, or the third chance presentation mode, and the time-shortening state ends due to the execution of a predetermined number of second special games, the game is controlled to the third chance presentation mode triggered by the time-shortening trigger symbol being displayed in a stopped state in the second special game.

[0103] Next, the change patterns of each presentation mode will be explained. First, the variation patterns that can be determined when controlled in the normal presentation mode will be described.

[0104] As shown in Fig. 9, the variation patterns that can be determined when controlled in the normal presentation mode include a miss variation pattern and a big win variation pattern. As described above, in the normal presentation mode, left-handed hitting is recommended, and a special presentation game is executed in response to the special game. That is, in the normal presentation mode, a special presentation game is executed in response to the first special game. And, in the first special game, the small win symbol and the time-saving trigger symbol are not stopped and displayed, so the variation patterns that can be determined when controlled in the normal presentation mode do not include the small win variation pattern and the time-saving trigger variation pattern.

[0105] As an example, the fluctuation patterns of losses that can be determined when controlled in the normal presentation mode include fluctuation pattern HA01, fluctuation pattern HA02, fluctuation pattern HA03, fluctuation pattern HA04, fluctuation pattern HA05, fluctuation pattern HA06, fluctuation pattern HA07, fluctuation pattern HA08, fluctuation pattern HA09, and fluctuation pattern HA10. As an example, the fluctuation patterns of big wins that can be determined when controlled in the normal presentation mode include fluctuation pattern HA11, fluctuation pattern HA12, fluctuation pattern HA13, fluctuation pattern HA14, fluctuation pattern HA15, and fluctuation pattern HA16.

[0106] As an example, the fluctuation pattern HA01, fluctuation pattern HA02, fluctuation pattern HA03, fluctuation pattern HA04, fluctuation pattern HA05, fluctuation pattern HA11, and fluctuation pattern HA12 are fluctuation patterns associated with one fluctuation cycle. Here, a fluctuation cycle is defined as one cycle from when the display of the effect pattern starts to change to when all the effect patterns in the row are stopped and displayed.

[0107] As an example, the fluctuation pattern HA06, the fluctuation pattern HA07, the fluctuation pattern HA08, the fluctuation pattern HA13, and the fluctuation pattern HA14 are fluctuation patterns associated with two fluctuation cycles. In other words, the fluctuation pattern HA06, the fluctuation pattern HA07, the fluctuation pattern HA08, the fluctuation pattern HA13, and the fluctuation pattern HA14 are fluctuation patterns associated with two repetitions of the stop display of the performance patterns in all columns after the start of the performance pattern change display.

[0108] As an example, the fluctuation pattern HA09, the fluctuation pattern HA10, the fluctuation pattern HA15, and the fluctuation pattern HA16 are fluctuation patterns associated with three fluctuation cycles. In other words, the fluctuation pattern HA09, the fluctuation pattern HA10, the fluctuation pattern HA15, and the fluctuation pattern HA16 are fluctuation patterns associated with three repetitions of the stop display of the performance patterns in all columns after the start of the performance pattern change display.

[0109] As an example, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive effect is associated in a variation cycle before the final variation cycle. The pseudo consecutive effect is an effect that suggests or notifies whether the next variation cycle will be executed or not. As an example, the pseudo consecutive effect is an effect that suggests or notifies that the next variation cycle will be executed by displaying a pseudo consecutive symbol combination in a static state. In other words, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive symbol combination is associated with being displayed in a static state in a variation cycle before the final variation cycle. As an example, a pseudo consecutive symbol combination is a combination in which one effect symbol in a reach formation column is the next effect symbol in the variation order of the other effect symbol in the reach formation column, and the effect symbol in the remaining symbol column (middle symbol column) is the same as one effect symbol in the reach formation column, such as

[0112] .

[0110] As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HA01, fluctuation pattern HA02, fluctuation pattern HA03, fluctuation pattern HA04, fluctuation pattern HA05, fluctuation pattern HA06, fluctuation pattern HA07, fluctuation pattern HA08, fluctuation pattern HA09, fluctuation pattern HA10, fluctuation pattern HA11, fluctuation pattern HA12, fluctuation pattern HA13, fluctuation pattern HA14, fluctuation pattern HA15, and fluctuation pattern HA16. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HA01 and fluctuation pattern HA02, in which a losing symbol combination is stopped and displayed without going through a reach. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HA03 and fluctuation pattern HA06, in which a losing symbol combination is stopped and displayed after a pseudo-consecutive effect. As an example, a losing pattern combination after a pseudo consecutive performance is a combination such as

[0132] , in which one performance pattern in the reach formation column is the next performance pattern in the changing order of the other performance pattern in the reach formation column, and the performance pattern of the remaining pattern column (middle pattern column) is not the same as the performance patterns of both of the reach formation columns.

[0111] For example, the variation patterns HA04, HA07, and HA09 are set to have a display content in which a losing symbol combination is displayed after an NR display as the display content in the final variation cycle. For example, the variation patterns HA04, HA07, and HA09 are set to have a display content in which a losing symbol combination is displayed after an SR display as the display content in the final variation cycle. For example, the variation patterns HA11, HA13, and HA15 are set to have a display content in which a winning symbol combination is displayed after an NR display as the display content in the final variation cycle. For example, the variation patterns HA12, HA14, and HA16 are set to have a display content in which a winning symbol combination is displayed after an SR display as the display content in the final variation cycle. Variation pattern HA02 is an example of a first variation pattern that can be determined when the result of the winning lottery is a loss. The fluctuation pattern HA12 is an example of a second fluctuation pattern that is different from the first fluctuation pattern.

[0112] Next, a description will be given of the variation patterns that can be determined when the first chance presentation mode is selected. As shown in Fig. 10, the variation patterns that can be determined when controlled in the first chance presentation mode include a first normal win variation pattern and a second normal win variation pattern. As described above, in the first chance presentation mode, right hitting is recommended, and a normal presentation game is executed corresponding to the normal game. In the normal game, either the first normal win symbol or the second normal win symbol is stopped and displayed, so the variation patterns that can be determined when controlled in the first chance presentation mode do not include a loss variation pattern, a small win variation pattern, a big win variation pattern, or a time-saving trigger variation pattern.

[0113] As an example, the fluctuation patterns for the first normal win that can be determined when controlled in the first chance presentation mode include fluctuation pattern HB01, fluctuation pattern HB02, fluctuation pattern HB03, and fluctuation pattern HB04. As an example, the fluctuation patterns for the second normal win that can be determined when controlled in the first chance presentation mode include fluctuation pattern HB05 and fluctuation pattern HB06. As an example, the fluctuation patterns HB01, fluctuation pattern HB02, fluctuation pattern HB03, fluctuation pattern HB04, fluctuation pattern HB05, and fluctuation pattern HB06 that can be determined when controlled in the first chance presentation mode are all fluctuation patterns associated with one fluctuation cycle. In other words, in the first chance presentation mode, a fluctuation game consisting of multiple fluctuation cycles is not executed.

[0114] As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HB01, fluctuation pattern HB02, fluctuation pattern HB03, fluctuation pattern HB04, fluctuation pattern HB05, and fluctuation pattern HB06. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HB01 and fluctuation pattern HB02, where the first normal winning symbol combination is stopped and displayed without going through a reach. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HB03, where the first normal winning symbol combination is stopped and displayed after going through an NR effect. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HB04, where the first normal winning symbol combination is stopped and displayed after going through an SR effect. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HB05, where the effect content in the final fluctuation cycle is stopped and displayed after going through an NR effect. As an example, in the variation pattern HB06, the effect content in the final variation cycle is set to be that the symbol combination of the second normal winning is stopped and displayed after the SR effect.

[0115] Next, a variation pattern that can be determined when the second chance presentation mode is selected will be described. As shown in Fig. 11, the variation patterns that can be determined when controlled in the second chance presentation mode include a first normal win variation pattern and a second normal win variation pattern. As described above, in the second chance presentation mode, right hitting is recommended, and a normal presentation game is executed corresponding to the normal game. In the normal game, either the first normal win symbol or the second normal win symbol is stopped and displayed, so the variation patterns that can be determined when controlled in the second chance presentation mode do not include a miss variation pattern, a small win variation pattern, a big win variation pattern, or a time-saving trigger variation pattern.

[0116] As an example, the fluctuation patterns for the first normal win that can be determined when controlled in the second chance presentation mode include fluctuation pattern HC01, fluctuation pattern HC02, fluctuation pattern HC03, and fluctuation pattern HC04. As an example, the fluctuation patterns for the second normal win that can be determined when controlled in the second chance presentation mode include fluctuation pattern HC04, fluctuation pattern HC05, and fluctuation pattern HC06. As an example, the fluctuation patterns HC01, fluctuation pattern HC02, fluctuation pattern HC03, fluctuation pattern HC04, fluctuation pattern HC05, and fluctuation pattern HC06 that can be determined when controlled in the second chance presentation mode are all fluctuation patterns associated with one fluctuation cycle. In other words, in the second chance presentation mode, a fluctuation game consisting of multiple fluctuation cycles is not executed.

[0117] As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HC01, fluctuation pattern HC02, fluctuation pattern HC03, fluctuation pattern HC04, fluctuation pattern HC05, and fluctuation pattern HC06. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HC01 and fluctuation pattern HC02, where the first normal winning symbol combination is stopped and displayed without going through a reach. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HC03, where the first normal winning symbol combination is stopped and displayed after going through an NR effect. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HC04, where the first normal winning symbol combination is stopped and displayed after going through an SR effect. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HC05, where the effect content in the final fluctuation cycle is stopped and displayed after going through an NR effect. As an example, in the variation pattern HC06, the effect content in the final variation cycle is set to be that the symbol combination of the second normal winning is stopped and displayed after the SR effect.

