gaming machines

The gaming machine enhances player engagement by incorporating a game control unit and presentation control unit to create dynamic symbol displays and sound effects, addressing the need for increased interest in gameplay.

JP7804335B2Active Publication Date: 2026-01-22KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023103096
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-23
Publication Date
2026-01-22
Estimated Expiration
2043-06-23

AI Technical Summary

Technical Problem

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

Method used

A gaming machine equipped with a game control unit capable of controlling special games and a presentation control unit for varied symbol displays and presentations, along with distinct sound outputs, to create multiple presentation modes and paths, enhancing the game's excitement and anticipation.

Benefits of technology

The implementation increases player enjoyment by providing dynamic and engaging gameplay experiences through varied visual and auditory effects, thereby improving overall game interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement of a game.SOLUTION: A game machine can execute a specific performance during execution of a variation performance, and can output a specific sound when executing the specific performance. The specific sound includes a first specific sound and a second specific sound different from the first specific sound. When executing the specific performance during the execution of the variation performance in a first performance mode, at least the first specific sound can be output. When executing the specific performance during the execution of the variation performance in a second performance mode, at least the second specific sound can be output.SELECTED DRAWING: Figure 116
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Description

[Technical Field]

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

[0002] In gaming machines, for example, Patent Document 1 describes limiting the number of variations during the time-saving state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2018-134136 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the gaming machines described in the above-mentioned patent documents, there was room for further improvement in terms of presentation to enhance the enjoyment of the game.

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

[0006] The present invention, which achieves the above objectives, is realized as a gaming machine as follows. This gaming machine (pachinko gaming machine 100) comprises a game control means (e.g., a game control unit 200) capable of controlling the progress of special games (e.g., jackpot games), and an effect control means (e.g., an effect control unit 300) capable of controlling the effects, wherein the game control means is capable of acquiring judgment information based on the fulfillment of start conditions, and is capable of displaying changing symbols based on the judgment information, the effect control means is capable of controlling the effect mode, and is capable of executing a changing effect in which multiple rows of effect symbols change along a predetermined path on the display means in conjunction with the changing effect, and is capable of executing specific effects (such as displaying the stop of decorative symbols 41, a reach effect, displaying decorative symbols 41 with matching numbers), and is capable of outputting specific sounds (such as a stop sound, a reach sound) when executing the specific effect, and the effect mode comprises a first effect mode (any of the first to fourth stages) and a second effect mode (a stage different from the first effect mode) different from the first effect mode. The specified sound includes a first specified sound and a second specified sound different from the first specified sound, and when the specified sound is performed during the execution of the variation performance in the first performance mode, at least the first specified sound can be output, and when the specified sound is performed during the execution of the variation performance in the second performance mode, at least the second specified sound can be output, and the variation performance includes a first variation performance in the first performance mode in which the predetermined path is the first path, and a second variation performance in the second performance mode in which the predetermined path is the second path different from the first path, The aforementioned symbols include a first symbol (symbols 1-9) and a second symbol (pseudo-consecutive symbol, advanced symbol) that is different from the first symbol. In the first variation effect (vertical scrolling variation), the above No. 1 A specific sound (stop sound) output when the symbols stop, or the specific effect (stop effect) to be performed, and in the second variation effect (horizontal scrolling variation) 2nd It is possible to make the specific sound output or the specific effect performed when the symbols stop different. It is possible to make the specific sound output or the specific performance executed when the second symbol (pseudo-consecutive symbol, development symbol) stops in the first variation performance the same as the specific sound output or the specific performance executed when the second symbol (pseudo-consecutive symbol, development symbol) stops in the second variation performance.When the aforementioned variation performance is initiated, a start performance can be executed, and the start performance has a first form (default) and a second form (chance performance) that is different from the first form, and the start performance can be made different in the first variation performance and the second variation performance, and in the first variation performance, a predetermined performance that makes one expect a big win (SP reach) is more likely to be executed when the start performance of the second form is executed than when the start performance of the first form is executed.

[0007] The above-mentioned reference numerals in this section are illustrative in the description of the present invention and do not limit the scope of the invention. [Effects of the Invention]