[0118] Next, a description will be given of the variation patterns that can be determined when the third chance presentation mode is selected. As shown in Fig. 12, the variation patterns that can be determined when controlled in the third chance presentation mode include a time-saving trigger variation pattern, a small win variation pattern, and a big win variation pattern. As described above, in the third chance presentation mode, right-hand hitting is recommended, and a special presentation game corresponding to the special game is executed. Therefore, in the third chance presentation mode, a special presentation game corresponding to the second special game is executed. And, since a losing symbol is not stopped and displayed in the second special game, the variation patterns that can be determined when controlled in the third chance presentation mode do not include a losing variation pattern.

[0119] As an example, the fluctuation pattern of the time-saving trigger that can be determined when controlled in the third chance presentation mode is fluctuation pattern HD01. As an example, the fluctuation pattern of the small win that can be determined when controlled in the third chance presentation mode is fluctuation pattern HD02. As an example, the fluctuation pattern of the big win that can be determined when controlled in the third chance presentation mode is fluctuation pattern HD03. As an example, the fluctuation pattern HD01, fluctuation pattern HD02, and fluctuation pattern HD03 that can be determined when controlled in the third chance presentation mode are all fluctuation patterns associated with one fluctuation cycle.

[0120] As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HD01, fluctuation pattern HD02, and fluctuation pattern HD03. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HD01, in which the time-saving trigger symbol combination is stopped and displayed without reaching a reach. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HD02, in which the small win symbol combination is stopped and displayed without reaching a reach. As an example, the effect content in the final fluctuation cycle is determined for fluctuation pattern HD03, in which the big win symbol combination is stopped and displayed without reaching a reach.

[0121] Various processes executed by the sub-control CPU 91 of the sub-board 90 will be described. The sub-control CPU 91 controls the group of performance execution devices 16 to perform predetermined performances and predetermined notifications based on various control commands input from the main board 80.

[0122] The big win effect processing for executing the big win effect will be described. The jackpot effect processing is processing for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the sub-control CPU 91 controls the effect execution device group 16 to execute an opening effect. When a round command is input, the sub-control CPU 91 controls the effect execution device group 16 to execute a round effect. When an ending start command is input, the sub-control CPU 91 controls the effect execution device group 16 to execute an ending effect. When an ending end command is input, the sub-control CPU 91 controls the effect execution device group 16 to end the ending effect.

[0123] Next, the presentation mode process for controlling the presentation mode will be described. As an example, the sub-control CPU91 executes presentation mode processing when it inputs a state designation command. As an example, in the presentation mode processing, when the sub-control CPU91 inputs a state designation command, it identifies the current game state from the state designation command. When the sub-control CPU91 identifies a non-time-shortened state from the state designation command, it controls to the normal presentation mode. When the sub-control CPU91 identifies a first time-shortened state from the state designation command, it controls to the first chance presentation mode. When the sub-control CPU91 identifies a second time-shortened state from the state designation command, it controls to the second chance presentation mode. When the sub-control CPU91 identifies a third time-shortened state from the state designation command, it controls to the third chance presentation mode. The sub-control CPU91 that executes presentation mode processing is an example of a presentation mode control means that controls the presentation mode.

[0124] The process for executing the effect game will be described. First, a special effect symbol determination process for determining a symbol combination to be stopped and displayed in a special effect game will be described.

[0125] When the sub-control CPU91 inputs a variation start command for a special symbol and a special symbol command while being controlled in the normal presentation mode or the third chance presentation mode, it determines the symbol combination to be stopped and displayed in the special presentation game based on the variation pattern that can be specified from the variation start command for the special symbol and the special symbol that can be specified from the special symbol command.

[0126] As shown in Figures 13 and 14, when the sub-control CPU 91 inputs a special symbol variation start command and a special symbol command, it determines the effect symbol to be first stopped and displayed in the special effect game based on the variation pattern that can be identified from the special symbol variation start command and the special symbol that can be identified from the special symbol command. As an example, the pattern row in which the effect symbol is first stopped and displayed in the special effect game differs depending on the variation pattern. As an example, in variation pattern HA01, all the effect symbols in the row are stopped and displayed simultaneously. Therefore, when the sub-control CPU 91 identifies variation pattern HA01 from the special symbol variation start command, it determines the effect symbol in the left pattern row as the effect symbol that is first stopped and displayed in the effect game. In addition, when the sub-control CPU91 specifies the variation pattern HA01 from the variation start command for the special symbol, it determines the effect symbol of the right symbol row as the effect symbol to be stopped and displayed second in the effect game, and determines the effect symbol of the middle symbol row as the effect symbol to be stopped and displayed third in the effect game. As an example, in the variation patterns HA02 to HA15, the first effect symbol is stopped and displayed in the left symbol row. As an example, in the variation patterns HA02 to HA15, the second effect symbol is stopped and displayed in the right symbol row. As an example, in the variation patterns HA02 to HA15, the third effect symbol is stopped and displayed in the middle symbol row. In the following explanation, the first stop symbol displayed in the effect game will be referred to as the first stop symbol, the next stop symbol displayed after the first stop symbol in the effect game will be referred to as the second stop symbol, and the next stop symbol displayed after the second stop symbol in the effect game will be referred to as the third stop symbol.

[0127] In this embodiment, in the normal presentation mode, the probability that the identifiers (numbers) "2," "4," "6," and "8" will be displayed in a specific column (for example, the symbol column in which the first symbol is displayed) among the multiple columns when the result of the winning lottery is a loss is different from the probability that the identifiers (numbers) "1" and "5" will be displayed in a specific column when the result of the winning lottery is a loss. Also, in the normal presentation mode, the probability that the identifiers (numbers) "2," "4," "6," and "8" will be displayed in a specific column among the multiple columns when the result of the winning lottery is a loss and no winning chance is formed by the identifiers is different from the probability that the identifiers (numbers) "1" and "5" will be displayed in a specific column when the result of the winning lottery is a loss and no winning chance is formed by the identifiers. In addition, in the normal presentation mode, the probability that the identifiers (numbers) "2," "4," "6," and "8" will be displayed statically in a specific column among multiple columns when the result of the winning lottery is a jackpot is different from the probability that the identifiers (numbers) "1" and "5" will be displayed statically in a specific column when the result of the winning lottery is a jackpot. In addition, in the normal presentation mode, the probability that the identifiers (numbers) "2," "4," "6," and "8" will be displayed statically in a specific column in a pseudo-sequential variation game (a variation game with a variation pattern including pseudo-sequential presentation) consisting of one variation cycle is different from the probability that the identifiers (numbers) "2," "4," "6," and "8" will be displayed statically in a specific column in a pseudo-sequential variation game consisting of multiple variation cycles. Similarly, in the normal presentation mode, the probability that the identification information (numbers) "1" and "5" will be displayed stopped in a specific column in a pseudo-sequential fluctuation game consisting of one fluctuation cycle is different from the probability that the identification information (numbers) "1" and "5" will be displayed stopped in a specific column in a pseudo-sequential fluctuation game consisting of multiple fluctuation cycles.Furthermore, the system is configured so that the probability that the identification information (numbers) "2," "4," "6," and "8" will be displayed on the specific column when the time from when the variation game is executed to when the effect symbol is stopped and displayed on the specific column is a first time is different from the probability that the identification information (numbers) "2," "4," "6," and "8" will be displayed on the specific column when the time from when the variation game is executed to when the effect symbol is stopped and displayed on the specific column is a second time different from the first time. Furthermore, the system is configured so that the probability that the identification information (numbers) "1" and "5" will be displayed on the specific column when the time from when the variation game is executed to when the effect symbol is stopped and displayed on the specific column is a first time is different from the probability that the identification information (numbers) "1" and "5" will be displayed on the specific column when the time from when the variation game is executed to when the effect symbol is stopped and displayed on the specific column is a second time.

[0128] In addition, the probability that the identifiers (numbers) "2," "4," "6," and "8" are displayed stationarily in a specific column when the result of the winning lottery in the third chance presentation mode is a loss is different from the probability that the identifiers (numbers) "2," "4," "6," and "8" are displayed stationarily in a specific column when the result of the winning lottery in the normal presentation mode. Also, the probability that the identifiers (numbers) "1" and "5" are displayed stationarily in a specific column when the result of the winning lottery in the third chance presentation mode is a loss is different from the probability that the identifiers (numbers) "1" and "5" are displayed stationarily in a specific column when the result of the winning lottery in the normal presentation mode is a loss. In addition, the probability that the identifiers (numbers) "2," "4," "6," and "8" are statically displayed in a specific column when the result of the winning lottery is a loss and a reach is not formed by the identifiers in the third chance presentation mode is different from the probability that the identifiers (numbers) "2," "4," "6," and "8" are statically displayed in a specific column when the result of the winning lottery is a loss and a reach is not formed by the identifiers in the normal presentation mode. Also, the probability that the identifiers (numbers) "1" and "5" are statically displayed in a specific column when the result of the winning lottery is a loss and a reach is not formed by the identifiers in the third chance presentation mode is different from the probability that the identifiers (numbers) "1" and "5" are statically displayed in a specific column when the result of the winning lottery is a loss and a reach is not formed by the identifiers in the normal presentation mode.

[0129] A specific example of the above configuration will be described. As an example, when the sub-control CPU 91 identifies a fluctuation pattern HA01 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "1" as the first stopping symbol at a rate of 25 / 1000 and a "2" at a rate of 225 / 1000. Also, as an example, when the sub-control CPU 91 identifies a fluctuation pattern HA01 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "3" as the first stopping symbol at a rate of 25 / 1000 and a "4" at a rate of 225 / 1000. Also, as an example, when the sub-control CPU 91 identifies a fluctuation pattern HA01 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "5" as the first stopping symbol at a rate of 25 / 1000 and a "6" at a rate of 225 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA01 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "7" as the first stopping pattern with a probability of 25 / 1000, and determines "8" with a probability of 225 / 1000.