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

[0009] [Figure 1] This is a schematic front view of a pachinko game machine according to this embodiment. [Figure 2] This is a rear view of a pachinko game machine, as seen from the back. [Figure 3] (a) is an enlarged view showing an example of a display unit located in the lower left of the game board, (b) is a partial plan view of a pachinko game machine, and (c) is an enlarged view showing an example of a sub-information display unit located in the lower left of the game board. [Figure 4] This diagram shows the internal configuration of the control unit of the pachinko game machine according to this embodiment. [Figure 5] This is an explanatory diagram of the image / sound control unit and the lamp control unit of this embodiment. [Figure 6] This is a block diagram showing the functional configuration of the game control unit of this embodiment. [Figure 7] This flowchart shows the operation of the basic processing performed by the game control unit. [Figure 8] This flowchart shows the operation of the game control unit when the power is cut off. [Figure 9] This flowchart shows the main control processing of the game control unit. [Figure 10] This flowchart shows the process of the starter switch. [Figure 11] This is a flowchart showing the gate switch processing steps. [Figure 12-1] This is a flowchart showing the process of the standard prize entry switch. [Figure 12-2] This flowchart shows the process for the grand prize slot switch. [Figure 12-3] This flowchart shows the process of detecting an out-of-bounds ball and switching to the switch. [Figure 13] This is a flowchart showing the details of the special pattern processing. [Figure 14] This flowchart shows the process for determining a jackpot. [Figure 15] This flowchart shows the details of the variation pattern selection process. [Figure 16] This flowchart shows the process during the shutdown. [Figure 17] Flowchart showing the process for setting up customer waiting lists. [Figure 18] This is a flowchart showing the process of normal pattern processing. [Figure 19] This flowchart shows the process for handling the grand prize winners. [Figure 20] This is a flowchart showing the process for setting the game state. [Figure 21] This is a flowchart showing the details of the electric tulip processing. [Figure 22] This is a flowchart showing the process for identifying the MY value. [Figure 23] This is a flowchart showing the details of the completion determination process. [Figure 24] This diagram shows the relationship between the MY specific standard value, the difference in balls, and the MY value, based on the results of gameplay at multiple points throughout the day. [Figure 25]This diagram shows the relationship between the MY specific standard value, the difference in balls, and the MY value, based on the results of gameplay at multiple points throughout the day. [Figure 26] The diagram shows examples of the configuration of random numbers used in this embodiment, where (a) is a diagram showing an example of the configuration of a jackpot random number, (b) is a diagram showing an example of the configuration of a jackpot symbol random number, (c) is a diagram showing an example of the configuration of a minor win symbol random number, (d) is a diagram showing an example of the configuration of a reach random number, and (e) is a diagram showing an example of the configuration of a winning random number. [Figure 27] This figure shows an example of the settings for the variation patterns and tables used in the variation pattern selection process. [Figure 28] This figure shows an example of the settings for the variation patterns and tables used in the variation pattern selection process. [Figure 29] This figure shows an example of the settings for the variation patterns and tables used in the variation pattern selection process. [Figure 30] This figure shows an example of the settings for the variation patterns and tables used in the variation pattern selection process. [Figure 31] This is a block diagram illustrating an example of the RAM configuration of the game control unit, where (a) is a block diagram showing the configuration of the memory area, and (b) is a block diagram showing the configuration of each of the memory units shown in (a). [Figure 32] This is a block diagram illustrating an example of the RAM configuration of the performance control unit, where (a) is a block diagram showing the configuration of the reserved memory area, and (b) is a block diagram showing the configuration of each of the memory units shown in (a). [Figure 33] This flowchart shows the details of the pre-determination process. [Figure 34] This figure shows an example of pre-determination patterns and table settings used in the pre-determination process. [Figure 35] This figure shows an example of pre-determination patterns and table settings used in the pre-determination process. [Figure 36] This is a flowchart illustrating the operation of the performance control unit, where (a) is a diagram showing the main process and (b) is a diagram showing the interrupt process. [Figure 37]This is a flowchart showing the contents of the command reception process. [Figure 38] Figure 37 is a flowchart showing the contents of the pre-determination and performance selection processes. [Figure 39] Figure 37 is a flowchart showing the process for selecting the jackpot animation. [Figure 40] Figure 37 is a flowchart showing the contents of the ending sequence selection process. [Figure 41] Figure 37 is a flowchart showing the process of receiving customer waiting commands. [Figure 42] This is a flowchart showing the contents of the pre-operation notification process. [Figure 43] This flowchart shows the details of the special time-saving related processing. [Figure 44] This is a flowchart showing the details of the effects button processing. [Figure 45] This diagram shows the information displayed on the information display devices in each gaming section. [Figure 46] This diagram shows the main processing of the central control unit. [Figure 47] This diagram shows the initial processing of the lamp control unit. [Figure 48] This diagram shows the origin return process of the lamp control unit. [Figure 49] This diagram shows the initial operation process of the lamp control unit. [Figure 50] (a) is a diagram showing an example of a table for determining the initial operation pattern of the game board mechanism, and (b) is a diagram showing an example of a table for determining the initial operation pattern of the frame mechanism. [Figure 51] This figure shows a specific example of initial operation of various drive sources while settings are being changed. [Figure 52] This figure shows a specific example of initial operation of various drive sources while preparing to clear the RWM. [Figure 53] This figure shows a specific example of initial operation of various drive sources while the settings are being checked. [Figure 54] This figure shows a specific example of initial operation of various drive sources after changing settings. [Figure 55] This figure shows a specific example of initial operation of various drive sources after RWM clearing. [Figure 56] This figure shows a specific example of initial operation of various drive sources after confirming the settings. [Figure 57] This is a pre-determination presentation pattern table used when a game ball enters the first starting slot during normal gameplay. [Figure 58] This is a pre-determination presentation pattern table used when a game ball enters the second starting gate during a special time-saving game state. [Figure 59] This is a variation pattern table used when variation effects are performed based on winning a prize in the first starting slot during normal gameplay. [Figure 60] This is a variation pattern table used when variation effects are triggered based on winning a prize in the second starting slot during normal gameplay. [Figure 61] This is a variation animation pattern table used when variation animations are performed based on winning a prize in the second starting gate during a special time-saving game state. [Figure 62] This is a variation pattern table used when variation effects are performed based on winning a prize in the first starting gate during a special time-saving game state. [Figure 63] This diagram shows the various lights installed on a pachinko gaming machine. [Figure 64] This figure shows an example of a rainbow emission effect in the first rainbow emission mode. [Figure 65] This figure shows an example of a rainbow light emission effect in the second rainbow light emission mode. [Figure 66] This figure shows an example of a rainbow light emission effect in the third rainbow light emission mode. [Figure 67] This figure shows an example of a rainbow light emission effect in the third rainbow light emission mode. [Figure 68] This figure shows an example of a rainbow light emission effect in the fourth rainbow light emission mode. [Figure 69] This figure shows an example of a rainbow light emission effect in the fourth rainbow light emission mode. [Figure 70] This figure shows an example of a rainbow light emission effect in the fifth rainbow light emission mode. [Figure 71] This figure shows an example of a rainbow light emission effect in the sixth rainbow light emission mode. [Figure 72] This figure shows an example of a rainbow light emission effect in the seventh rainbow light emission mode. [Figure 73] This figure shows an example of a rainbow light emission effect in the eighth rainbow light emission mode. [Figure 74] This figure shows an example of a rainbow light emission effect in the ninth rainbow light emission mode. [Figure 75-1] This figure shows an example of a rainbow light emission effect in the 10th rainbow light emission mode. [Figure 75-2] This figure shows an example of a rainbow light emission effect in the 10th rainbow light emission mode. [Figure 75-3] This figure shows an example of a rainbow emission effect as a modified example. [Figure 76-1] This diagram shows how decorative patterns are perceived. [Figure 76-2] This diagram shows how decorative patterns are perceived. [Figure 76-3] This diagram shows how decorative patterns are perceived. [Figure 76-4] This diagram shows how decorative patterns are perceived. [Figure 76-5] This diagram shows how decorative patterns are perceived. [Figure 77-1] This is a diagram showing the path of change. [Figure 77-2] This is a diagram showing the path of change. [Figure 78] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 79] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 80] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 81] This diagram shows an example of a performance while waiting for customers. [Figure 82] This chart shows the flow of each performance when the customer-waiting performance shown in Figure 81 is executed. [Figure 83] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 84] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 85] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 86] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 87] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 88] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 89] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 90] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 91] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 92] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 93] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 94] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 95] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 96] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 97] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 98] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 99] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 100] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 101]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 102] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 103] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 104] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 105] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 106] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 107] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 108] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 109] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 110] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 111] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 112] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 113] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 114] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 115] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 116] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 117] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 118] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 119] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 120] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 121] This is a chart showing the flow of the effects performed in the variation effect example 13. [Figure 122] This is a chart showing the flow of the effects performed in the variation effect example 13. [Figure 123] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 124] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 125] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 126] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 127] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 128] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 129] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 130] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 131] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 132] This is a chart showing the flow of the effects performed in the variation effect example 17. [Figure 133] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 134] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 135] This is a chart illustrating the flow of the effects performed in the variation effect example 18. [Figure 136]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 137] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 138] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 139] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 140] This is a chart showing the flow of the effects performed in the variation effect example 19. [Figure 141-1] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 141-2] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 142] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 143] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 144] This is a chart illustrating the flow of the effects performed in the variation effect example 21. [Figure 145] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 146] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 147] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 148] This is a chart showing the flow of the effects performed in the variation effect example 22. [Figure 149] This is a chart showing the flow of the effects performed in variation 1 of variation example 13. [Figure 150] This is a chart showing the flow of the effects performed in variation 2 of variation example 13. [Figure 151] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 152]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 153] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Fig. 154] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 155] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 156] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 157] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 158] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 159] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 160] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 161] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 162] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 163] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 164] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 165] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 166] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 167] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 168] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 169] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 170] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 171] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 172] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 173] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 174] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 175] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 176] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 177] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 178] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 179] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 180] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 181] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 182] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 183] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 184] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 185] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 186] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 187]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 188] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 189] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 190] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 191] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 192] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 193] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 194] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 195] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 196] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 197] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 198] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 199] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 200] This is a chart showing the flow of the effects performed in the variation effect example 40. [Figure 201] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 202] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 203] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 204]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 205] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 206] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 207] This is a chart showing the flow of the effects performed in the variation effect example 43. [Figure 208] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 209] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 210] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 211] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 212] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 213] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 214] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 215] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 216] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 217] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 218] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 219] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 220] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 221]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 222] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 223] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 224] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 225] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 226] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 227] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 228] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 229] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 230] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 231] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 232] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 233] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 234] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 235] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 236] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 237] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 238] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 239] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 240] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 241] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 242] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 243] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 244] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 245] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 246] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 247] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 248] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 249] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 250] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 251] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 252] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 253] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 254] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 255] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 256]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 257] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 258] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 259] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 260] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 261] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 262] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 263] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 264] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 265] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 266] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 267] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 268] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 269] This is a chart illustrating the flow of the effects performed in the variation effect example 65. [Figure 270] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Fig. 271] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 272] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Fig. 273]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Fig. 274] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 275] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 276] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 277] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Fig. 278] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 279] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 280] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 281] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 282] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 283] This is a chart showing the flow of the effects performed in the variation effect example 71. [Figure 284] This is a chart showing the flow of the effects performed in the variation effect example 71. [Figure 285] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 286] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 287] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 288] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 289] This is a chart showing the flow of the effects performed in the variation effect example 73. [Figure 290]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 291] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 292] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 293] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Fig. 294] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 295] This is a chart showing the flow of the effects performed in the variation effect example 76. [Figure 296] This is a chart showing the flow of the effects performed in the variation effect example 76. [Figure 297] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 298] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 299] This is a chart showing the flow of the performance in the variation performance example 77. [Figure 300] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 301] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 302] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 303] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 304] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 305] This is a chart showing the flow of the effects performed in the variation effect example 78. [Figure 306] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 307]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 308] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 309] This chart shows the timing of when decorative symbols are displayed in various ways during the variation animation. [Figure 310] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 311] This chart shows the timing of vibration effects in response to button press effects. [Figure 312] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 313] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 314] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 315] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 316] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 317] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 318] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 319] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 320] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 321] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 322] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 323] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 324]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 325] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 326] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 327] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 328] This diagram illustrates the relationship between the stage controlled by the performance control unit and the stopping sound of the decorative patterns. [Figure 329] This diagram illustrates the relationship between the performance state in a pachinko game machine and the rainbow light effect that is performed. [Figure 330] This diagram shows an example of notification regarding the complete function. [Figure 331] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 332] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 333] This is a chart illustrating the flow of the content shown in Figure 332. [Figure 334] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 335] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 336] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 337] This chart shows the flow of the content shown in Figures 335 and 336. [Figure 338] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 339] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 340] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 341]This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 342] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 343] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 344] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 345] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 346] This diagram shows one aspect of the performance control unit's operation using the image display unit. [Figure 347] This is a chart showing the flow of the performance in variation 1 of variation example 71. [Figure 348] This is a chart showing the flow of the performance in variation 2 of variation example 71. [Figure 349] This is a diagram illustrating a variation of the second reach notification image. [Figure 350] This diagram illustrates variations in the display colors of numbers in decorative patterns. [Figure 351] This diagram illustrates variations in the sound effects output from the speaker. [Figure 352] This figure shows a modified version of the presentation when the decorative pattern of repeating digits is displayed according to the third aspect of the 16th viewing aspect. [Figure 353] This diagram illustrates an example of what happens when the performance button is pressed before the rainbow light effect starts during the customer waiting animation. [Figure 354] This diagram illustrates an example of what happens when the performance button is pressed while the rainbow light effect is being performed during the customer waiting animation. [Figure 355] This diagram shows a modified example of what happens when the performance button is operated while the rainbow light effect is being performed during the customer waiting animation. [Figure 356-1]This diagram illustrates the relationship between the case where the performance button is operated before the rainbow light effect starts during the customer waiting performance, and the case where the performance button is operated before the rainbow light effect starts during the jackpot variation performance. [Figure 356-2] This diagram illustrates the relationship between the case where the performance button is operated during the rainbow light effect in the customer waiting animation and the case where the performance button is operated during the rainbow light effect in the jackpot variation animation. [Figure 357] This diagram shows an example of the animation that occurs when a game ball enters a winning slot before the rainbow light effect begins during the customer waiting animation. [Figure 358] This diagram shows an example of a customer waiting animation during a shortened game mode. [Figure 359] This figure shows a modified version of variation example 81 of the variation effect. [Figure 360] This figure shows a modified version of variation example 81 of the variation effect. [Figure 361] This figure shows a modified version of variation example 81 of the variation effect. [Figure 362] This chart shows the flow of the effects performed in a modified version of Variation Effect Example 81. [Figure 363] This diagram illustrates the relationship between the performance state in a pachinko game machine and the rainbow light effect that is performed. [Figure 364] This figure shows a modified example 2 of variation 81 of the variable animation example. [Figure 365] This figure shows a modified example 3 of variation 81 of the variable animation example. [Figure 366] This figure shows a modified example of the lamp's illumination pattern when the first right-handed image is displayed. [Figure 367] This diagram shows an example of the animation that occurs when a game ball enters the first starting gate during a shortened game mode. [Figure 368] This diagram shows the illumination pattern of the lamps when the game is controlled from a shortened play state to a normal play state. [Figure 369] This figure shows a modified example of the presentation when a jackpot game is played after the jackpot variation presentation has ended in the time-saving game state. [Figure 370]This figure shows a modified example of the lamp's illumination pattern when a jackpot is won. [Figure 371] This diagram illustrates the relationship between cases where a pre-announcement is given and cases where a complete activation announcement is given during the execution of an indicative effect in the big win variation sequence. [Figure 372] This diagram illustrates the sequence of events that occur when the power to a pachinko machine is cut off and then restored during the execution of the rainbow light effect and pre-announcement in the big win variation sequence. [Figure 373] This diagram shows a modified version of the animation when the complete function is activated during the execution of the rainbow light effect in the big win variation animation. [Figure 374] This diagram illustrates the relationship between variations in the presentation and variations in the customer waiting presentation. [Figure 375] This figure shows a modified example of the lamp's illumination pattern during a demonstration. [Figure 376] This figure shows a modified example of the lamp's illumination pattern during a demonstration. [Figure 377] This figure shows a modified example of the lamp illumination pattern from the end of a round of a jackpot game after a jackpot variation animation in normal gameplay until the game is controlled to a time-saving game state. [Figure 378] This diagram shows the display sizes of decorative patterns according to the performance situation. [Figure 379] This figure shows a modified example of the lamp illumination pattern from the end of a round of a jackpot game after a jackpot variation animation in the time-saving game state until the game is controlled to the time-saving game state. [Figure 380] This diagram illustrates the relationship between the case where the power to the pachinko machine is cut off and then restored during the execution of a variation animation, and the case where the power to the pachinko machine is cut off and then restored when the complete function is activated. [Figure 381] This figure shows a modified example of how the number of prize balls awarded during a jackpot game is notified. [Figure 382] This diagram shows a modified version of the rainbow light effect that is executed when the effect button is pressed. [Figure 383]This figure shows a modified example of a method for notifying information regarding the assignment of game value. [Figure 384] This diagram illustrates the relationship between cases where a pre-notification is given and cases where a completion standby notification is given while the 30th rainbow image is being displayed. [Figure 385] This figure shows a modified example where a completion standby notification is issued while the 30th rainbow image is being displayed. DETAILED DESCRIPTION OF THE INVENTION

[0010] (First Embodiment) Embodiments of the present invention will be described in detail below with reference to the attached drawings. [Basic configuration of a gaming machine] Figure 1 is a schematic front view of the pachinko game machine 100 according to this embodiment. Figure 2 is a rear view of the pachinko game machine 100, as seen from the rear. Figure 3 is a diagram illustrating the pachinko game machine 100 according to this embodiment, where Figure 3(a) is an enlarged view showing an example of a display unit 130 located in the lower left of the game board 110, Figure 3(b) is a partial plan view of the pachinko game machine 100, and Figure 3(c) is an enlarged view showing an example of a sub-information display unit 80 located in the lower left of the game board. Figure 4 is a block diagram showing the internal configuration of the control unit of the pachinko game machine according to this embodiment. Figure 5 is an explanatory diagram of the image / sound control unit and lamp control unit of this embodiment. The pachinko game machine 100 shown in Figure 1 is an example of a game machine that is configured to pay out prize balls when game balls launched by the player enter a winning spot. This pachinko game machine 100 comprises a game board 110 from which game balls are launched, and a frame member 150 surrounding the game board 110. The game board 110 is detachably attached to the frame member 150.

[0011] The game board 110 has a game area 111 on its front for playing the game with game balls, a rail member 112 that forms a passage for game balls launched from below to rise to the upper position of the game area 111, and a guide member 113 that guides the game balls to the right side of the game area 111. In this embodiment, an image display unit 114 is provided in a position within the game area 111 that is easily visible to the player, displaying various images for the purpose of presentation. This image display unit 114 has a display screen such as a liquid crystal display, and as the game progresses, it displays decorative symbols to inform the player of the results of the special symbol lottery (symbol variation results), or displays presentation images such as the appearance of characters or items. The image display unit 114 is also provided with multiple layers as layers on which images are displayed, and an image is displayed on each of these multiple layers. Furthermore, the game board 110 of this embodiment is provided with a light guide plate 118 that emits light under predetermined conditions. The light guide plate 118 is a transparent resin panel such as acrylic, located in front of the game area 111, and is provided to cover the game area 111. The light guide plate 118 emits light in a manner appropriate to the state of the performance.

[0012] Furthermore, the front of the game board 110 is equipped with three movable components 115 and a board lamp 116 used for various effects. The three movable components 115 are arranged above the image display unit 114, aligned horizontally. When describing each of the three movable components 115 individually, the leftmost component 115 will be referred to as the "left movable component 1151," the center component 115 as the "center movable component 1152," and the rightmost component 115 as the "right movable component 1153." When no particular distinction is made between the three movable components 115, they will simply be referred to as the "movable component 115." The movable components 115 perform various effects by operating on the game board 110. In this embodiment, the movable components 115 are provided to be movable from the initial position shown in Figure 1 to the effect position, which is the position overlapping with the image display unit 114. In this embodiment, the left movable component 1151 and the right movable component 1153 are visible to the player in their initial positions. On the other hand, the middle movable component 1152 is located behind the upper frame lamp 1571 (described later) in its initial position, making it difficult or impossible for the player to see it.

[0013] The panel lamps 116 perform various effects by emitting light. The panel lamps 116 in this embodiment include an upper panel lamp 1161 located above the image display unit 114, a left panel lamp 1162 located to the left of the image display unit 114, a right panel lamp 1163 located to the right of the image display unit 114, and a lower panel lamp 1164 located below the image display unit 114.

[0014] The game area 111 is equipped with game pins and windmills (not shown) to alter the direction in which the game balls fall. Various prize-winning and lottery-related devices are also positioned within the game area 111. Furthermore, the game area 111 is equipped with an outlet 117 for discharging game balls that do not enter any of the prize-winning openings (described later as the first starting opening 121, second starting opening 122, major prize opening 125, and regular prize opening 127). The pachinko machine 100 also includes an out-ball detection switch (SW) 227 (see Figure 4, described later). The out-ball detection switch 227 detects all game balls launched into the game area 111.

[0015] In this embodiment, the game board 110 is equipped with various features related to prize winning and lotteries, including a first start opening 121 and a second start opening 122, which initiate a special symbol lottery (jackpot lottery) when a game ball enters, and a start gate (hereinafter simply referred to as a gate) 124, which initiates a normal symbol lottery (opening / closing lottery) when a game ball passes through. In Figure 1, the gates 124 are provided on the left and right sides of the game area 111, with the left gate 124 being labeled 124L and the right gate 124 being labeled 124R. The first start opening 121 and the second start opening 122 referred to here are prize openings that trigger the operation of a predetermined special symbol display. Specifically, the first start port 121 and the second start port 122 are equipped with switches (the first start port switch 211 and the second start port switch 212, described later) that detect the passage of a game ball when it enters a winning slot. When a game ball enters the first start port 121 or the second start port 122, these switches detect the passage of the game ball, which triggers the activation of the special symbol display. Furthermore, the first start port 121 of this embodiment is provided with a start port lamp 1211 that illuminates under predetermined conditions. The start port lamp 1211 illuminates in a manner appropriate to the performance situation.

[0016] The second starting opening 122 is equipped with an electric tulip (opening / closing member) 123, which is a standard electric feature in which a pair of tulip-shaped wings open and close and light up by an electric solenoid. The electric tulip 123 is configured such that when the wings are closed, it is difficult for the game ball to enter the second starting opening 122, but when the wings are open, the entrance to the second starting opening 122 is enlarged, making it easier for the game ball to enter the second starting opening 122. When the regular symbol lottery is won, the electric tulip 123 lights up or flashes and the wings open for a specified time (for example, 0.15 seconds to 1.8 seconds) and a specified number of times (for example, 1 to 3 times).

[0017] The pachinko game machine 100 has two game states: a no-electric-support state in which there are fewer opportunities for the ball to enter the second start port 122, and an electric-support state in which there are more opportunities for the ball to enter the second start port 122 than in the no-electric-support state. The machine is controlled to either the no-electric-support state or the electric-support state under predetermined conditions, such as triggered by the number of draws for a jackpot or a special symbol draw. The electric-support state is a game state controlled by one or more combinations of the following: shortening the normal symbol variation time, extending the opening time of the electric tulip 123, or increasing the probability of winning a normal symbol draw. Furthermore, the pachinko machine 100 has two game states: a no-time-saving state where the special symbol variation time is long, and a time-saving state where the special symbol variation time is shorter than in the no-time-saving state. Here, the time-saving state is considered to be more advantageous for the player than the no-time-saving state. In this embodiment, the electric support state and the time-saving state are controlled simultaneously. Furthermore, in the following description, the state with electric support and the time-saving state will simply be referred to as the time-saving state, and the state without electric support and without time-saving will simply be referred to as the state without time-saving.

[0018] Furthermore, in this embodiment, the game board 110 is equipped with other features related to prize winning and lotteries, including a large prize opening 125, which is a special electric feature that opens according to the result of the special symbol lottery, and a regular prize opening 127, which does not conduct a lottery even if a game ball enters it. The large prize opening 125 is provided with a large prize opening door 125D that opens and closes the large prize opening 125. In the following description, the open / closed state and opening / closing operation of the large prize opening door 125D may be conveniently described as the open / closed state and opening / closing operation of the large prize opening 125. Furthermore, in this embodiment, a display unit 130 is provided at the lower left position of the game board 110 to display the lottery results and the number of reserved balls.

[0019] By the way, in the pachinko game machine 100 shown in Figure 1, the second starting port 122 equipped with an electric tulip 123, the gate 124R, and the big prize port 125 are located in the right-hand area of ​​the game area 111. Therefore, in the pachinko game machine 100 of this embodiment, when trying to get the game balls into the second starting port 122, the gate 124R, the big prize port 125, etc., the game balls are directed down into the right-hand area of ​​the game area 111. Here, the left-hand area of ​​the game area 111 can also be considered as the first game area. Also, the right-hand area of ​​the game area 111 can also be considered as the second game area. In the illustrated example, the second starting port 122 equipped with the electric tulip 123, gate 124R, and the large prize port 125 are located in the right-hand area of ​​the game area 111, but this is not limited to this. The second starting port 122 equipped with the electric tulip 123, gate 124R, and the large prize port 125 may be located in the left-hand area of ​​the game area 111, and the first starting port 121, gate 124L, and the regular prize port 127 may be located in the left-hand area of ​​the game area 111. In this case, the right-hand area of ​​the game area 111 is considered the first game area. The left-hand area of ​​the game area 111 is considered the second game area.

[0020] Furthermore, the back of the game board 110 is fitted with a game control board 200B that determines the winning of special symbols, an effect control board 300B that comprehensively controls the effects, and a payout control board 330B that controls the launching and payout of game balls. Also fitted to the back of the game board 110 are various other boards not shown, such as an image control board (not shown) that controls the effects using images and sound, and a lamp control board (not shown) that controls the effects using various lamps and movable parts 115. Also fitted to the back of the game board 110 is a connector 200C that connects the game control board 200B and the effect control board 300B, and a switching power supply (not shown) that converts the supplied 24V AC power to DC power and outputs it to the various boards. The connector 200C is provided with multiple wires (not shown) for connecting the game control board 200B and the effect control board 300B.

[0021] The frame member 150 includes a handle 151 and a firing device 158 (see FIG. 4) that electrically fires game balls at a hitting force corresponding to the operation angle at a predetermined time interval (for example, 100 balls per minute) when a player touches the handle 151 and rotates the lever 152 clockwise. The handle 151 is provided with a touch sensor 151a and a firing volume 151b. Further, the handle 151 of the present embodiment is provided with a handle lamp 1511 that emits light under predetermined conditions. The handle lamp 1511 emits light in a manner corresponding to the production situation. The firing device 158 is provided with a firing solenoid 158a and a ball feed solenoid 158b. Further, the frame member 150 includes a supply device (not shown) that sequentially supplies game balls to the firing device one by one at a timing linked to the operation of the player's lever 152, and a dish 153 that temporarily stores the game balls supplied by the supply device to the firing device. For example, payout balls from a payout unit are paid out onto this dish 153. In the present embodiment, the dish 153 is configured as an integrated upper and lower dish, but a configuration example in which the upper dish and the lower dish are separated is also conceivable.

[0022] Further, the frame member 150 includes a stop button 154 for temporarily stopping the firing of game balls even when a player is touching the handle 151 of the firing device, and a takeout button 155 for dropping and taking out the game balls accumulated in the dish 153 into a box (not shown). Further, the frame member 150 includes a speaker 156 and a frame lamp 157 that notify the game state and situation of the pachinko game machine 100 and perform various productions. The speaker 156 performs various productions using music, voices, and sound effects. The frame lamp 157 is composed of a light emitter such as an LED, and performs various lighting effects based on patterns created by lighting and blinking, differences in emitted light colors, etc. Regarding the frame lamp 157, a configuration example enabling an effect of changing the light irradiation direction can be considered. The frame lamp 157 of the present embodiment includes an upper frame lamp 1571 positioned above the upper board lamp 1161, an upper left frame lamp 1572 positioned above the left board lamp 1162 and to the left of the upper frame lamp 1571, an upper right frame lamp 1573 positioned above the right board lamp 1163 and to the right of the upper frame lamp 1571, a left frame lamp 1574 positioned to the left of the left board lamp 1162, and a right frame lamp 1575 positioned to the right of the right board lamp 1163. Also, the frame member 150 includes a transparent plate (not shown) for separating the game board 110 from the player.

[0023] As shown in FIG. 3(a), the display 130 of the pachinko gaming machine hundred includes a first special symbol display 221 that operates in response to winning at the first start port 121, a second special symbol display 222 that operates in response to winning at the second start port 122, and a normal symbol display 223 that operates in response to passing through the gate 124. The first special symbol display 221 variably displays a special symbol based on winning at the first start port 121, and then stops displaying to show the lottery result. The second special symbol display 222 variably displays a special symbol based on winning at the second start port 122, and then stops displaying to show the lottery result. The first special symbol display 221 and the second special symbol display 222 perform cycle variations (cycle displays) with a cycle of 1 cycle (=256 ms) for the change in the display mode a plurality of times, and stop displaying when the variable time of the special symbol has elapsed. The normal symbol display 223 variably displays a normal symbol based on the game ball passing through the gate 124, and then stops displaying to show the lottery result. In the present embodiment, the first special symbol display 221 and the second special symbol display 222 are each composed of a display device with an array of LEDs, and the lottery result of the special symbol lottery is shown by the lighting mode thereof. Similarly, the normal symbol display 223 is also composed of a display device with an array of LEDs, and the lottery result of the normal symbol lottery is shown by the lighting mode thereof.

[0024] Furthermore, the display unit 130 includes a first special symbol hold indicator 218 that operates in response to a hold on the first special symbol indicator 221, a second special symbol hold indicator 219 that operates in response to a hold on the second special symbol indicator 222, and a normal symbol hold indicator 220 that operates in response to a hold on the normal symbol indicator 223. In this embodiment, the first special symbol hold indicator 218, the second special symbol hold indicator 219, and the normal symbol hold indicator 220 are each composed of display devices with an array of LEDs, and the number of holds is displayed by the way they are lit.

[0025] Now, let's explain the holding mechanism. If a game ball enters the first start port 121 or the second start port 122 while the special symbol is still changing (while the change display for one winning entry is being shown), the special symbol cannot start changing based on the subsequent winning entry because the special symbol is still changing. Therefore, subsequent winning entries are stored up to a predetermined number (for example, 4 balls), and the right to start the special symbol for those winning game balls is held in reserve until the change display for the previously winning game balls is completed. The same processing is applied to regular symbols as to special symbols. The fact that such symbols are being held and the number of these symbols (unchanged symbols) are displayed on the first special symbol hold indicator 218, the second special symbol hold indicator 219, and the regular symbol hold indicator 220.

[0026] Furthermore, the display unit 130 is equipped with a status indicator 224 that displays the status of the pachinko game machine 100. In this embodiment, the status indicator 224 is composed of a display device with two LEDs arranged in a row. One of the two LEDs lights up to indicate whether or not the pachinko game machine 100 is in a time-saving state where the special symbol variation time is short. The other LED lights up to indicate whether or not the machine is in a state that is advantageous to the player by shooting to the right (by changing the force of the game balls).

[0027] Furthermore, the display unit 130 is equipped with a round number display unit 225 that shows the number of rounds in which the large prize slot 125 is activated during a jackpot game, which is performed according to the result of the special symbol lottery. The jackpot game will be described later. The round number display unit 225 is a display device consisting of an array of LEDs, and the number of rounds in which the large prize slot 125 is activated during a jackpot game is displayed by the way the LEDs are lit.

[0028] Furthermore, the display unit 130 is equipped with a status indicator 226. The status indicator 226 consists of one LED and is used to indicate that the machine is set to the setting change mode or the setting confirmation mode, which will be described later. The LED lights up when the machine switches to the setting change mode or the setting confirmation mode, and turns off when the setting change mode or the setting confirmation mode ends. In this way, since the status indicator 226 is installed on the front (surface) of the gaming machine, it is possible to easily check whether the machine is set to the setting change mode or the setting confirmation mode. Note that the status indicator 226 can be installed anywhere except on the front (surface) of the pachinko gaming machine 100.