[0130] As an example, when the sub-control CPU 91 identifies a fluctuation pattern HA02 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "1" as the first stopping symbol at a rate of 15 / 1000 and a "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU 91 identifies a fluctuation pattern HA02 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "3" as the first stopping symbol at a rate of 15 / 1000 and a "4" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU 91 identifies a fluctuation pattern HA02 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "5" as the first stopping symbol at a rate of 15 / 1000 and a "6" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA02 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "7" as the first stopping pattern with a probability of 15 / 1000, and determines "8" with a probability of 235 / 1000.

[0131] Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA03 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "1" as the first stopping symbol at a rate of 15 / 1000 and a "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA03 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "3" as the first stopping symbol at a rate of 15 / 1000 and a "4" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA03 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "5" as the first stopping symbol at a rate of 15 / 1000 and a "6" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA03 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "7" as the first stopping pattern with a probability of 15 / 1000, and determines "8" with a probability of 235 / 1000.

[0132] Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA04 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "1" as the first stopping symbol at a rate of 30 / 1000 and a "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA04 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "4" as the first stopping symbol at a rate of 235 / 1000 and a "5" at a rate of 30 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA04 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "6" as the first stopping symbol at a rate of 235 / 1000 and a "8" at a rate of 235 / 1000.

[0133] Also, as an example, when the sub-control CPU 91 identifies a fluctuation pattern HA05 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "1" as the first stopping symbol at a rate of 30 / 1000 and a "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU 91 identifies a fluctuation pattern HA05 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "4" as the first stopping symbol at a rate of 235 / 1000 and a "5" at a rate of 30 / 1000. Also, as an example, when the sub-control CPU 91 identifies a fluctuation pattern HA05 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "6" as the first stopping symbol at a rate of 235 / 1000 and a "8" at a rate of 235 / 1000.

[0134] Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA06 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "1" as the first stopping symbol at a rate of 30 / 1000 and a "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA06 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "4" as the first stopping symbol at a rate of 235 / 1000 and a "5" at a rate of 30 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA06 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "6" as the first stopping symbol at a rate of 235 / 1000 and a "8" at a rate of 235 / 1000.

[0135] Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA07 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "1" as the first stopping symbol at a rate of 10 / 1000 and a "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA07 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "4" as the first stopping symbol at a rate of 245 / 1000 and a "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA07 and a losing symbol from the special symbol fluctuation start command and the special symbol command, it determines a "6" as the first stopping symbol at a rate of 245 / 1000 and a "8" at a rate of 245 / 1000.

[0136] Also, as an example, when the sub-control CPU91 identifies a variation pattern HA08 and a losing symbol from the variation start command for the special symbol and the special symbol command, it determines "1" as the first stopping symbol at a rate of 12 / 1000, and "2" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA08 and a losing symbol from the variation start command for the special symbol and the special symbol command, it determines "3" as the first stopping symbol at a rate of 4 / 1000, and "4" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA08 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines the first stopping pattern as "5" with a probability of 12 / 1000, as "6" with a probability of 243 / 1000, and as "8" with a probability of 243 / 1000.

[0137] Also, as an example, when the sub-control CPU91 identifies a variation pattern HA09 and a losing symbol from the variation start command for the special symbol and the special symbol command, it determines "1" as the first stopping symbol at a rate of 12 / 1000, and "2" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA09 and a losing symbol from the variation start command for the special symbol and the special symbol command, it determines "3" as the first stopping symbol at a rate of 4 / 1000, and "4" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA09 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "5" as the first stopping pattern with a probability of 12 / 1000, "6" with a probability of 243 / 1000, and "8" with a probability of 243 / 1000.

[0138] Also, as an example, when the sub-control CPU91 identifies a variation pattern HA10 and a losing symbol from the variation start command for the special symbol and the special symbol command, it determines "1" as the first stopping symbol at a rate of 15 / 1000, and determines "2" at a rate of 241 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA10 and a losing symbol from the variation start command for the special symbol and the special symbol command, it determines "3" as the first stopping symbol at a rate of 6 / 1000, and determines "4" at a rate of 241 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA10 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "5" as the first stopping pattern with a probability of 15 / 1000, "6" with a probability of 241 / 1000, and "8" with a probability of 241 / 1000.

[0139] Also, as an example, when the sub-control CPU91 identifies a variation pattern HA11 and a first jackpot pattern Z1 from the variation start command for the special pattern and the special pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA12 and a first jackpot pattern Z1 from the variation start command for the special pattern and the special pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA13 and a first jackpot pattern Z1 from the variation start command for the special pattern and the special pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA14 and a first jackpot pattern Z1 from the variation start command for the special pattern and the special pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA15 and a first jackpot pattern Z1 from the variation start command for the special pattern and the special pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA16 and a first jackpot pattern Z1 from the variation start command for the special pattern and the special pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000.

[0140] Also, as an example, when the sub-control CPU91 identifies a variation pattern HA11 and a second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines a "2" as the first stopping pattern at a rate of 250 / 1000, and a "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA11 and a second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines a "6" as the first stopping pattern at a rate of 250 / 1000, and a "8" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA12 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "2" as the first stopping pattern at a rate of 250 / 1000, and "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA12 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "6" as the first stopping pattern at a rate of 250 / 1000, and "8" at a rate of 250 / 1000.

[0141] Also, as an example, when the sub-control CPU91 identifies the variation pattern HA13 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "2" as the first stopping pattern at a rate of 250 / 1000, and "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA13 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "6" as the first stopping pattern at a rate of 250 / 1000, and "8" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA14 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "2" as the first stopping pattern at a rate of 250 / 1000, and "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA14 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "6" as the first stopping pattern at a rate of 250 / 1000, and "8" at a rate of 250 / 1000.

[0142] Also, as an example, when the sub-control CPU91 identifies a variation pattern HA15 and a second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines a "2" as the first stopping pattern at a rate of 250 / 1000, and a "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA15 and a second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines a "6" as the first stopping pattern at a rate of 250 / 1000, and a "8" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA16 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "2" as the first stopping pattern at a rate of 250 / 1000, and "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 identifies the variation pattern HA16 and the second jackpot pattern Z2 from the variation start command for the special pattern and the special pattern command, it determines "6" as the first stopping pattern at a rate of 250 / 1000, and "8" at a rate of 250 / 1000.

[0143] Also, as an example, when the sub-control CPU91 identifies a variation pattern HA11 and a third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines a "3" as the first stopping pattern at a rate of 500 / 1000, and a "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA12 and a third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines a "3" as the first stopping pattern at a rate of 500 / 1000, and a "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA13 and a third jackpot pattern Z3 from the variation start command for special symbols and the special pattern command, it determines a "3" as the first stopping pattern at a rate of 500 / 1000, and a "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA14 and a third jackpot pattern Z3 from the variation start command for special symbols and the special pattern command, it determines a "3" as the first stopping pattern at a rate of 500 / 1000, and a "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA15 and a third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines a "3" as the first stopping pattern at a rate of 500 / 1000, and a "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HA16 and a third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines a "3" as the first stopping pattern at a rate of 500 / 1000, and a "7" at a rate of 500 / 1000.

[0144] Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HD01 and a time-saving trigger pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 166 / 1000, and determines "2" at a rate of 167 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HD01 and a time-saving trigger pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "4" as the first stop pattern at a rate of 167 / 1000, and determines "5" at a rate of 166 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HD01 and the time-saving trigger pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "6" as the first stop pattern with a probability of 167 / 1000, and determines "8" with a probability of 167 / 1000.

[0145] Also, as an example, when the sub-control CPU91 identifies a variation pattern HD02 and a small winning pattern Za from the variation start command for the special pattern and the special pattern command, it determines "1" as the first stopping pattern at a rate of 500 / 1000, and "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 identifies a variation pattern HD03 and a third big winning pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines "3" as the first stopping pattern at a rate of 500 / 1000, and "7" at a rate of 500 / 1000.

[0146] As an example, when the sub-control CPU 91 determines a first stop symbol, it determines a second stop symbol and a third stop symbol based on the determined first stop symbol and the special symbol specified from the special symbol command. As an example, when the sub-control CPU 91 specifies a first jackpot symbol Z1, a second jackpot symbol Z2, or a third jackpot symbol Z3 from the special symbol command, it determines a second stop symbol and a third stop symbol based on the determined first stop symbol so as to form a jackpot symbol combination. In other words, when the sub-control CPU 91 specifies a first jackpot symbol Z1, a second jackpot symbol Z2, or a third jackpot symbol Z3 from the special symbol command, it determines the second stop symbol and the third stop symbol to be the same effect symbol as the determined first stop symbol.

[0147] As an example, when the sub-control CPU 91 identifies a losing symbol from the special symbol command, it determines the second and third stop symbols based on the determined first stop symbol so that the symbol combination results in a losing combination. As an example, when the sub-control CPU 91 identifies a losing symbol from the special symbol command, it determines the losing symbol combination based on the effect content of the variation pattern identified from the special symbol variation start command. As an example, when the sub-control CPU 91 identifies effect content including a reach effect from the special symbol variation start command, it determines an effect pattern that is the same as the determined first stop symbol as the second stop symbol, and determines effect patterns different from the determined first and second stop symbols as the third stop symbol. As an example, when the sub-control CPU 91 identifies effect content that does not include a reach effect from the special symbol variation start command but includes a pseudo-consecutive effect, it determines the second and third stop symbols so that the symbol combination results in a losing combination after the pseudo-consecutive effect. In other words, when the sub-control CPU91 specifies performance content that does not include a reach performance from the variation start command for the special symbol but does include a pseudo consecutive performance, it determines the next performance pattern in the variation order of the performance pattern that becomes the first stop pattern as the second stop pattern, and determines a performance pattern different from the first and second stop patterns as the third stop pattern.As an example, when the sub-control CPU91 specifies performance content that does not include a reach performance and a pseudo consecutive performance from the variation start command for the special symbol, it determines the second and third stop patterns so that they become a losing pattern combination different from the losing pattern combination determined when performance content including a reach performance or a pseudo consecutive performance is specified. As an example, when the sub-control CPU 91 identifies a performance content that does not include a reach performance or a pseudo consecutive performance from the variation start command for a special pattern, it determines a performance pattern that is different from both the performance pattern that becomes the first stop pattern and the next performance pattern in the variation order of that performance pattern as the second stop pattern, and determines an arbitrary performance pattern as the third stop pattern.