[0029] Furthermore, in this embodiment, the display is the same regardless of whether the setting is changed mode or confirmed mode, but it may be possible to display in a way that makes it recognizable which mode is set. For example, the status confirmation indicator 226 may be set to light up in setting change mode and blink in setting confirmation mode, or vice versa.

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

[0031] The frame member 150 of the pachinko game machine 100 is equipped with an input device for the player to input information regarding the game's effects. As shown in Figure 3(b), in this embodiment, as an example of an input device, an effect button 161 and an effect key 162 consisting of multiple keys arranged in a roughly cross shape adjacent to the effect button 161 are provided on the frame member 150. In the illustrated example, consider a case where the game's effects accept the operation of selecting one image from among multiple images. In this case, for example, the player can operate the effect key 162, which consists of four keys arranged in a cross shape, to indicate one of the multiple images displayed on the image display unit 114, and then operate the effect button 161 to select the indicated image. Furthermore, in addition to the illustrated effect button 161 and effect key 162, various input forms such as levers and handles can be adopted as input devices depending on the content of the effects. Furthermore, the performance button 161 of this embodiment is provided with a button lamp 1611 that illuminates under predetermined conditions. The button lamp 1611 illuminates in a manner appropriate to the performance situation.

[0032] Furthermore, the pachinko game machine 100 of this embodiment is equipped with a sub-information display 80 located inside the game area 111, consisting of a sub-first variation display 81, a sub-second variation display 82, a sub-first reserve display 83, a sub-second reserve display 84, a sub-normal diagram variation display 85, a sub-normal diagram reserve display 86, and a sub-right-hand play display 87. The sub-information display unit 80 is basically composed of LEDs and is designed for dynamic lighting. The sub-information display unit 80 does not have an indicator to show whether it is set to a setting change mode or a setting confirmation mode, unlike the status confirmation display unit 226.

[0033] Sub-first variable display 81 is for indicating (notifying) whether or not the first special symbol is currently being displayed in a variable state, and sub-second variable display 82 is for indicating (notifying) whether or not the second special symbol is currently being displayed in a variable state; each is composed of one LED. When the variable state of the corresponding special symbol begins to be displayed, the LED blinks at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), and lights up when the corresponding special symbol is displayed in a stopped state. In other words, sub-first variable display 81 and sub-second variable display 82 repeatedly perform a cycle display where one blink equals one cycle (=1 second), and lights up when the corresponding special symbol is displayed in a stopped state.

[0034] Furthermore, the results of the special symbol jackpot determination may be announced using the sub-first variable display 81 and the sub-second variable display 82. In this case, the LED should light up if it is a jackpot and turn off if it is a miss.

[0035] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold count), which will be described later, and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold count), which will be described later. Each indicator consists of two LEDs. When the hold count is "0", both the left and right LEDs are off. When the hold count is "1", the left LED lights up and the right LED is off. When the hold count is "2", both the left and right LEDs light up. When the hold count is "3", the left LED blinks and the right LED lights up. When the hold count is "4", both the left and right LEDs blink.

[0036] The sub-symbol variation indicator 85 is used to display (notify) the result of the winning lottery and is composed of a single LED. When the variation display of the regular symbols begins, the LED blinks (variation display) at predetermined intervals. When the regular symbols are displayed to stop, the mode indicating the result of the winning lottery (lit up for a win, off for a loss) is displayed to stop.

[0037] In addition, in the sub-normal symbol variation display 85, it may be configured to blink during the variation display of the normal symbol and turn on or off when the normal symbol stops being displayed, so that only whether the normal symbol is in the variation display can be grasped.

[0038] The sub-normal symbol hold display 86 is for displaying the number of normal symbol holds (the number of normal symbol holds). It is composed of two LEDs. When the number of normal symbol holds is "0", the left and right LEDs are turned off. When the number of normal symbol holds is "1", the left LED is turned on and the right LED is turned off. When the number of normal symbol holds is "2", the left and right LEDs are turned on. When the number of normal symbol holds is "3", the left LED blinks and the right LED is turned on. When the number of normal symbol holds is "4", the left and right LEDs blink.

[0039] The sub-right launch display 87 is for prompting the launch of a game ball toward the right area of the game area 111 (so-called right launch). It is composed of one LED. The LED is turned on during the jackpot state (special game) and the time-saving game state, and is turned off in other game states.

[0040] 〔Configuration of the control unit〕 Next, the control unit that performs operation control and signal processing in the pachinko machine 100 will be described. As shown in FIG. 4, the control unit includes, as game control means, a game control unit 200 that determines the winning of special symbols and the like. Also, as effect control means, it includes an effect control unit 300 that comprehensively controls the effects, and a payout control board 330B that performs payout control of game balls, launch control of game balls, and the like.

[0041] 〔Configuration and functions of the game control unit〕 The game control unit 200 includes a CPU 201 that performs calculations when determining whether a special symbol has been won, a ROM 202 that stores programs and various data executed by the CPU 201, and a RAM 203 used as working memory for the CPU 201. The RAM 203 also includes a special symbol hold memory area, a prize ball count memory area, a total payout memory area, a total out memory area, a payout memory area, a base memory area, a complete flag memory area, a complete standby flag memory area, a MY specific reference value memory area, a MY value memory area, and an error information memory area for storing information related to various error judgments. In addition to the memory areas mentioned above, the RAM 203 also includes numerous other memory areas and timer counters for measuring various times.

[0042] The game control unit 200 controls the game state of the pachinko game machine 100 to either a no-time-saving state or a time-saving state. The game state of the pachinko game machine 100 in the no-time-saving state may be referred to as the normal game state below. The game state of the pachinko game machine 100 in the time-saving state may be referred to as the time-saving game state below. In this embodiment, the time-saving game state includes a special time-saving game state and a specific time-saving game state. The special time-saving game state is a game state controlled via a jackpot game. The specific time-saving game state is a game state controlled when the number of times the special symbol has been displayed after a predetermined condition has been met (execution of RAM clear, reset of the number of variations) reaches a specific number (300 times in this embodiment). As a result, the game state of the pachinko machine 100 will be one of the following: normal game state, special time-saving game state, or specific time-saving game state. The game control unit 200 will then switch between the normal game state and the special time-saving game state based on predetermined conditions. The game control unit 200 will also switch between the normal game state and the specific time-saving game state based on predetermined conditions. Furthermore, the game control unit 200 will switch between the specific time-saving game state and the special time-saving game state based on predetermined conditions. In addition, in the time-saving game state, the game control unit 200 will perform controls such as increasing the probability of winning the regular symbol lottery compared to the normal game state, shortening the regular symbol variation time, and extending the opening time of the electric tulip 123.

[0043] In this context, the time-saving game state is considered more advantageous than the normal game state because the time for special symbol variations tends to be shorter, and it is possible to display a large number of special symbol variations in a shorter time than in the normal game state. On the other hand, the normal game state may be more likely to produce jackpot games with a larger number of rounds than the time-saving game state, in which case the normal game state may be considered more advantageous than the time-saving game state. Furthermore, the normal game state and the time-saving game state do not necessarily have an advantageous or disadvantageous relationship. In other words, the normal game state and the time-saving game state can be different states.

[0044] The game control unit 200 performs a special symbol lottery when a game ball enters the first start opening 121 or the second start opening 122. Then, a special game such as a jackpot game or a minor jackpot game is performed according to the result of the special symbol lottery. In a jackpot game, the game control unit 200 controls the large prize opening 125, which is a special electric mechanism, to repeat a predetermined number of rounds in which it remains open until a predetermined condition (for example, 29.5 seconds have elapsed or 10 game balls have entered) is met. The game control unit 200 then controls the opening and closing interval when the large prize opening 125 opens. In a minor jackpot game, the game control unit 200 controls the large prize opening 125, which is a special electric mechanism, to repeat a predetermined number of rounds (for example, 2 times) in which it remains open until a predetermined condition (for example, 0.9 seconds have elapsed) is met. The game control unit 200 then controls the opening and closing interval when the large prize opening 125 opens.

[0045] Furthermore, the game control unit 200 performs a regular symbol lottery when a game ball passes through the gate 124. Then, it controls the operation of the electric tulip according to the result of the regular symbol lottery. Furthermore, the game control unit 200 sets the reserves that are generated when a game ball enters the first start port 121 or the second start port 122 during a special symbol variation, and the reserves that are generated when a game ball passes through the gate 124 during a normal symbol variation. Furthermore, the game control unit 200 sends information related to game control, such as the results of the special symbol lottery and the regular symbol lottery, information on the change between the no-time-saving state and the time-saving state, and information on the hold settings, to the performance control unit 300 using commands described later.

[0046] Furthermore, when a game ball enters the first start opening 121, the second start opening 122, the big prize opening 125, or the regular prize opening 127, the game control unit 200 instructs the payout control board 330B to dispense a predetermined number of prize balls per game ball, depending on where the game ball entered. For example, if a game ball enters the first start opening 121, the unit sends an instruction (command) to the payout control board 330B to dispense 3 prize balls; if a game ball enters the second start opening 122, it dispenses 4 prize balls; if a game ball enters the big prize opening 125, it dispenses 13 prize balls; and if a game ball enters the regular prize opening 127, it dispenses 10 prize balls. When the payout control board 330B pays out prize balls in accordance with the instructions of the game control unit 200, the game control unit 200 obtains information regarding the number of prize balls paid out (prize ball count) from the payout control board 330B. This allows the game control unit 200 to manage the number of prize balls paid out.

[0047] The game control unit 200 is connected to the following detection means, as shown in Figure 4: a first start-up port detection unit (first start-up port switch (SW)) 211 for detecting when a game ball enters the first start-up port 121; a second start-up port detection unit (second start-up port switch (SW)) 212 for detecting when a game ball enters the second start-up port 122; an electric tulip opening / closing unit 213 for opening and closing the electric tulip 123; and a gate detection unit (gate switch (SW)) 214 for detecting when a game ball passes through the gate 124. Furthermore, the game control unit 200 is connected to a large prize slot detection unit (large prize slot switch (SW)) 215 for detecting when a game ball enters the large prize slot 125, a large prize slot door opening / closing unit 216 for setting the large prize slot door 125D of the large prize slot 125 between a closed state and a protruding tilted open state, and a normal prize slot detection unit (normal prize slot switch (SW)) 217 ​​for detecting when a game ball enters the normal prize slot 127.

[0048] Furthermore, the game control unit 200 is connected to a magnetic detection sensor 207 that detects abnormal magnetism over a predetermined period of time, and a radio wave detection sensor 208 that detects abnormal radio waves over a predetermined period of time. The magnetic detection sensor 207 and the radio wave detection sensor 208 are connected to the game control board 200B via wiring (not shown). Furthermore, the game control unit 200 is connected to a first special symbol reserve indicator 218 that displays the number of unspun reserved balls that entered the first start port 121 during the special symbol variation, a second special symbol reserve indicator 219 that displays the number of unspun reserved balls that entered the second start port 122 during the special symbol variation, and a normal symbol reserve indicator 220 that displays the number of unspun reserved balls that passed through the gate 124 during the normal symbol variation. Furthermore, the game control unit 200 is connected to a first special symbol display unit 221 that displays the variation of special symbols and the results of the special symbol lottery when a game ball enters the first start opening 121, a second special symbol display unit 222 that displays the variation of special symbols and the results of the special symbol lottery when a game ball enters the second start opening 122, a normal symbol display unit 223 that displays the variation of normal symbols and the results of the normal symbol lottery, and a status display unit 224 that displays the status of the pachinko game machine 100.

[0049] The detection signals detected by the first start port switch 211, the second start port switch 212, the gate switch 214, the big prize port switch 215, the regular prize port switch 217, the magnetic detection sensor 207, and the radio wave detection sensor 208 are sent to the game control unit 200. Control signals from the game control unit 200 are also sent to the electric tulip opening / closing unit 213, the big prize port door opening / closing unit 216, the first special symbol hold indicator 218, the second special symbol hold indicator 219, the regular symbol hold indicator 220, the first special symbol indicator 221, the second special symbol indicator 222, the regular symbol indicator 223, and the status indicator 224. As a result, the game control unit 200 performs various controls related to the number of prize balls paid out as described above.

[0050] Furthermore, the front surface of the game control board is equipped with a RAM clear switch 228 for inputting a signal to clear the contents of the RAM 203 of the game control unit 200 or to update the setting value of the level of advantage in the game (the probability of being judged as a jackpot), a setting key switch 229 for inputting a signal to switch to the setting change mode or setting confirmation mode described later by using the setting key, an information display 230 for displaying performance information and setting values ​​that allow the actual performance of the game machine to be understood, and other electronic components.

[0051] The information display unit 230 consists of four 7-segment displays (230a to 230d, see Figure 52 below) arranged horizontally. The two 7-segment displays 230a and 230b on the left form an identification segment for displaying identification information indicating the type of performance information (data type), while the two 7-segment displays 230c and 230d on the right form a numerical segment for displaying numerical information such as set values ​​and performance information values ​​(see Figure 51). Static illumination is used when displaying set values, and dynamic illumination is used when displaying performance information.

[0052] Furthermore, the game control unit 200 is connected to an external information terminal board 350 for the game panel, which transmits various information to a host computer (not shown) installed in the hall. The game control unit 200 then transmits information obtained from the payout control board 330B, such as the number of prize balls dispensed and the status of the game control unit 200, to the host computer via the external information terminal board 350.

[0053] [Configuration and functions of the payout control board] The payout control board 330B includes a payout control unit 330 that controls the payout of game balls and a launch control unit 360 that controls the launch of game balls. The payout control unit 330 includes a CPU 331 that performs calculation processing when controlling the payout of balls, a ROM 332 that stores programs and various data executed by the CPU 331, and a RAM 333 that is used as working memory for the CPU 331. The payout control unit 330 then controls the payout of balls based on commands sent from the game control unit 200. Specifically, the payout control unit 330 receives a command from the game control unit 200 to pay out a predetermined number of prize balls according to the location where the game ball entered (e.g., the first starting port 121). Then, it controls the payout drive unit 334 to pay out the number of prize balls specified in the command. The payout drive unit 334 here consists of a drive motor that sends game balls out from the game ball storage unit.

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

[0055] The launch control unit 360 includes a control circuit and input / output ports (not shown). The handle 151 is connected to the input port of the launch control unit 360, and the launch device 158 is connected to the output port of the launch control unit 360.

[0056] The touch sensor 151a is located inside the handle 151 and consists of a capacitive proximity switch that utilizes the change in capacitance caused by the player touching the handle 151. When the touch sensor 151a detects that the player has touched the handle 151, it outputs a touch signal to the launch control unit 360 that authorizes the launch solenoid 158a to be energized. If there is no touch signal input from the touch sensor 151a, the launch control unit 360 does not launch the game ball. The launch volume 151b is directly connected to the rotating part on which the handle 151 rotates and consists of a variable resistor. The launch volume 151b divides a constant voltage (e.g., 5V) applied to it using the variable resistor and supplies the divided voltage to the launch control unit 360 (making the voltage supplied to the launch control unit 360 variable). Based on the voltage divided by the launch volume 151b, the launch control unit 360 energizes the launch solenoid 158a and rotates a launching member (not shown) directly connected to the launch solenoid 158a, thereby launching a game ball into the game area 111.

[0057] The launch solenoid 158a is composed of a rotary solenoid, and a projectile member (not shown in the figure) is directly connected to the launch solenoid 158a. The rotation of the launch solenoid 158a causes the projectile member to rotate. The ball-feeding solenoid 158b consists of a straight-line solenoid and feeds the game balls on the plate 153 one by one towards the launching member directly connected to the launching solenoid 158a.

[0058] In the launch control unit 360, when it detects that the player's hand is touching the handle 151 based on a touch signal input from the touch sensor 151a, it allows power to be supplied to the ball feeding solenoid 158b and the launch solenoid 158a. When it detects that the rotation angle of the handle 151 has changed based on a detection signal from the launch volume 151b, it drives the ball feeding solenoid 158b and drives the launch solenoid 158a to fire game balls at a predetermined frequency (for example, 99.9 balls / minute) with a firing intensity corresponding to the rotation angle of the handle 151.

[0059] [Configuration and functions of the production control unit] The performance control unit 300 includes a CPU 301 that performs calculations when controlling the performance, a ROM 302 that stores programs and various data executed by the CPU 301, a RAM 303 used as working memory for the CPU 301, and a real-time clock (RTC) 304 that measures the date and time. The performance control unit 300 sets the performance content based, for example, on the result of the special symbol lottery and the variation pattern sent from the game control unit 200. In this case, it may also receive operation input from the user using the performance button 161 or performance key 162 and set the performance content according to the operation input. In this case, for example, it receives a signal (operation signal) corresponding to the operation from a controller (not shown) such as the performance button 161, and reflects the operation content identified by this operation signal in the performance setting. Furthermore, if the game is interrupted for a predetermined period of time, the performance control unit 300 will instruct the setting of a screen display for customer waiting as one of the performance elements. Furthermore, the performance control unit 300 sets the performance content based on the information received from the game control unit 200 regarding the no-time-saving state and the change in the time-saving state. Furthermore, the performance control unit 300 sends commands to the image / sound control unit 310 and the lamp control unit 320 to instruct them to execute the set performance content.

[0060] Furthermore, the performance control unit 300 is connected to an image / sound control unit 310 that controls performances using images and sounds, and a lamp control unit 320 that controls performances using various lamps and movable props 115.

[0061] Furthermore, the game control unit 200 and each functional unit connected to the input / output ports of the game control unit 200 can also be considered as game control means for controlling the progress of the game. Furthermore, the performance control unit 300, the various functional units connected to the input / output ports of the performance control unit 300, the payout control board 330B, the various functional units connected to the input / output ports of the payout control board 330B, and the external information terminal board 350 for the control panel can also be considered as performance control means for controlling the performances.

[0062] [Configuration and functions of the image / sound control unit] As shown in Figure 5, the image / sound control unit 310 includes a CPU 311 that performs calculations when controlling images and sounds that express the performance content, a ROM 312 that stores programs and various data executed by the CPU 311, a RAM 313 used as working memory for the CPU 311, a VDP (Video Display Processor) 314, a CGROM 315, and an SNDROM 316.

[0063] The image / sound control unit 310 then controls the image to be displayed on the image display unit 114 and the sound output from the speaker 156 based on commands sent from the performance control unit 300. Specifically, the CGROM 315 stores image data such as symbol images and background images to be displayed in the image display unit 114 during gameplay, decorative symbols to inform the player of the lottery results, and characters and items to display preview effects to the player. The SNDROM 316 stores various sound data such as music and voices, as well as sound effects such as jingles, which are output from the speaker 156 either in sync with the image data or independently of the image data. The CPU 311 analyzes animation patterns, creates a display list containing drawing commands, and sends the display list to the VDP 314 based on the hold count command or variable animation start command sent from the performance control unit 300.

[0064] The VDP314 reads image data and sound data stored in the CGROM315 and SNDROM316, respectively, based on the display list received from the CPU311. Furthermore, the VDP314 uses the read image data to perform drawing processing for displaying background images, pattern images, pattern image changes, and character / item displays, and uses the read sound data to perform sound processing. The VDP314 then controls the screen display on the image display unit 114 using the drawn image data. In addition, the VDP314 controls the sound output from the speaker 156 using the processed sound data. In this embodiment, the VDP314 is configured to perform audio processing in conjunction with drawing processing, but this is not limited to this configuration, and a separate processor dedicated to audio processing may be provided.

[0065] [Configuration and functions of the lamp control unit] The lamp control unit 320 includes a CPU 321 that performs calculation processing when controlling the illumination of various lamps and the operation of movable parts 115 and performance buttons 161, a ROM 322 that stores programs and various data executed by the CPU 321, and a RAM 323 that is used as working memory for the CPU 321. The lamp control unit 320 controls the lighting / flashing and light color of various lamps based on commands sent from the performance control unit 300. It also controls the operation of the movable prop 115 and the performance button 161.

[0066] Specifically, the ROM 322 of the lamp control unit 320 stores lighting / flashing pattern data and light emission color pattern data (light emission pattern data) for the panel lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start gate lamp 1211, and movable mechanism 115, according to the performance content set by the performance control unit 300. The CPU 321 selects and reads the light emission pattern data from the ROM 322 that corresponds to the command sent from the performance control unit 300. The lamp control unit 320 then controls the illumination of the panel lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start gate lamp 1211, and movable mechanism 115 based on the read light emission pattern data.

[0067] Furthermore, the panel lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start port lamp 1211, and movable mechanism 115 can all be considered as means of emitting light. In addition, the panel lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start port lamp 1211, and movable mechanism 115 may all be collectively referred to simply as "lamps" as means of emitting light. Also, the image display unit 114 displays images by emitting light from the display. Therefore, in a broad sense, the image display unit 114 can also be considered as a means of emitting light.

[0068] Furthermore, the frame lamp 157, button lamp 1611, and handle lamp 1511 are all provided on the frame member 150. Therefore, the frame lamp 157, button lamp 1611, and handle lamp 1511 can all be considered as means of illuminating the frame. Furthermore, the panel lamp 116, light guide plate 118, start port lamp 1211, image display unit 114, and movable mechanism 115 are all provided on the game board 110. Therefore, the panel lamp 116, light guide plate 118, start port lamp 1211, image display unit 114, and movable mechanism 115 can all be considered means of illuminating the board.

[0069] Furthermore, the ROM 322 of the lamp control unit 320 stores operation pattern data for the movable mechanism 115 according to the performance content set in the performance control unit 300. The CPU 321 controls the operation of the movable mechanism 115 based on the read operation pattern data.

[0070] In this embodiment, the game control unit 200, the performance control unit 300, the image / sound control unit 310, and the lamp control unit 320 are individually configured on the game control board 200B (main board), the performance control board 300B (sub-board), the image control board (not shown), and the lamp control board (not shown), all of which are located on the rear surface of the game board 110. In addition, the payout control unit 330 and the launch control unit 360 are individually configured on the payout control board 330B, which is located on the rear surface of the game board 110. Furthermore, in the configuration example described with reference to Figure 5, the effect button 161 and effect key 162 are connected to and controlled by the effect control unit 300, but are not limited to this. The effect button 161 and effect key 162 may also be connected to and controlled by the lamp control unit 320.

[0071] [Functional configuration of the game control unit] Next, we will explain the functional configuration of the game control unit 200. Figure 6 is a block diagram showing the functional configuration of the game control unit 200. As shown in Figure 6, the game control unit 200 includes a random number acquisition unit 231, a normal symbol determination unit 232, a special symbol variation control unit 233, a special symbol determination unit 234, and a normal symbol variation control unit 236 as functional units that perform various lottery processes. Furthermore, the game control unit 200 includes a variation pattern selection unit 235 as a functional unit that performs processing associated with the variation of special symbols. Furthermore, the game control unit 200 includes a large prize slot operation control unit 237, an electric tulip operation control unit 238, a prize ball processing unit 239, an output control unit 240, and a random number control unit 241, which are functional units that perform data processing related to the operation control of various prize features and prize balls.

[0072] The random number acquisition unit 231 acquires random numbers used for special symbol lottery and random numbers used for regular symbol lottery. Specifically, in the case of random numbers used for special symbol lottery, one number (random number) is selected (acquired) from a predetermined range of numbers for each type of random number, provided that a game ball enters the first start opening 121 or the second start opening 122. The acquired random number is used for determination by the special symbol determination unit 234. As will be described in more detail later, the random numbers used for special symbol lottery include jackpot random numbers indicating whether or not it is a jackpot, symbol random numbers indicating the type of jackpot, variation pattern random numbers, reach random numbers, etc. Furthermore, in the case of random numbers used for the regular symbol lottery, specifically, one number (random number) is selected (acquired) from a predetermined range of numbers, conditional on the game ball passing through gate 124. The acquired random number is used for determination by the regular symbol determination unit 232. In addition to a winning random number indicating whether or not it is a win, the random numbers used for the regular symbol lottery may also include symbol random numbers indicating the type of win, and variation pattern random numbers. When a special symbol lottery is held, the special symbol variation control unit 233 controls the variation of the special symbols in the first special symbol indicator 221 or the second special symbol indicator 222 according to the lottery result.