[0148] As an example, when the sub-control CPU 91 identifies a time-saving trigger symbol from a special symbol command, it determines the second and third stop symbols based on the determined first stop symbol so that they form a symbol combination that triggers a time-saving trigger. As an example, when the sub-control CPU 91 identifies a time-saving trigger symbol from a special symbol command, it determines a performance symbol that is different from both the performance symbol that becomes the first stop symbol and the next performance symbol in the change order of the performance symbol as the second stop symbol, and determines an arbitrary performance symbol as the third stop symbol. As an example, when the sub-control CPU 91 identifies a small win symbol Za from a special symbol command, it determines the second and third stop symbols based on the determined first stop symbol so that they form a symbol combination that triggers a small win. In other words, when the sub-control CPU 91 identifies a small win symbol Za from a special symbol command, it determines the same performance symbol as the determined first stop symbol as the second and third stop symbols.

[0149] Next, a normal effect symbol determination process for determining a symbol combination to be stopped and displayed in a normal effect game will be described. When the sub-control CPU91 is controlled in the first chance presentation mode or the second chance presentation mode and inputs a variation start command for a normal symbol and a normal symbol command, it determines the symbol combination to be stopped and displayed in the normal presentation game based on the variation pattern that can be specified from the variation start command for the normal symbol and the normal symbol that can be specified from the normal symbol command.

[0150] As shown in Figures 15 and 16, when the sub-control CPU 91 inputs a normal symbol variation start command and a normal symbol command, it determines the first stop symbol of the normal effect game based on the variation pattern that can be identified from the normal symbol variation start command and the normal symbol that can be identified from the normal symbol command. As an example, the symbol row in which the first stop symbol of the normal effect game is stopped and displayed differs depending on the variation pattern. As an example, in variation patterns HB02 to HB06 and variation patterns HC02 to HC06, the first stop symbol is stopped and displayed in the left symbol row. As an example, in variation patterns HB01 and HC01, all the effect symbols in the row are stopped and displayed simultaneously. Therefore, when the sub-control CPU 91 identifies variation pattern HB01 or variation pattern HC01 from the normal symbol variation start command, it determines the effect symbol in the left symbol row as the first stop symbol. In addition, when the sub-control CPU 91 identifies the variation pattern HB01 or variation pattern HC01 from the variation start command for normal patterns, it determines the performance pattern of the right pattern row as the second stopping pattern, and determines the performance pattern of the middle pattern row as the third stopping pattern.

[0151] As an example, when the sub-control CPU91 identifies the fluctuation pattern HB01 and the first normal winning symbol from the fluctuation start command for the normal symbol and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 100 / 1000, and determines "2" at a rate of 200 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB01 and the first normal winning symbol from the fluctuation start command for the normal symbol and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 200 / 1000, and determines "5" at a rate of 100 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB01 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 200 / 1000, and "8" at a rate of 200 / 1000.

[0152] As an example, when the sub-control CPU91 identifies the fluctuation pattern HB02 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 10 / 1000, and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB02 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 245 / 1000, and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB02 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 245 / 1000, and "8" at a rate of 245 / 1000.

[0153] As an example, when the sub-control CPU91 identifies the fluctuation pattern HB03 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 10 / 1000, and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB03 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 245 / 1000, and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB03 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 245 / 1000, and "8" at a rate of 245 / 1000.

[0154] As an example, when the sub-control CPU91 identifies the fluctuation pattern HB04 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 10 / 1000, and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB04 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 245 / 1000, and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB04 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 245 / 1000, and "8" at a rate of 245 / 1000.

[0155] As an example, when the sub-control CPU91 identifies a fluctuation pattern HB05 and a second normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000. As an example, when the sub-control CPU91 identifies a fluctuation pattern HB06 and a second normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000.

[0156] As an example, when the sub-control CPU91 identifies the fluctuation pattern HC01 and the first normal winning symbol from the fluctuation start command for the normal symbol and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 100 / 1000, and "2" at a rate of 200 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC01 and the first normal winning symbol from the fluctuation start command for the normal symbol and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 200 / 1000, and "5" at a rate of 100 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC01 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 200 / 1000, and "8" at a rate of 200 / 1000.

[0157] As an example, when the sub-control CPU91 identifies the fluctuation pattern HC02 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 10 / 1000, and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC02 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 245 / 1000, and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC02 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 245 / 1000, and "8" at a rate of 245 / 1000.

[0158] As an example, when the sub-control CPU91 identifies the fluctuation pattern HC03 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 10 / 1000, and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC03 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 245 / 1000, and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC03 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 245 / 1000, and "8" at a rate of 245 / 1000.

[0159] As an example, when the sub-control CPU91 identifies the fluctuation pattern HC04 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "1" as the first stopping symbol at a rate of 10 / 1000, and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC04 and the first normal winning symbol from the fluctuation start command for normal symbols and the normal symbol command, it determines "4" as the first stopping symbol at a rate of 245 / 1000, and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC04 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" at a rate of 245 / 1000, and "8" at a rate of 245 / 1000.

[0160] As an example, when the sub-control CPU91 identifies a fluctuation pattern HC05 and a second normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000. As an example, when the sub-control CPU91 identifies a fluctuation pattern HC06 and a second normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines a "1" as the first stopping pattern at a rate of 500 / 1000, and a "5" at a rate of 500 / 1000.

[0161] As an example, when the sub-control CPU91 determines a first stop pattern, it determines a second stop pattern and a third stop pattern based on the determined first stop pattern and the normal pattern specified from the normal pattern command. As an example, when the sub-control CPU91 specifies a first normal winning pattern from the normal pattern command, it determines a second stop pattern and a third stop pattern based on the determined first stop pattern so as to form a pattern combination for the first normal winning. As an example, when the sub-control CPU91 specifies a first normal winning pattern from the normal pattern command, it determines a performance pattern that is different from both the performance pattern that becomes the first stop pattern and the next performance pattern in the change order of the performance pattern as the second stop pattern, and determines an arbitrary performance pattern as the third stop pattern. As an example, when the sub-control CPU 91 specifies a second normal winning symbol from the normal symbol command, it determines the second and third stop symbols based on the determined first stop symbol so as to form a symbol combination for the second normal winning. In other words, when the sub-control CPU 91 specifies a second normal winning symbol from the normal symbol command, it determines the same effect symbol as the determined first stop symbol as the second and third stop symbols.

[0162] In this way, in the effect game based on the first jackpot symbol Z1, a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "1" or a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "5" is stopped and displayed. Also, in the effect game based on the second jackpot symbol Z2, a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "2", a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "4", a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "6", or a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "8" is stopped and displayed. Also, in the effect game based on the third jackpot symbol Z3, a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "3", or a symbol combination in which the identification information (number) of the effect symbols of all symbol rows is "7" is stopped and displayed. In addition, in the presentation game based on the small win symbol Za, a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "1", or a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "5" is stopped and displayed. In addition, in the presentation game based on the second normal win symbol, a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "1", a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "2", a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "4", a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "5", a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "6", or a symbol combination in which the identification information (number) of the presentation symbols of all symbol rows is "8" is stopped and displayed.

[0163] As described above, after a jackpot game based on the first jackpot symbol Z1 or the small jackpot symbol Za ends, the game enters the first time-saving state. After a jackpot game based on the second jackpot symbol Z2 ends, the game enters the second time-saving state. After a jackpot game based on the third jackpot symbol Z3 ends, the game enters the third time-saving state. The order of the time-saving states is more favorable: second time-saving state < first time-saving state < third time-saving state. Therefore, the order of the identifiers (numbers) is "2," "4," "6," "8" < "1," "5," < "3," "7," which indicates the highest bonus expectation (the likelihood of receiving a relatively large bonus, if a bonus is awarded). The identifiers (numbers) "2," "4," "6," and "8" are examples of first identifiers. The identifiers (numbers) "1" and "5" are examples of second identifiers, which, when stopped and displayed in a variable game, have a higher bonus expectation than the first identifier.

[0164] When the symbol combination to be displayed in the effect game is determined by the special effect symbol determination process or the normal effect symbol determination process, the sub-control CPU 91 controls the effect display device 15 to start the variable display of the effect symbols in each symbol row. In other words, the sub-control CPU 91 starts the effect game. When the sub-control CPU 91 executes a preview effect during the execution of the effect game, it controls the effect execution device group 16, including the effect display device 15, to execute the preview effect. When the effect content includes multiple fluctuation cycles, the sub-control CPU 91 executes a pseudo-consecutive effect when the pseudo-consecutive timing specified in the fluctuation pattern arrives in the fluctuation cycle before the final fluctuation cycle, and then controls the effect display device 15 to display the pseudo-consecutive symbol combination in a static state. Thereafter, the sub-control CPU 91 controls the effect display device 15 to start the variable display of the effect symbols in each symbol row when the fluctuation start timing specified in the fluctuation pattern (the fluctuation start timing of the next fluctuation cycle) arrives. In other words, the sub-control CPU 91 starts the next fluctuation cycle.