[0073] The special symbol determination unit 234, at the start of the special symbol variation, uses a random number table as shown in Figure 26 (described later) to determine whether the result of the special symbol lottery is a "jackpot or not," the "type of jackpot if a jackpot is won," and whether it is a "minor win or a miss if a jackpot is not won." In other words, the random number acquisition unit 231 acquires random values ​​related to the special symbol when the passage of a game ball is detected by the detection means, the first start port switch 211 or the second start port switch 212, and the special symbol determination unit 234 determines whether to perform a special game (jackpot game, etc.) that is advantageous to the player based on the acquired random values. The special symbol lottery (jackpot lottery) described above refers to the processing in the random number acquisition unit 231 and the special symbol determination unit 234.

[0074] The variation pattern selection unit 235 selects the variation pattern (variation time) of the special symbols displayed on the first special symbol display unit 221 and the second special symbol display unit 222. Specifically, the variation pattern selection unit 235 determines the variation pattern based on the determination result of whether or not to perform a jackpot game and the determination result of whether or not to use a variation pattern that allows for a reach effect (for example, 15.0 seconds or more) in the decorative symbol variation effect associated with the variation of the special symbols. Then, based on the variation pattern selected by the variation pattern selection unit 235, the special symbol variation control unit 233 controls the variation of the special symbols. Details of the operation of the variation pattern selection unit 235 and the special symbol variation control unit 233 will be described later. Here, "reach" refers to a visual effect in the decorative symbols, which will be explained later, designed to make the player anticipate a big win.

[0075] The regular symbol determination unit 232 determines whether the result of the regular symbol lottery is a "win or lose" at the start of the regular symbol variation, using a random number table as shown in Figure 26(e), which will be described later. That is, the regular symbol determination unit 232 determines whether or not to perform an auxiliary game that opens and closes the electric tulip 123 based on the random number value for the regular symbol lottery obtained by the random number acquisition unit 231. Furthermore, if multiple types of wins are set in the regular symbol lottery, the regular symbol determination unit 232 determines the "type of win" if the determination result is a win. Note that the regular symbol lottery is a process performed by the random number acquisition unit 231 and the regular symbol determination unit 232. The regular symbol variation control unit 236 controls the variation of the regular symbols on the regular symbol display unit 223 according to the result of the regular symbol lottery when a regular symbol lottery is held. The electric tulip operation control unit 238 opens the electric tulip 123 for a predetermined time and number of times when the normal symbol determination unit 232 determines that it is a "win" in the normal symbol lottery, creating a state in which it is easy for the game ball to enter the second start opening 122. If it determines that it is a "loss", the electric tulip 123 is not opened in this state. The operation patterns of the electric tulip 123 will be described later, but for example, there is an operation pattern in which it opens once with an opening time of 0.15 seconds, and an operation pattern in which it opens three times with an opening time of 1.80 seconds.

[0076] The large prize slot operation control unit 237 controls the opening of the large prize slot 125 in an operation pattern determined based on the type of jackpot won, when the special symbol determination unit 234 determines that it is a "jackpot" in the special symbol lottery. In addition, the large prize slot operation control unit 237 opens the large prize slot 125 for a predetermined time and number of times, when the special symbol determination unit 234 determines that it is a "minor win" in the special symbol lottery, as a minor win game. The prize ball processing unit 239 sets commands for managing the number of prize balls that have entered various prize-winning mechanisms and for controlling the payout of prize balls according to the winnings. The output control unit 240 controls the output of control commands from the game control unit 200 to the performance control unit 300 and the payout control unit 330. The random number control unit 241 updates various random values ​​acquired by the random number acquisition unit 231 at predetermined timings.

[0077] [Basic operation of gaming machines] Next, we will explain the basic operation of the Pachinko Gaming Machine 100. When the power is turned on, the game control unit 200 of the pachinko game machine 100 performs the initialization and initial setup of various devices as part of the basic startup process. After performing the basic process, the game control unit 200 repeatedly executes the main control process, which is a series of processes related to the progress of the game. When the power is cut off, the game control unit 200 executes a series of power cut-off processes.

[0078] Figure 7 is a flowchart showing the operation of the basic processing by the game control unit 200. When the power to the pachinko game machine 100 is turned on, the game control unit 200 first grants access to the RAM 203 (see Figure 4) (step 701 (hereinafter, steps are referred to as "S"). The game control unit 200 then determines whether the RAM clear switch for clearing the RAM 203 is ON or OFF (S702). If the RAM clear switch is OFF (No in S702), the game control unit 200 then determines whether the backup flag related to operation when the power is cut off is ON (S703). If the backup flag is ON (Yes in S703), the game control unit 200 then determines whether the checksum created when the power was cut off is valid or not (S704).

[0079] If the checksum is valid (Yes in S704), the game control unit 200 then performs a recovery process (S705). In this recovery process, the game control unit 200 configures the RAM 203. This process restores the game's progress state (control state) to the state before the power was cut off. The game control unit 200 also clears the MY value and MY specific reference value, which will be described later, during the recovery process. That is, the MY value and MY specific reference value, which will be described later, are cleared when the power is restored (the counter value becomes "0" when the power is restored). In addition, during the recovery process, the game control unit 200 configures the performance control means, such as the performance control unit 300, in conjunction with the recovery from the power-cut state. Specifically, the game control unit 200 configures the performance control means by outputting a power restoration command to the performance control unit 300. The power restoration command is a command that includes information indicating the game state of the pachinko machine 100 when the power is cut off (whether or not it is in a jackpot game, whether it is in normal game mode or time-saving game mode, etc.). In addition, during this restoration process, the game control unit 200 turns off the backup flag. The game control unit 200 may, instead of including information indicating the current game state in the power restoration command, send a game state command indicating the current game state to the performance control unit 300 before or after sending the power restoration command.

[0080] On the other hand, if the RAM clear switch is ON (Yes in S702), the backup flag is OFF (No in S703), or the checksum is abnormal (No in S704), the game control unit 200 then clears the contents of the RAM 203 as an initialization process (S706). Clearing the contents of the RAM 203 may be referred to as RAM clearing below. Furthermore, if the complete flag or the complete standby flag, which will be described later, are set, these flags will be cleared in step 706. In other words, if the complete flag or the complete standby flag are set, these flags will be cleared when the RAM clear is executed. In addition, when the RAM clear is executed, the MY value and the MY specific reference value, which will be described later, will also be cleared. Furthermore, in the following, the restoration of power to the pachinko machine 100 when the RAM clear switch is ON may be referred to as RAM clear restoration. Conversely, the restoration of power to the pachinko machine 100 when the RAM clear switch is OFF may be referred to as non-RAM clear restoration.

[0081] Next, the game control unit 200 sets the working area of ​​RAM 203 (S707). Then, the game control unit 200 outputs a command to the performance control unit 300 to set (initialize) the performance control means and sets the sub-board (performance control means) (S708). Setting the sub-board includes clearing RAM 303, RAM 313, and RAM 323 mounted on each sub-board.

[0082] After the recovery process (see S705) is completed, or after the sub-board settings (see S708) are completed, the game control unit 200 sets various counters and timers used for game control (S709). Then, the game control unit 200 repeatedly executes interrupt enable (S710), interrupt disable (S711), symbol random number control process (S712), initial value random number update process (S713), and determination of whether the power cut-off flag is ON or OFF (S714) as a loop process. Here, interrupt enable (S710) and interrupt disable (S711) are provided to allow the execution of interrupt processing during the execution of this loop processing (S710~S714). In this embodiment, the main control processing in game control is executed by this interrupt processing. Details of the main control processing will be described later. In the symbol random number control process (S712), the game control unit 200 updates the variable pattern random numbers used in the special symbol lottery. In the initial random number update process (S713), the game control unit 200 updates the initial values ​​of various random numbers used in game control. In determining the power cut-off flag, if the power cut-off flag is OFF (No in S714), the power to the pachinko machine 100 is not cut off, and the game control unit 200 repeatedly executes the main control processing via interrupts along with the loop processing (S710~S714). On the other hand, if the power cut-off flag is ON (Yes in S714), the game control unit 200 starts processing to cut off the power to the pachinko machine 100 (power cut-off processing).

[0083] Figure 8 is a flowchart showing the operation of the game control unit 200 when the power is cut off. During power outage processing, the game control unit 200 first clears the settings of the output ports for various outputs (S801). Next, the game control unit 200 creates a checksum and stores it in the RAM 203 (S802). Then, the game control unit 200 turns on the backup flag (S803), prohibits access to the RAM 203 (S804), and enters an infinite loop.

[0084] [Main control processing of the gaming machine] Next, the main control processing of the pachinko game machine 100 will be explained. In the main control processing, the game control unit 200 controls the game in the pachinko game machine 100, instructs the performance control unit 300 of the performance control means to control the performance, and instructs the payout control unit 330 to control the payout of prize balls.

[0085] Figure 9 is a flowchart showing the main control processing of the game control unit 200. The main control process consists of a series of processes in game control and is repeatedly executed at predetermined intervals (e.g., 4 milliseconds). In this embodiment, the game control unit 200 generates an interrupt at predetermined intervals, and when an interrupt is permitted in the loop process shown in Figure 7 (see S710), the main control process is executed as an interrupt process. As shown in Figure 9, the main control process sequentially executes random number update processing, switch processing, symbol processing, electric mechanism processing, prize ball processing, counting processing, base value identification processing, performance information setting processing, MY value identification processing, complete judgment processing, and output processing (S901~S911).

[0086] In the random number update process (S901), the game control unit 200 calls a function (subroutine) of the random number control unit 241 to update the values ​​of various random numbers used in game control by the game control unit 200. Details of setting random numbers and updating random value values ​​will be described later.

[0087] Switch processing (S902) includes starting port switch processing, gate switch processing, regular prize port switch processing, large prize port switch processing, and out ball detection switch processing. In the start gate switch processing, the game control unit 200 calls a function (subroutine) of the random number acquisition unit 231 to monitor the state of the first start gate switch 211 and the second start gate switch 212 shown in Figure 4, and executes processing for special symbol lottery when the switches are turned ON. Furthermore, as will be described in more detail later, if pre-determination processing is performed on the first start gate switch 211 and the second start gate switch 212, the functions (subroutines) of the special symbol determination unit 234 and the variation pattern selection unit 235 are called to execute processing for pre-determination. In the gate switch processing, the game control unit 200 calls a function (subroutine) of the random number acquisition unit 231, monitors the state of the gate switch 214 in Figure 4, and executes processing for the drawing of normal symbols when the switch is turned ON. In the normal prize slot switch processing, the game control unit 200 monitors the state of the normal prize slot switch 217 shown in Figure 4, and when the switch is turned ON, it executes the processing for the normal symbol lottery. In the big prize slot switch processing, the game control unit 200 monitors the state of the big prize slot switch 215 shown in Figure 4, and when the switch is turned ON, it executes processing related to the prize balls. In the out-of-bounds ball detection switch processing, the game control unit 200 monitors the state of the out-of-bounds ball detection switch 227 shown in Figure 4, and when the switch is turned ON, it executes processing related to out-of-bounds balls. The details of these switching processes will be explained later.

[0088] For pattern processing (S903), special pattern processing and regular pattern processing are performed. In special symbol processing, the game control unit 200 calls the functions (subroutines) of the special symbol variation control unit 233, the special symbol determination unit 234, and the variation pattern selection unit 235, and executes the special symbol variation and the processing associated with this variation. In normal symbol processing, the game control unit 200 calls the functions (subroutines) of the normal symbol determination unit 232 and the normal symbol variation control unit 236 to perform normal symbol variation and the processing associated with this variation. The details of these design processes will be explained later.

[0089] The electric prize mechanism (S904) includes the processing of the main prize slot and the electric tulip mechanism. In the process of handling the big prize slot, the game control unit 200 calls the function (subroutine) of the big prize slot operation control unit 237 and controls the opening operation of the big prize slot 125, which is a special electric mechanism, based on predetermined conditions. In the electric tulip operation, the game control unit 200 calls a function (subroutine) of the electric tulip operation control unit 238 and controls the opening operation of the electric tulip 123, which is a normal electric mechanism, based on predetermined conditions. The details of these electrically operated mechanism processes will be described later.