[0165] In each variation cycle, the sub-control CPU 91 displays a stop-displayed effect symbol in the left symbol column when the first stop timing specified in the variation pattern arrives, displays a stop-displayed effect symbol in the right symbol column when the second stop timing specified in the variation pattern arrives, and displays a stop-displayed effect symbol in the center symbol column when the third stop timing specified in the variation pattern arrives. For example, in a variation pattern in which all columns of effect symbols are stopped and displayed simultaneously, the first stop timing, the second stop timing, and the third stop timing are set to occur at the same time. For example, the first stop timing of a variation pattern in which all columns of effect symbols are stopped and displayed simultaneously is earlier than the first stop timing of a variation pattern in which all columns of effect symbols are stopped and displayed sequentially. For example, the first stop timing of a variation pattern in which all columns of effect symbols are stopped and displayed simultaneously is when a first time has elapsed since the variation game was executed. That is, in a variation pattern in which it is determined that the effect symbols in all columns are stopped and displayed simultaneously, the time from when the variation game is executed to when the effect symbols in a specific column are stopped and displayed is the first time. As an example, the first stop timing in a variation pattern in which it is determined that the effect symbols in all columns are stopped and displayed in sequence is when the second time has passed since the variation game was executed. That is, in a variation pattern in which it is determined that the effect symbols in all columns are stopped and displayed in sequence, the time from when the variation game is executed to when the effect symbols in a specific column are stopped and displayed is the second time. The second time is different from the first time. As an example, the second time is longer than the first time.

[0166] In the final variation cycle, if the presentation includes a reach presentation, the sub-control CPU 91 controls the presentation display device 15 to statically display presentation symbols in the reach formation column when the reach timing specified in the variation pattern arrives, forming a reach. The sub-control CPU 91 controls the presentation display device 15 to execute the reach presentation specified in the variation pattern. When the specified timing arrives, the sub-control CPU 91 temporarily displays the symbol combination, and, upon input of a variation end command, statically displays the symbol combination as confirmed. Note that the sub-control CPU 91 may also statically display the symbol combination as confirmed upon the passage of a variation time specified in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted. The pachinko gaming machine 10 can execute a variation game in which multiple columns of identification information are statically displayed based on the results of a winning lottery, after the sub-control CPU 91 variably displays multiple columns of identification information by executing a process for executing a presentation game. Furthermore, the pachinko gaming machine 10 can execute a pseudo consecutive variation game consisting of one or more variation cycles based on the result of a winning lottery by having the sub-control CPU 91 execute processing for executing an effect game. The sub-control CPU 91 that executes processing for executing an effect game is an example of a variation game control means that controls the execution of the variation game.

[0167] For example, when the sub-control CPU 91 executes a performance game, it variably displays performance symbols according to the current performance mode, and then stops and displays the combination of performance symbols according to the current performance mode. In other words, the design of the performance symbols differs depending on the performance mode.

[0168] As shown in FIG. 17, for example, the effect symbols in the normal effect mode are Arabic numerals "1" to "8" decorated with squares. For example, the effect symbols in the first chance effect mode are Arabic numerals "1" to "8" decorated with circles. For example, the effect symbols in the second chance effect mode are Arabic numerals "1" to "8" decorated with diamonds. For example, the effect symbols in the third chance effect mode are Arabic numerals "1" to "8" decorated with stars. The normal effect mode is an example of the first effect mode. The third chance effect mode is an example of the second effect mode in which the designs of the first identification information and the second identification information are different from those of the first effect mode.

[0169] Next, the manner in which the variable game is executed in the pachinko gaming machine 10 of this embodiment will be described. 18(a) shows the situation when the variation game is started in the normal presentation mode. At this time, the variation pattern of the executed variation game is a variation pattern HA02, which is defined as one variation cycle and a presentation content in which a losing symbol combination is stopped and displayed without reaching a winning state in the final variation cycle.

[0170] As shown in FIG. 18(b), when the first stop timing set for the variation pattern arrives, the variation display device 15 displays a variation symbol in the left pattern column. Here, let us assume that the variation display device 15 displays a variation symbol consisting of the Arabic numeral "2" decorated with a square. In the normal variation mode as the first variation mode, the probability that the first identification information ("2," "4," "6," "8") will be displayed in a specific column among multiple columns when a variation game of variation pattern HA02 is executed differs from the probability that the second identification information ("1," "5") will be displayed in a specific column when a variation game of variation pattern HA02 is executed. Therefore, a player can estimate the probability that the variation pattern of the variation game being executed is variation pattern HA02 based on the fact that the identification information (number) of the variation symbol "2" has been stopped as the first stop.

[0171] Furthermore, in the normal presentation mode as the first presentation mode, the probability that the first identification information ("2," "4," "6," "8") is stopped and displayed in a specific column when a variation game of variation pattern HA02 is executed is different from the probability that the first identification information ("2," "4," "6," "8") is stopped and displayed in a specific column when a variation game of variation pattern HA12 is executed. Therefore, based on the fact that a presentation symbol with identification information (number) "2" has stopped as the first stop, a player can guess whether the rate at which the variation pattern of the variation game being executed is variation pattern HA02 is higher than the rate at which the variation pattern of the variation game being executed is variation pattern HA12.

[0172] As shown in Figures 18(c) and 18(d), when the second stop timing specified in the variation pattern arrives, the effect display device 15 displays a stopped effect pattern in the right pattern row (in the figure, a performance pattern with the Arabic numeral "8" decorated with a square) and then, when the third stop timing specified in the variation pattern arrives, the effect pattern in the middle pattern row (in the figure, a performance pattern with the Arabic numeral "5" decorated with a square) is displayed.

[0173] 19(a) shows the situation when the variable game is started in the normal presentation mode. At this time, the variable game pattern executed is a variable pattern HA12 that defines one variable cycle and a presentation content in which the winning symbol combination is stopped and displayed after the SR presentation in the final variable cycle.

[0174] As shown in FIG. 19(b), when the first stop timing set for the variation pattern arrives, the variation display device 15 displays a variation symbol in the left pattern column. Here, let us assume that the variation display device 15 displays a variation symbol consisting of the Arabic numeral "1" decorated with a square. In the normal variation mode as the first variation mode, the probability that the second identification information ("1", "5") is displayed in a specific column when a variation game of variation pattern HA02 is executed differs from the probability that the second identification information ("1", "5") is displayed in a specific column when a variation game of variation pattern HA12 is executed. Therefore, based on the fact that the variation symbol with the identification information (number) "1" has stopped as the first stop, the player can infer whether the variation pattern of the variation game being executed is more likely to be variation pattern HA02 than variation pattern HA12.

[0175] As shown in Fig. 19(c), in the effect display device 15, when the second stop timing determined in the variation pattern arrives, an effect pattern is stopped and displayed in the right pattern column. Here, it is assumed that the effect display device 15 stops and displays an effect pattern in which the Arabic numeral "1" is decorated with a square. In the effect display device 15, a reach is formed by stopping and displaying effect patterns with the same identification information in the left pattern column and the right pattern column, which are the reach formation columns, and a normal reach effect is executed.

[0176] As shown in FIG. 19(d), in the effect display device 15, when the development timing determined in the variation pattern arrives, the NR effect develops into the SR effect. As shown in Figure 19(e), when the third stop timing specified in the variation pattern arrives, the effect display device 15 displays a stop effect pattern in the middle pattern row (in the figure, a effect pattern consisting of the Arabic numeral "1" decorated with a square).

[0177] 20(a) shows the situation when the variation game is started in the normal presentation mode. At this time, the variation pattern of the executed variation game is the variation pattern HA08, which is defined as two variation cycles and a presentation content in which a losing symbol combination is stopped and displayed after the SR presentation in the final variation cycle.

[0178] As shown in FIG. 20(b), in the effect display device 15, when the first stop timing determined in the variation pattern arrives, a variation symbol is displayed in the left pattern column. Here, it is assumed that the effect display device 15 displays a variation symbol consisting of the Arabic numeral "1" decorated with a square. In the normal effect mode as the first effect mode, the probability that the first identification information ("2," "4," "6," "8") is displayed in a specific column when a pseudo-continuous variation game consisting of one variation cycle is executed is different from the probability that the first identification information ("2," "4," "6," "8") is displayed in a specific column when multiple pseudo-continuous variation games are executed. Similarly, in the normal effect mode as the first effect mode, the probability that the second identification information ("1," "5") is displayed in a specific column when a pseudo-continuous variation game consisting of one variation cycle is executed is different from the probability that the second identification information ("1," "5") is displayed in a specific column when multiple pseudo-continuous variation games are executed. Therefore, the player can estimate the number of fluctuation cycles of the ongoing fluctuation game based on the fact that the performance symbol with the identification information (number) "1" has stopped as the first stop.

[0179] As shown in Fig. 20(c), in the effect display device 15, when the second stop timing set in the variation pattern arrives, the effect symbol is stopped and displayed in the right pattern column. Here, it is assumed that the effect symbol in which the Arabic numeral "2" is decorated with a square is stopped and displayed in the effect display device 15. In the effect display device 15, the next effect symbol in the variation order of the effect symbol in the left pattern column, which is the reach formation column, is stopped and displayed as the effect symbol in the right pattern column, which is the reach formation column, thereby executing a pseudo consecutive effect.

[0180] As shown in Figures 20(d) and 20(e), after that, the effect display device 15 executes the pseudo consecutive effect, and when the third stop timing in the first fluctuation cycle arrives, the pseudo consecutive pattern combination is displayed stationary, and when the fluctuation start timing in the second fluctuation cycle arrives, the effect patterns in all columns are displayed in a fluctuating manner.

[0181] As shown in FIG. 20(f), when the first stop timing (first stop timing of the second cycle) set in the variation pattern arrives, the effect display device 15 displays a stopped effect symbol in the left pattern column. Here, let's assume that the effect display device 15 displays a stopped effect symbol consisting of the Arabic numeral "1" decorated with a square. At this time, the player can recognize that this is more advantageous than when the first stop symbol is stopped and displayed with the identification number "2," the identification number "4," the identification number "6," or the identification number "8." The player can also recognize that this is less advantageous than when the first stop symbol is stopped and displayed with the identification number "3" or the identification number "7."

[0182] 21(a) shows the situation when the variable game is started in the first chance presentation mode. At this time, the variable game pattern executed is the variable pattern HB02 in which the presentation content is determined such that a losing symbol combination is stopped and displayed without going through a reach.

[0183] As shown in FIG. 21(b), when the first stop timing set in the variation pattern arrives, the effect display device 15 displays a stop-displayed effect symbol in the left-hand pattern column. Here, it is assumed that the effect display device 15 displays a stop-displayed effect symbol consisting of the Arabic numeral "2" decorated with a circle. The probability that the first identification information ("2," "4," "6," "8") will be displayed in a specific column when the winning lottery results in a first normal win (effectively a loss) in the first chance effect mode is different from the probability that the first identification information ("2," "4," "6," "8") will be displayed in a specific column when the winning lottery results in a loss in the normal effect mode. Similarly, the probability that the second identification information ("1," "5") will be displayed in a specific column when the winning lottery results in a first normal win (effectively a loss) in the first chance effect mode is different from the probability that the second identification information ("1," "5") will be displayed in a specific column when the winning lottery results in a loss in the normal effect mode. This allows players to enjoy the differences in presentation modes even more.

[0184] As shown in Figures 21(c) and 21(d), when the second stop timing specified in the variation pattern arrives, the performance display device 15 displays a performance pattern (in the figure, a performance pattern with the Arabic numeral "8" decorated with a circular ornament) stopped in the right pattern row, and then, when the third stop timing specified in the variation pattern arrives, the performance pattern (in the figure, a performance pattern with the Arabic numeral "5" decorated with a circular ornament) stopped in the middle pattern row.

[0185] 22(a) shows the situation when the variable game is started in the second chance presentation mode. At this time, the variable game pattern executed is the variable pattern HC02 in which the presentation content is determined such that a losing symbol combination is stopped and displayed without reaching a reach.

[0186] As shown in FIG. 22(b), when the first stop timing set in the variation pattern arrives, the effect display device 15 displays a stop-displayed effect symbol in the left-hand pattern column. Here, let us assume that the effect display device 15 displays a stop-displayed effect symbol consisting of the Arabic numeral "2" decorated with a diamond. The probability that the first identification information ("2," "4," "6," "8") will be displayed in a specific column when the winning lottery results in a first normal win (effectively a loss) in the second chance effect mode is different from the probability that the first identification information ("2," "4," "6," "8") will be displayed in a specific column when the winning lottery results in a loss in the normal effect mode. Similarly, the probability that the second identification information ("1," "5") will be displayed in a specific column when the winning lottery results in a first normal win (effectively a loss) in the second chance effect mode is different from the probability that the second identification information ("1," "5") will be displayed in a specific column when the winning lottery results in a loss in the normal effect mode. This allows players to enjoy the differences in presentation modes even more.

[0187] As shown in Figures 22(c) and 22(d), when the second stop timing specified in the variation pattern arrives, the performance display device 15 displays the performance pattern stopped in the right pattern column, and then when the third stop timing specified in the variation pattern arrives, the performance pattern is displayed stopped in the middle pattern column.

[0188] 23(a) shows the situation when the variable game is started in the third chance presentation mode. At this time, the variable game pattern executed is the variable pattern HD01, which specifies the presentation content in which a losing symbol combination is stopped and displayed without reaching a reach.

[0189] As shown in FIG. 23(b), when the stop timing determined in the variation pattern arrives, the effect display device 15 displays effect symbols in all columns. Here, it is assumed that the effect display device 15 displays a combination of effect symbols with the identification information (number) "157" in a stopped state. That is, it is assumed that the effect display device 15 displays an effect symbol with the Arabic numeral "1" decorated with a star in the left pattern column, an effect symbol with the Arabic numeral "5" decorated with a star in the middle pattern column, and an effect symbol with the Arabic numeral "7" decorated with a star in the right pattern column. The probability that the first identification information ("2," "4," "6," "8") is displayed in a specific column when the winning lottery result is a loss in the third chance effect mode is different from the probability that the first identification information ("2," "4," "6," "8") is displayed in a specific column when the winning lottery result is a loss in the normal effect mode. Similarly, the probability that the second symbols ("1", "5") will be displayed in a specific column when the winning lottery result is a loss in the third chance presentation mode is different from the probability that the second symbols ("1", "5") will be displayed in a specific column when the winning lottery result is a loss in the normal presentation mode. This allows players to enjoy the differences between the presentation modes even more.

[0190] The effects of this embodiment will be described. (1) In addition to the fact that the design of the identifiers differs depending on the presentation mode, by varying the stop rate of the identifiers depending on the presentation mode, it is possible to give a stronger impression that the normal presentation mode and the third chance presentation mode are different. Furthermore, since the degree of expectation of a prize differs depending on the type of identifier, it is possible to easily draw attention to the type of identifiers that are stopped and displayed, and as a result, it is possible to give a stronger impression that the normal presentation mode and the third chance presentation mode are different. Therefore, it is possible to increase interest.

[0191] (2) In particular, the stop rates of the identification information differ when the result of the winning lottery is a miss and no reach is formed by the identification information, so it is easy to recognize the difference in the stop rates of the identification information. (3) Furthermore, even in the same normal presentation mode, the stop ratio of the identification information differs depending on the variation pattern, which makes it possible to suppress boredom in the normal presentation mode. In particular, even in the same normal presentation mode, the stop ratio of both the first identification information ("2," "4," "6," "8") and the second identification information ("1," "5") differs depending on the variation pattern, which makes it possible to further suppress boredom in the normal presentation mode.

[0192] (4) Furthermore, even in the same normal presentation mode, the stopping rate of the identification information differs depending on the number of fluctuation cycles constituting the pseudo-sequential fluctuation game, so that boredom in the normal presentation mode can be further suppressed. In particular, even in the same normal presentation mode, the stopping rate of both the first identification information ("2," "4," "6," "8") and the second identification information ("1," "5") differs depending on the number of fluctuation cycles constituting the pseudo-sequential fluctuation game, so that boredom in the normal presentation mode can be further suppressed.

[0193] (5) Even in the same normal presentation mode, the stopping rate of the identifiers differs depending on the time from when the variable game is executed until the presentation symbols are stopped and displayed in a specific column, so that boredom in the normal presentation mode can be suppressed. In particular, even in the same normal first presentation mode, the stopping rate of both the first identifiers ("2," "4," "6," "8") and the second identifiers ("1," "5") differs depending on the time from when the variable game is executed until the presentation symbols are stopped and displayed in a specific column, so that boredom in the normal presentation mode can be further suppressed.

[0194] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The information stored in the main control RWM83 and some or all of the information stored in the sub-control RWM93 may be backup information that can be backed up (retained) even if the power supply is interrupted. For example, if some or all of the information related to the execution of a variable game is used as backup information, if the power supply is interrupted during the execution of the variable game and then restarted, the information may be executable again or may be unexecutable (unrestartable) after the power supply is restarted. In other words, whether the game is controlled in the normal presentation mode or the third chance presentation mode, if the power supply is interrupted during the period from when multiple columns of identifying information are variably displayed until when multiple columns of identifying information are statically displayed in the variable game, the multiple columns of identifying information may not be variably displayed when the power supply is restarted.

[0195] As an example, if the power supply is cut off during the execution of a variable game and then restarted, and the variable game is configured to be unable to resume after the power supply is restarted, the identification information displayed when the next variable game is started may differ depending on the identification information that was scheduled to be displayed as static in the previous variable game. Specifically, if the power supply is cut off during the execution of a variable game in which the identification information "258" is scheduled to be displayed as static, and the power supply is then started, the identification information may not be displayed until the next variable game is executed, and the variable display may start from the identification information "258" when the next variable game is started, assuming that the identification information "258" was displayed as static. Also, specifically, if the power supply is cut off during the execution of a variable game in which the identification information "121" is scheduled to be displayed as static, and the power supply is then started, the identification information may not be displayed until the next variable game is executed, and the variable display may start from the identification information "121" when the next variable game is started, assuming that the identification information "121" was displayed as static.

[0196] With this configuration, when the fluctuation pattern of the variable game when power supply is started is the first specific fluctuation pattern, and when it is the second specific fluctuation pattern different from the first specific fluctuation pattern, the start-up identification information (identification information when the fluctuation display starts) when the variable display of the multiple columns of identification information starts is different in the next variable game after the variable game when power supply is started. As a result, when power supply is cut off during the execution of a variable game and then power supply is started, the start-up identification information when the next variable game starts is different, so that the player can recognize the fluctuation pattern of the variable game when power supply is started. Therefore, a decrease in the interest of a player who wants to recognize the fluctuation pattern of the previous variable game can be suppressed. Note that, as examples of the first specific fluctuation pattern and the second specific fluctuation pattern, a losing fluctuation pattern in which a reach is formed and a losing fluctuation pattern in which a reach is not formed are shown, but these are merely examples and are not limited thereto. The first specific fluctuation pattern and the second specific fluctuation pattern may be any different fluctuation patterns. As an example, each of the first specific fluctuation pattern and the second specific fluctuation pattern may be any different fluctuation pattern among fluctuation pattern HA01 to fluctuation pattern HA16, fluctuation pattern HB01 to fluctuation pattern HB06, fluctuation pattern HC01 to fluctuation pattern HC06, and fluctuation pattern HD01 to fluctuation pattern HD03. In other words, each of the first specific fluctuation pattern and the second specific fluctuation pattern may be any fluctuation pattern among a loss fluctuation pattern, a time-saving trigger fluctuation pattern, a small win fluctuation pattern, a big win fluctuation pattern, a first normal win fluctuation pattern, and a second normal win fluctuation pattern.