[0090] In the prize ball processing (S905), the game control unit 200 calls the function (subroutine) of the prize ball processing unit 239 to set commands for managing the number of winning balls and controlling the payout of prize balls according to the winnings. More specifically, the game control unit 200 refers to the prize ball count storage area of ​​the RAM 203 and causes the prize ball processing unit 239 to set a payout control command indicating the number of prize balls corresponding to winnings at each winning slot (first starting slot 121, second starting slot 122, large winning slot 125, normal winning slot 127). The payout control command set in the prize ball processing unit 239 is sent to the payout control unit 330 by the output processing shown in step 911 described later. As a result, the payout control unit 330 dispenses the prize balls corresponding to winnings at each winning slot, which are stored in the prize ball count storage area of ​​the RAM 203.

[0091] In the counting process (S906), the game control unit 200 performs processing to count the following: the number of prize balls dispensed in the normal middle payout, which is the number of prize balls dispensed based on game balls entering various prize slots (mainly the first start slot 121 and the normal prize slot 127) in the low probability non-time-saving game state; the number of game balls dispensed in the normal middle out, which is the number of game balls detected by the out ball detection switch 227 in the low probability non-time-saving game state; the total payout, which is the number of prize balls dispensed based on game balls entering each prize slot (first start slot 121, second start slot 122, large prize slot 125, and normal prize slot 127) regardless of the game state; and the total out, which is the number of game balls detected by the out ball detection switch 227 regardless of the game state. In this embodiment, when a game ball is detected entering each prize slot (first starting slot 121, second starting slot 122, large prize slot 125, and regular prize slot 127), the number of prize balls to be paid out is calculated based on the number of prize balls corresponding to each prize slot. The number of prize balls to be paid out may be referred to as the planned number of prize balls below. The calculated planned number of prize balls is added to the value stored in the total payout memory area. In other words, the total payout is calculated based on the planned number of prize balls, not the number of game balls actually paid out. However, the total payout may also be calculated based on the number of game balls actually paid out, rather than the planned number of prize balls. Furthermore, in the pachinko game machine 100 of this embodiment, the number of balls paid out during normal play is calculated based on the planned number of prize balls, rather than the actual number of game balls paid out. However, the number of balls paid out during normal play may also be calculated based on the actual number of game balls paid out, rather than the planned number of prize balls. Furthermore, in this embodiment, the normal payout and normal out values ​​do not change depending on the set values. Therefore, by counting the normal payout and normal out values, the performance of the pachinko machine 100, which is not affected by the set values, can be identified.

[0092] In the base value identification process (S907), the game control unit 200 identifies the normal base value for the current game section, which is divided by the total number of payouts. The normal base value is obtained by dividing the number of normal payouts by the number of normal payouts and multiplying the result by "100". In step 907, the game control unit 200 stores the identified normal base value in the first area of ​​the base memory area in the RAM 203. In this embodiment, the game interval is updated every time the total number of payouts reaches 60,000. The base memory area has four regions, from the first to the fourth. The first region stores the normal base value for the current game interval, the second region stores the normal base value for the previous game interval, the third region stores the normal base value for the game interval two rounds prior, and the fourth region stores the normal base value for the game interval three rounds prior.

[0093] In the performance information setting process (S908), the game control unit 200 sets the normal base value saved in the base memory area of ​​the RAM 203 to be displayed as performance information on the information display unit 230. The form of performance information displayed on the information display unit 230 will be described later.

[0094] In the MY value identification process (S909), the game control unit 200 performs a process to identify the MY value. The MY value and the MY value identification process will be described later. In the completion determination process (S910), the game control unit 200 performs a process to determine whether or not the conditions for the completion function to be activated are met. The completion function and the completion determination process will be described later.

[0095] In output processing (S911), the game control unit 200 calls the functions (subroutines) of the output control unit 240 and outputs various commands to the performance control unit 300 and the payout control board 330B. The RAM 203 has memory areas set for each type of control command. The output control unit 240 sequentially checks the memory area of ​​each control command in the RAM 203, and if a control command is stored in each memory area (i.e., if a control command has been generated in the processing of S902 to S910), it reads the control command and outputs it to the output destination (performance control unit 300 or payout control board 330B).

[0096] In this embodiment, as shown in Figure 9, output processing is performed at the end of a series of main control processes. That is, the commands generated in each of the S902 to S910 processes by the functions described above as the first processing means are stored in the corresponding memory area of ​​the RAM 203 for each process. After these processes, the output control unit 240, which is the second processing means, outputs all the commands generated in each process that have been stored in the memory area of ​​the RAM 203. In other words, in this embodiment, when the main control process is executed in one cycle, the commands generated during that cycle are output after the last command generation for that cycle has been performed.

[0097] [Examples of basic operation of a gaming machine] In the operation examples described with reference to Figures 7 to 9, interrupts were enabled in the loop processing portion of the basic processing, and a main control process consisting of a series of processes was executed as an interrupt handler. However, the main control process only needs to be configured to be executed repeatedly at regular intervals, and the specific implementation means (execution procedure) is not limited to the examples shown in Figures 7 to 9. For example, the main control process could be incorporated into a series of operations in the basic processing, the elapsed time could be measured at a predetermined timing, and the system could return to the main control process at regular intervals (e.g., 4 milliseconds). Alternatively, while incorporating the main control process into a series of operations in the basic processing, an interrupt could be generated at regular intervals, similar to the operation described with reference to Figures 7 to 9, and if an interrupt occurs, the system could return to the main control process incorporated during the basic processing.

[0098] Furthermore, when outputting commands generated in the basic processing, as a general rule, each time a command is generated, it is stored in the command memory area of ​​RAM 203, and the output is output by calling the function of the output control unit 240, which is the second processing means. The basic processing is a special process, such as initial operation, that is performed only when the power is turned on, unlike the main control processing that is related to the progress of the game. Also, since the processing procedure of the basic processing may change depending on the branching based on conditions such as the state of the pachinko game machine 100 when the power is turned on, it is a process that promptly outputs the generated commands to ensure that there are no omissions in the output processing. In addition, in cases where commands are generated consecutively by multiple related processes, etc., depending on the specific processing requirements, it is also possible to store multiple commands in the command memory area of ​​RAM 203 and output them all at once.

[0099] [Random number update process by the game control unit] The random values ​​used as judgment information in various draws in game control, such as special symbol draws, are counted by a counter. Starting from a predetermined initial value, the random number update process (S901) of the main control process shown in Figure 9 is incremented by 1 each time it is performed. The value at the time each draw is performed is obtained by the start switch process (Figure 10) and gate switch process (Figure 11), and used in the special symbol process (Figure 13) and the normal symbol process (Figure 18). This random value counter is an infinite loop counter, and after the counted random value reaches the maximum value of the set random number (for example, 299 for the jackpot random number shown in Figure 26(a) described later), it returns to the initial value. Also, since the random number update process is performed at regular intervals, if the initial value of each random number is determined, there is a risk that the winning value may be estimated based on the update interval and initial value information. Therefore, after returning from the main control process to the basic process shown in Figure 7, the initial value of each random number is randomly changed in the initial value random number update process (S713).

[0100] [Start gate switch processing by the game control unit] Figure 10 is a flowchart showing the contents of the start port switch process, which is part of the switch process shown in S902 of Figure 9. This start-up port switch processing is performed sequentially for winning at the first start-up port 121 and for winning at the second start-up port 122. Referring to Figure 10, the game control unit 200 first determines whether a game ball has entered the first start-up port 121 and the first start-up port switch 211 has been turned ON (S1001).

[0101] If the first start switch 211 is turned ON (YES in S1001), the game control unit 200 refers to the complete flag storage area of ​​the RAM 203 and determines whether the complete flag is ON or not (S1002). If the complete flag is ON (YES in S1002), the game control unit 200 invalidates the entry into the first start opening 121 (S1003), and the processing for entry into the first start opening 121 ends. In this case, information indicating entry into the first start opening 121 is created, but no random value is obtained or prize balls are awarded based on entry into the first start opening 121.

[0102] On the other hand, if the complete flag is OFF (NO in S1002), the game control unit 200 updates the number of prize balls (S1004). More specifically, the game control unit 200 adds the number of prize balls corresponding to the entry into the first start opening 121 to the value stored in the prize ball storage area of ​​RAM 203 as the number of prize balls to be paid out. The game control unit 200 also adds the number of prize balls corresponding to the entry into the first start opening 121 to the value stored in the total payout storage area.

[0103] After step 1004, the game control unit 200 determines whether the number of reserved balls U1 for the winnings at the first start opening 121 is less than the upper limit (S1005). In the example shown in Figure 10, the upper limit is set to 4. If the number of reserved balls U1 has reached the upper limit (No in S1005), it is not possible to reserve any more winnings for the winnings at the first start opening 121, so the processing for winnings at the first start opening 121 is terminated.

[0104] On the other hand, if the number of reserved balls U1 is less than the upper limit (Yes in S1005), the random number acquisition unit 231 of the game control unit 200 acquires a random number for the determination of the winning result and stores it in the RAM 203 (S1006). In this case, since the winning result is from the first start opening 121, a random number for the special symbol lottery is acquired. The random number acquired at this time is the value updated in the random number update process in S901. Then, the result of the special symbol lottery in the subsequent special symbol process is determined by this random number. The random numbers referred to here include a jackpot random number that determines whether it is a jackpot, a minor win, or a miss, a symbol random number that determines the type of jackpot (jackpot symbol random number), a variation pattern random number that identifies the variation pattern in the variation of symbols, and a reach random number that determines whether or not to make the variation pattern (variation time) that allows the reach performance described later to be executed when it is a miss.

[0105] Next, the game control unit 200 performs a pre-determination process (S1007). The pre-determination process is a process in which, for winning balls (reserved balls) that have already had a random number acquired by entering the starting gate but whose random number has not yet been determined by the special symbol processing described later, the random number is determined (pre-determination) before it is determined by the special symbol processing.

[0106] Furthermore, the performance control unit 300 of this embodiment can perform a preview performance that suggests the result of the random number determination (pre-determination result) determined by the pre-determination process, even before the random number determination by the special symbol processing is performed and the result is announced. This preview performance is performed, for example, in response to the occurrence of a winning ball (reserved ball) for which a random number has already been acquired by entering the starting gate, but for which the random number determination by the special symbol processing has not yet been performed. This preview performance based on the pre-determination suggests to the player the result of the random number determination by the special symbol processing that will be performed later with respect to the reserved ball corresponding to the pre-determination related to the preview performance. As a result, the player can play the game with anticipation regarding the reserved ball. Details of the preview performance based on the pre-determination will be described later.

[0107] Then, the game control unit 200 increments the value of the number of reserved balls U1 by 1 (S1008). After this, the game control unit 200 sets a pre-determination result command containing the pre-determination information from the pre-determination process in S1004 into the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1009). Furthermore, the game control unit 200 sets a command to increase the number of reserved balls in RAM 203 to notify the performance control unit 300 of the increase in the number of reserved balls U1 by S1005 (S1010), and then terminates the processing for winning at the first start opening 121.

[0108] If a negative result is obtained in step 1001, if a negative result is obtained in step 1005, or if the process in step 1010 is performed, the process for winning at the second start opening 122 is then performed. Referring to Figure 10, the game control unit 200 determines whether a game ball has entered the second start opening 122 and the second start opening switch 212 has been turned ON (S1011).

[0109] If the second start port switch 212 is turned ON (YES in S1011), the game control unit 200 refers to the complete flag storage area of ​​the RAM 203 and determines whether the complete flag is ON or not (S1012). If the complete flag is ON (YES in S1012), the game control unit 200 invalidates the entry into the second start port 122 (S1013), and the processing for entry into the second start port 122 ends. In this case, information indicating entry into the second start port 122 is created, but no random value is obtained or prize balls are awarded based on entry into the second start port 122.

[0110] On the other hand, if the complete flag is OFF (NO in S1012), the game control unit 200 updates the number of prize balls (S1014). More specifically, the game control unit 200 adds the number of prize balls corresponding to the entry into the second start port 122 to the value stored in the prize ball count memory area of ​​RAM 203 as the number of prize balls to be paid out. The game control unit 200 also adds the number of prize balls corresponding to the entry into the second start port 122 to the value stored in the total payout memory area.