[0197] The determination rate of the first stop symbol in each variation pattern may be changed arbitrarily. For example, in the normal presentation mode, when the winning lottery results in a loss, the probability that the identifiers (numbers) "2," "4," "6," and "8" are displayed in a specific column (for example, the column in which the first stop symbol is displayed) among the multiple columns may be higher than the probability that the identifiers (numbers) "1" and "5" are displayed in a specific column when the winning lottery results in a loss. For example, in the normal presentation mode, when the winning lottery results in a loss and no winning combination is formed by the identifiers, the probability that the identifiers (numbers) "2," "4," "6," and "8" are displayed in a specific column among the multiple columns may be higher than the probability that the identifiers (numbers) "1" and "5" are displayed in a specific column when the winning lottery results in a loss and no winning combination is formed by the identifiers. As an example, in the normal presentation mode, the probability that identification information (numbers) "2," "4," "6," and "8" are stopped and displayed in a specific column in a pseudo-consecutive variation game consisting of one variation cycle may be lower than the probability that identification information (numbers) "2," "4," "6," and "8" are stopped and displayed in a specific column in a pseudo-consecutive variation game consisting of multiple variation cycles. As an example, in the normal presentation mode, the probability that identification information (numbers) "1" and "5" are stopped and displayed in a specific column in a pseudo-consecutive variation game consisting of one variation cycle may be higher than the probability that identification information (numbers) "1" and "5" are stopped and displayed in a specific column in a pseudo-consecutive variation game consisting of multiple variation cycles. As an example, the probability that the identification information (numbers) "2," "4," "6," and "8" will be displayed in a specific column when the time from when the variable game is executed to when the performance pattern is displayed in a specific column is a first time may be higher than the probability that the identification information (numbers) "2," "4," "6," and "8" will be displayed in a specific column when the time from when the variable game is executed to when the performance pattern is displayed in a specific column is a second time.As one example, the probability that the identifiers (numbers) "1" and "5" are displayed in a specific column when the time from when the variable game is executed to when the effect symbols are displayed in a specific column is a first time may be lower than the probability that the identifiers (numbers) "1" and "5" are displayed in a specific column when the time from when the variable game is executed to when the effect symbols are displayed in a specific column is a second time. As another example, the probability that the identifiers (numbers) "2," "4," "6," and "8" are displayed in a specific column when the winning lottery results in a loss in the third chance presentation mode may be higher than the probability that the identifiers (numbers) "2," "4," "6," and "8" are displayed in a specific column when the winning lottery results in a loss in the normal presentation mode. As another example, the probability that the identifiers (numbers) "1" and "5" are displayed in a specific column when the winning lottery results in a loss in the third chance presentation mode may be lower than the probability that the identifiers (numbers) "1" and "5" are displayed in a specific column when the winning lottery results in a loss in the normal presentation mode. As one example, the probability that the identification information (numbers) "2," "4," "6," and "8" are statically displayed in a specific column when the result of the winning lottery in the third chance presentation mode is a loss and a reach is not formed by the identification information may be higher than the probability that the identification information (numbers) "2," "4," "6," and "8" are statically displayed in a specific column when the result of the winning lottery in the third chance presentation mode is a loss and a reach is not formed by the identification information. As another example, the probability that the identification information (numbers) "1" and "5" are statically displayed in a specific column when the result of the winning lottery in the third chance presentation mode is a loss and a reach is not formed by the identification information may be lower than the probability that the identification information (numbers) "1" and "5" are statically displayed in a specific column when the result of the winning lottery in the third chance presentation mode is a loss and a reach is not formed by the identification information.

[0198] In a variable game with a variable pattern in which all rows of effect symbols are stopped and displayed simultaneously, the first time until the first stop timing arrives may differ depending on the effect mode and may differ depending on the variable pattern.

[0199] In a variable game with a variable pattern in which all rows of effect symbols are stopped and displayed in order, the second time until the first stop timing arrives may differ depending on the effect mode and may differ depending on the variable pattern.

[0200] The rate at which a ball enters the second starting hole 23 in each time-shortening state may be changed as desired. As an example, the first time-shortening state and the second time-shortening state may be states in which it is easy for a game ball to enter the second starting hole 23. In this case, a special effect game may be executed in the first time-shortening state and the second time-shortening state.

[0201] There may be multiple types of small hits. When multiple types of small hits are provided, there may be multiple types of small hit games. In this case, the upper limit number may differ depending on the type of small hit game. Also, the upper limit time may differ depending on the type of small hit game. Also, the specific number may differ depending on the type of small hit game. The big hit game that occurs when the occurrence conditions are met in the small hit game may differ depending on the type of small hit (small hit game).

[0202] When multiple types of small wins are provided, there may be a small win that is or is likely to be a condition for ending the time-saving state, and the small win that is or is likely to be a condition for ending the time-saving state may differ depending on the type of time-saving state. When configured in this way, in the time-saving state, when a gaming ball enters the second starting opening 23, the gaming ball may not enter the second large winning opening 25, or may be difficult to enter. In this way, depending on the type of time-saving state, any jackpot game (a jackpot game based on any small win game) can be generated with an extremely high probability.

[0203] The probability of determining a normal winning symbol may be the same regardless of the current game state. In this case, even if the same normal winning symbol is determined, the operation pattern of the opening / closing piece 23a of the second start opening 23 may be different depending on the current game state. In other words, the probability of determining a normal winning symbol may be the same as long as the probability that a gaming ball can easily enter the second start opening 23 while it is open varies depending on the current game state and the trigger controlled by that game state.

[0204] Even if the effect content is the same, the time until the first stop timing arrives may be different. Specifically, for a variation pattern in which the effect content without reach is determined and all rows of effect symbols are determined to stop in order, there may be a variation pattern in which the time from the start of the variation game until the first stop timing arrives is determined to be a first time, and a variation pattern in which the time from the start of the variation game until the first stop timing arrives is determined to be a second time. In this case, the determination ratio of different identification information may differ depending on the time from the start of the variation game until the first stop timing.

[0205] The expected bonus rate may vary depending on the time from when the variable game starts until the first stop timing arrives. The time from when the variable game starts until the first stop timing arrives may vary among multiple variable patterns with predetermined effects including pseudo consecutive effects, may vary among multiple variable patterns with predetermined effects including NR effects, or may vary among multiple variable patterns with predetermined effects including SR effects.

[0206] The variation patterns that can be determined when the game machine is controlled in the normal presentation mode may include a small win variation pattern and a time-saving trigger variation pattern. This allows the game machine to execute a variation game using a variation pattern that also corresponds to the case where a small win variation game or a time-saving trigger variation game is executed when the game machine is controlled in the normal presentation mode due to some kind of malfunction.

[0207] In the above embodiment, the second and third stop symbols are determined after the first stop symbol, but this is not limited to this. The second stop symbol may be determined first, the third stop symbol may be determined first, or the first, second, and third stop symbols may be determined simultaneously.

[0208] The expectation of a reward may include the expectation of a reward being awarded in addition to or instead of the expectation of a relatively large reward being awarded in the case where a reward is awarded. The first special game and the second special game may be executed in the order of winning at the first start slot 22 and the second start slot 23.

[0209] One of the first and second special games may be executed in preference to the other special game. The pachinko gaming machine 10 may be equipped with a probability variable function. For example, a pachinko gaming machine 10 equipped with a probability variable function may be configured to provide a high probability state until the next jackpot game, a high probability state until a drop lottery is won (a so-called drop machine), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). Furthermore, a pachinko gaming machine 10 equipped with a probability variable function may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area within the first large prize opening 24 (a so-called V probability variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a drop machine and a V probability variable machine.

[0210] The pachinko gaming machine 10 may be of the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win.

[0211] The main control CPU 81, main control ROM 82, main control RWM 83, and random number generation circuit 84 may be configured on a single chip. The specific configuration of the game board 20 may be changed arbitrarily.

[0212] The sub-substrate 90 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 15, a light-emitting control substrate that specializes in controlling the decorative light-emitting device 14, and a sound control substrate that specializes in controlling the sound output device 13 may be provided separately from the sub-substrate 90. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate. In an embodiment, the main control CPU 81 and the sub-control CPU 91 may be mounted on a single substrate. The display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.

[0213] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (A) A gaming machine capable of executing a variable game based on the result of a winning lottery in which, after variably displaying a plurality of columns of identifying information, the plurality of columns of identifying information are statically displayed, comprises a presentation mode control means for controlling a presentation mode, and a variable game control means for controlling the execution of the variable game, wherein the identifying information includes first identifying information and second identifying information having a higher expectation of a bonus when statically displayed in the variable game than the first identifying information, and the presentation modes include a first presentation mode and a second presentation mode in which the first identifying information and the second identifying information have different designs from those of the first presentation mode, and in the first presentation mode, when the result of the winning lottery is a losing one, the first identifying information is displayed in a specific column of the plurality of columns, and the second identifying information is displayed in a specific column of the plurality of columns. A gaming machine in which the probability of the identification information being displayed in a static state is different from the probability of the second identification information being displayed in a static state in the specific column when the result of the winning lottery is a loss, the probability of the first identification information being displayed in a static state in the specific column when the result of the winning lottery is a loss in the second presentation mode is different from the probability of the first identification information being displayed in a static state in the specific column when the result of the winning lottery is a loss in the first presentation mode, and the probability of the second identification information being displayed in a static state in the specific column when the result of the winning lottery is a loss in the second presentation mode is different from the probability of the second identification information being displayed in a static state in the specific column when the result of the winning lottery is a loss in the first presentation mode.

[0214] (b) A gaming machine capable of executing a variation game based on the result of a winning lottery in which identification information of a plurality of columns is variably displayed and then the identification information of the plurality of columns is statically displayed, the gaming machine comprising: a variation pattern determination means for determining a variation pattern capable of specifying a variation time of the variation game; a presentation mode control means for controlling a presentation mode; and a variation game control means for controlling execution of the variation game, wherein the identification information includes first identification information and second identification information having a higher expectation of a benefit when statically displayed in the variation game than the first identification information; the presentation modes include a first presentation mode and a second presentation mode in which designs of the first identification information and the second identification information differ from those of the first presentation mode; the variation patterns include a first variation pattern that can be determined when the result of the winning lottery is a losing one, and a second variation pattern different from the first variation pattern; and wherein in the first presentation mode, a probability that the first identification information will be statically displayed in a specific column among the plurality of columns when the variation game of the first variation pattern is executed and a probability that the second identification information will be statically displayed in the specific column when the variation game of the first variation pattern is executed are determined. a probability that the first identification information will be displayed stationary in the specific column when the variation game of the first variation pattern is executed is different from a probability that the first identification information will be displayed stationary in the specific column when the variation game of the second variation pattern is executed; a probability that the second identification information will be displayed stationary in the specific column when the variation game of the first variation pattern is executed is different from a probability that the second identification information will be displayed stationary in the specific column when the variation game of the second variation pattern is executed; a probability that the first identification information will be displayed stationary in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from a probability that the first identification information will be displayed stationary in the specific column when the result of the winning lottery in the first presentation mode is a loss; and a probability that the second identification information will be displayed stationary in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from a probability that the second identification information will be displayed stationary in the specific column when the result of the winning lottery in the second presentation mode is a loss.

[0215] (c) A gaming machine capable of variably displaying identification information in a plurality of columns and then executing a variable game in which the identification information in the plurality of columns is statically displayed based on the result of a winning lottery, comprising: a presentation mode control means for controlling a presentation mode; and a variable game control means for controlling the execution of the variable game, wherein the identification information includes first identification information and second identification information which, when statically displayed in the variable game, has a higher expectation of a bonus than the first identification information, and the presentation modes include a first presentation mode and a second presentation mode in which the first identification information and the second identification information have different designs from those in the first presentation mode, and in the first presentation mode, the probability that the first identification information will be statically displayed in a specific column among the plurality of columns when the result of the winning lottery is a miss and no reach is formed by the identification information, and ... a probability that the second identification information will be stopped and displayed in the specific column when a reach is not formed by the identification information in the second presentation mode is different from a probability that the first identification information will be stopped and displayed in the specific column when a result of the winning lottery in the second presentation mode is a miss and a reach is not formed by the identification information in the first presentation mode is different from a probability that the first identification information will be stopped and displayed in the specific column when a result of the winning lottery in the second presentation mode is a miss and a reach is not formed by the identification information in the second presentation mode is different from a probability that the second identification information will be stopped and displayed in the specific column when a result of the winning lottery in the second presentation mode is a miss and a reach is not formed by the identification information in the first presentation mode.

[0216] (D) A gaming machine capable of executing a pseudo-sequential fluctuation game consisting of one or more fluctuation cycles based on the result of a winning lottery, comprising: a presentation mode control means for controlling a presentation mode; and a fluctuation game control means for controlling the execution of the pseudo-sequential fluctuation game, wherein the identification information of the pseudo-sequential fluctuation game includes a first identification information and a second identification information having a higher expectation of a benefit when stopped in the pseudo-sequential fluctuation game than the first identification information, and the presentation modes include a first presentation mode and a second presentation mode having a different design from the first presentation mode in terms of the first identification information and the second identification information, and in the first presentation mode, the probability that the first identification information will be stopped and displayed in a specific column when the result of the winning lottery is a loss is different from the probability that the second identification information will be stopped and displayed in the specific column when the result of the winning lottery is a loss, and the probability that the first identification information will be stopped and displayed in the specific column in the pseudo-sequential fluctuation game consisting of one of the fluctuation cycles is a probability that the first identification information will be displayed stationary in the specific column in the pseudo-sequential variation game consisting of a plurality of the variation cycles is different from a probability that the second identification information will be displayed stationary in the specific column in the pseudo-sequential variation game consisting of one variation cycle is different from a probability that the second identification information will be displayed stationary in the specific column in the pseudo-sequential variation game consisting of a plurality of the variation cycles; a probability that the first identification information will be displayed stationary in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from a probability that the first identification information will be displayed stationary in the specific column when the result of the winning lottery in the first presentation mode is a loss; and a probability that the second identification information will be displayed stationary in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from a probability that the second identification information will be displayed stationary in the specific column when the result of the winning lottery in the first presentation mode is a loss.

[0217] (e) A gaming machine capable of variably displaying identification information in a plurality of columns and then executing a variable game in which the identification information in the plurality of columns is statically displayed based on the result of a winning lottery, the gaming machine comprising: a presentation mode control means for controlling a presentation mode; and a variable game control means for controlling the execution of the variable game, wherein the identification information includes a first identification information and a second identification information having a higher expectation of a benefit when statically displayed in the variable game than the first identification information, the presentation modes include a first presentation mode and a second presentation mode in which the first identification information and the second identification information have designs different from those of the first presentation mode, and in the first presentation mode, a probability that the first identification information will be statically displayed in a specific column among the plurality of columns when the result of the winning lottery is a loss is different from a probability that the second identification information will be statically displayed in the specific column when the result of the winning lottery is a loss, and a probability that the first identification information will be statically displayed in the specific column when the result of the winning lottery is a loss is different, and a probability that the first identification information will be statically displayed in the specific column when the time until the identification information is statically displayed is a second time different from the first time, the probability that the second identification information will be statically displayed in the specific column when the time from the execution of the variable game to the time until the identification information is statically displayed in the specific column is the first time is different from the probability that the second identification information will be statically displayed in the specific column when the time from the execution of the variable game to the time until the identification information is statically displayed in the specific column is the second time, the probability that the first identification information will be statically displayed in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from the probability that the first identification information will be statically displayed in the specific column when the result of the winning lottery in the first presentation mode is a loss, and the probability that the second identification information will be statically displayed in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from the probability that the second identification information will be statically displayed in the specific column when the result of the winning lottery in the second presentation mode is a loss.

[0218] (e) A gaming machine as set forth in any of Supplementary Notes (a), (b), (c), (d), and (e), in which, whether controlled in the first presentation mode or the second presentation mode, power supply is cut off during the period from when the identification information of the multiple columns is displayed in a variable manner in the variable game to when the identification information of the multiple columns is displayed stationary, and when power supply is subsequently started, the identification information of the multiple columns is not displayed in a variable manner, and when the variation pattern of the variable game when power supply is started is a first specific variation pattern and when it is a second specific variation pattern different from the first specific variation pattern, the starting identification information when the variable display of the identification information of the multiple columns begins is different in the variable game following the variable game in which power supply is started. [Explanation of symbols]

[0219] A...First jackpot game B...Second jackpot game C...Third jackpot game CL...Center line D...Fourth jackpot game HA01~HA16, HB01~HB06, HC01~HC06, HD01~HD03...Fluctuating pattern O1...First jackpot O2...Second jackpot O3...Third jackpot SE1...First start sensor SE2...Second start sensor SE3...First count sensor SE4...Second count sensor SE5...Specific sensor SE6...Gate sensor SE7...Normal sensor SL1...Normal solenoid SL2...First special solenoid SL3...Second special solenoid SL4...Distribution solenoid Z1...First jackpot symbol Z2...Second jackpot symbol Z3...Third jackpot symbol Za...Small jackpot symbol 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...middle frame 11c...front frame 11d...opening 13...audio output device 14...decorative light-emitting device 15...effect display device 15a...display area 16...effect execution device group 18...launch handle 19a...first special symbol display device 19a-19e...display device 19b...second special symbol display device 19c...first special hold display device 19d...second hold display device 19d...second special hold display device 19e...normal symbol display device 19f...normal hold display device 20...game board 20a...game area 20b...display window 20c...inlet 22...first start port 23...second start port 23a...opening / closing piece 24...first large prize port 24a...opening / closing piece 25...second large prize port 25a...opening / closing piece 26...passage 26a...first passage 26b...second passage 27... Branching section 28... Distribution shutter 29... Gate 29a... Gate opening 30... Normal winning opening 31... Outlet opening 80... Main circuit board 81... Main control CPU 82... Main control ROM 83... Main control RWM 84... Random number generation circuit 90... Sub-circuit board 91... Sub-control CPU 92... Sub-control ROM 93... Sub-control RWM

Claims

[Claim 1] In a gaming machine that can execute a specific variation effect consisting of one or more variation cycles based on the result of a winning lottery, a presentation mode control means for controlling a presentation mode; A variable performance control means for controlling the execution of the specific variable performance, The identification information of the specific variable performance includes first identification information and second identification information having a higher expectation of a benefit when stopped and displayed in the specific variable performance than the first identification information, The presentation modes include a first presentation mode and a second presentation mode in which the first identification information and the second identification information have designs different from those of the first presentation mode, In the first presentation mode, the probability that the first identification information is displayed stopped in a specific column when the result of the winning lottery is a loss is different from the probability that the second identification information is displayed stopped in the specific column when the result of the winning lottery is a loss; the probability that the first identification information is displayed stopped in the specific column in the specific variation presentation consisting of one variation cycle is different from the probability that the first identification information is displayed stopped in the specific column in the specific variation presentation consisting of multiple variation cycles; the probability that the second identification information is displayed stopped in the specific column in the specific variation presentation consisting of one variation cycle is different from the probability that the second identification information is displayed stopped in the specific column in the specific variation presentation consisting of multiple variation cycles; the probability that the first identification information will be displayed in a stopped state in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from the probability that the first identification information will be displayed in a stopped state in the specific column when the result of the winning lottery in the first presentation mode is a loss; and the probability that the second identification information will be displayed in a stopped state in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from the probability that the second identification information will be displayed in a stopped state in the specific column when the result of the winning lottery in the first presentation mode is a loss; The time from when the specific variable performance is executed until when the identification information is stopped and displayed in the specific column varies depending on the performance mode, In the first presentation mode, the probability that the first identification information or the second identification information will be displayed stopped in the specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information, resulting in a first stop pattern in the specific variation presentation consisting of one variation cycle, is different from the probability that the first identification information or the second identification information will be displayed stopped in the specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information, resulting in a second stop pattern in the specific variation presentation consisting of one variation cycle.

Citation Information

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