[0111] After step 1014, the game control unit 200 determines whether the number of reserved balls U2 for the winnings in the second start opening 122 is less than the upper limit (S1015). In the example shown in Figure 10, the upper limit is set to 4. If the number of reserved balls U2 has reached the upper limit (No in S1015), it is not possible to reserve any more winnings for the winnings in the second start opening 122, so the processing for winnings in the second start opening 122 is terminated.

[0112] On the other hand, if the number of reserved balls U2 is less than the upper limit (Yes in S1015), the random number acquisition unit 231 of the game control unit 200 acquires a random number for the lottery resulting from this win and stores it in the RAM 203 (S1016). Here, since the win occurred in the second starting gate 122, a random number for the special symbol lottery (jackpot random number, jackpot symbol random number, small win symbol random number, reach random number, variation pattern random number, etc.) is acquired, similar to S1006 above. The random number acquired at this time is the value updated in the random number update process in S901. Then, the result of the special symbol lottery in the subsequent special symbol process is determined by this random number.

[0113] Next, the game control unit 200 performs a pre-determination process (S1017). The content of this pre-determination process is the same as in S1007 above. Then, the game control unit 200 adds 1 to the value of the number of reserved balls U2 (S1018). After this, the game control unit 200 sets a pre-determination result command containing the pre-determination information from the pre-determination process in S1017 into the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1019). Furthermore, the game control unit 200 sets a command to increase the number of reserved balls in RAM 203 to notify the performance control unit 300 of the increase in the number of reserved balls U2 by S1018 (S1020), and terminates the processing for winning at the second start opening 122.

[0114] [Gate switch processing by the game control unit] Figure 11 is a flowchart showing the gate switch processing when a game ball passes through gate 124. In this gate switch processing, the game control unit 200 first determines whether the game ball has passed through the gate 124 and the gate switch 214 has been turned ON (S1101).

[0115] If the gate switch 214 is turned ON (YES in S1101), the game control unit 200 refers to the complete flag storage area of ​​the RAM 203 and determines whether the complete flag is ON or not (S1102). If the complete flag is ON (YES in S1102), the game control unit 200 invalidates the passage of the game ball through gate 124 (S1103), and the gate switch processing ends. In this case, information indicating the passage of the game ball through gate 124 is created, but random values ​​based on the passage of the game ball through gate 124 are not obtained.

[0116] On the other hand, if the complete flag is OFF (NO in S1102), the game control unit 200 determines whether the number of reserved balls G that have not yet changed is less than the upper limit (S1104). In the example shown in Figure 11, the upper limit is set to 4. If the number of reserved balls G has reached the upper limit (NO in S1104), it is not possible to reserve any more winning balls that have not yet changed, so the gate switch process is terminated.

[0117] On the other hand, if the number of reserved balls G is less than the upper limit (Yes in S1104), the random number acquisition unit 231 of the game control unit 200 acquires a random number for the lottery resulting from this win and stores it in the RAM 203 (S1105). In this case, since the win occurred at gate 124, a random number for the lottery for the regular symbols (such as a winning random number) is acquired.

[0118] Next, the game control unit 200 adds 1 to the value of the number of reserved balls G (S1106). After the value of the number of reserved items G is added in S1106, the game control unit 200 sets a command to increase the number of reserved items G in RAM 203 to notify the performance control unit 300 of the increase in the number of reserved items G in S1106 (S1107), and then terminates the processing for winning at gate 124.

[0119] [Normal prize entry point switch processing by the game control unit] Figure 12-1 is a flowchart showing the contents of the normal prize entry switch process, which is part of the switch process shown in S902 of Figure 9. In this normal prize entry switch processing, the game control unit 200 first determines whether the game ball has passed through the normal prize entry opening 127 and the normal prize entry switch 217 has been turned ON (S1201). If the normal prize entry switch 217 is not turned ON (NO in S1201), the normal prize entry switch processing is terminated.

[0120] On the other hand, if the normal prize entry switch 217 is turned ON (YES in S1201), the game control unit 200 refers to the complete flag storage area of ​​the RAM 203 and determines whether the complete flag is ON or not (S1202). If the complete flag is ON (YES in S1202), the game control unit 200 invalidates the entry into the normal prize slot 217 (S1203). In this case, information indicating entry into the normal prize slot 217 is created, but no prize balls are awarded for entry into the normal prize slot 217.

[0121] On the other hand, if the complete flag is OFF (NO in S1202), the game control unit 200 updates the number of prize balls (S1204). More specifically, the game control unit 200 adds the number of prize balls corresponding to entries into the normal prize slot 217 to the value stored in the prize ball count memory area of ​​RAM 203 as the number of prize balls to be paid out. The game control unit 200 also adds the number of prize balls corresponding to entries into the normal prize slot 127 to the value stored in the total payout memory area.

[0122] [Game control unit processes the switch for the main prize slot] Figure 12-2 is a flowchart showing the contents of the main prize slot switch process, which is part of the switch process shown in S902 of Figure 9. In this big prize slot switch processing, the game control unit 200 first determines whether the game ball has passed through the big prize slot 125 and the big prize slot switch 215 has been turned ON (S1211). If the big prize slot switch 215 is not ON (NO in S1211), the big prize slot switch processing for this time is terminated.

[0123] On the other hand, if the big prize slot switch 215 is turned ON (YES in S1211), the game control unit 200 refers to the complete flag storage area of ​​RAM 203 and determines whether the complete flag is ON or not (S1212). If the complete flag is ON (YES in S1212), the game control unit 200 invalidates the entry into the large prize slot 215 (S1213). In this case, information indicating entry into the large prize slot 215 is created, but no prize balls are awarded for entry into the large prize slot 215.

[0124] On the other hand, if the complete flag is OFF (NO in S1212), the game control unit 200 updates the number of prize balls (S1214). More specifically, the game control unit 200 adds the number of prize balls corresponding to winning into the large prize slot 215 to the value stored in the prize ball count memory area of ​​RAM 203 as the number of prize balls to be paid out. The game control unit 200 also adds the number of prize balls corresponding to winning into the large prize slot 125 to the value stored in the total payout memory area.

[0125] [Out ball detection switch processing by the game control unit] Figure 12-3 is a flowchart showing the contents of the out-of-bounds ball detection switch process, which is part of the switch process shown in S902 of Figure 9. In this out-of-bounds ball detection switch process, the game control unit 200 first determines whether the out-of-bounds ball detection switch 227 is ON or OFF (S1221). If the out-of-bounds ball detection switch 227 is OFF (NO in S1221), the out-of-bounds ball detection switch process ends.

[0126] On the other hand, if the out ball detection switch 227 is turned ON (YES in S1221), the game control unit 200 refers to the complete flag storage area of ​​the RAM 203 and determines whether the complete flag is ON or not (S1222). If the complete flag is ON (YES in S1222), the game control unit 200 determines whether a predetermined time has not elapsed since the complete function was activated (S1223). This predetermined time is, for example, 60 seconds. If a predetermined amount of time has not yet elapsed since the completion function was activated (YES in S1223), the game control unit 200 updates the number of game balls to be refunded (S1224). More specifically, the game control unit 200 updates the value stored in the refund number storage area of ​​RAM 203 as the number of game balls to be refunded to the player (planned refund number) to the number of game balls detected by the out ball detection switch 227 after the completion function was activated.

[0127] Furthermore, if a predetermined amount of time has elapsed since the completion function was activated (NO in S1223), the game control unit 200 disables the detection of out balls by the out ball detection switch 227 (S1225). In this case, information indicating the detection of out balls by the out ball detection switch 227 is created, but the total number of outs and the number of outs during normal play are not added. Furthermore, after step 1224, the game control unit 200 updates the value stored in the total number of outputs memory area of ​​the RAM 203 as the total number of outputs (S1226).

[0128] As described above, in this embodiment, the RAM 203 of the pachinko game machine 100 is provided with a payout count storage area that stores the number of game balls detected by the out ball detection switch 227 after the complete operation as the number of game balls to be refunded to the player (planned payout number), and a predetermined time for counting the planned payout number. The pachinko game machine 100 then refunds to the player the game balls that were in the game area 111 (out balls added to the payout count storage area) when the complete function was activated. In this case, it is possible to avoid the game balls that were launched when the complete function was activated going to waste for the player.

[0129] [Special symbol processing by the game control unit] Figure 13 is a flowchart showing the details of the special symbol processing, which is one of the symbol processing steps shown in S903 of Figure 9. In this special symbol processing, the special symbol variation control unit 233 of the game control unit 200 first checks whether the jackpot game flag is ON in the setting of the flags set in the RAM 203 (hereinafter referred to as flag setting) (S1301). Here, the jackpot game flag is a flag that is set to identify that the result of the special symbol lottery is a jackpot.

[0130] If the jackpot game flag is ON, the pachinko machine 100 is already in the middle of a jackpot, so the special symbol processing ends without starting the special symbol variation (Yes in S1301). On the other hand, if the jackpot game flag is OFF (No in S1301), the special symbol variation control unit 233 determines whether the current state of the pachinko machine 100 is in the middle of a special symbol variation (S1302). If the special symbol is not currently changing (No in S1302), the special symbol change control unit 233 then refers to the complete flag storage area of ​​the RAM 203 and determines whether the complete flag is ON or not (S1303). If the complete flag is ON (YES in S1303), the special symbol change control unit 233 restricts the change of the special symbol (S1304). In this case, even if there are pending entries (pending entries related to winning at the first start opening 121, pending entries related to winning at the second start opening 122), the special symbol change control unit 233 does not perform the change of the special symbol based on these pending entries.

[0131] On the other hand, if the complete flag is OFF (NO in S1303), the special symbol variation control unit 233 performs processing related to the number of reserved special symbols U1 and U2 (see Figure 10) that have not yet varied (S1305-S1308). In this embodiment, the number of reserved symbols U1 related to winning at the first start port 121 and the number of reserved symbols U2 related to winning at the second start port 122 are distinguished, so this processing is also performed individually for each corresponding start port.

[0132] Specifically, the special symbol variation control unit 233 first determines whether the number of reserved balls U2 related to the entry into the second start opening 122 is 1 or more (S1305). If the number of reserved balls U2 is 1 or more (Yes in S1305), the special symbol variation control unit 233 subtracts 1 from the value of the number of reserved balls U2 (S1306). On the other hand, if the number of reserved balls U2 is 0 (No in S1305), the special symbol variation control unit 233 then determines whether the number of reserved balls U1 related to the entry into the first start opening 121 is 1 or more (S1307). If the number of reserved balls U1 is 1 or more (Yes in S1307), the special symbol variation control unit 233 subtracts 1 from the value of the number of reserved balls U1 (S1308). On the other hand, if the number of reserved balls U1 is 0 (No in S1308), it means that there are no winning combinations to start the special symbol lottery, so the special symbol variation is not started, and the process ends after executing a separate routine for setting customer waiting status (S1323). In this embodiment, priority is given to processing related to the number of reserved balls U2 related to winning at the second starting port 122. That is, if the number of reserved balls U2 is 1 or more, processing related to the number of reserved balls U2 is performed, and if the number of reserved balls U2 is 0, processing related to the number of reserved balls U1 is performed (see S1305 to S1306). Alternatively, it is also possible to implement a control that subtracts the number of reserved balls U1 and U2 in the order in which the balls are won, regardless of whether the ball is won at the first starting port 121 or the second starting port 122.

[0133] After subtracting the number of reserved balls U1 or U2 in S1306 or S1308, the special symbol variation control unit 233 generates a game state command indicating the current game state of the pachinko game machine 100 and sets it in the RAM 203 (S1309). The game state command set in S1309 is sent to the performance control unit 300 by the output process shown in S911 of Figure 9. Furthermore, the special symbol variation control unit 233 turns OFF the customer waiting flag that was set in the flag setting of the RAM 203 (S1310). The customer waiting flag is a flag used to identify that the pachinko game machine 100 is in a customer waiting state, and is set in the customer waiting setting process (S1323, see Figure 17 described later).

[0134] Next, the special symbol variation control unit 233 executes a jackpot determination process and a variation pattern selection process using a separate routine (S1311, S1312). As will be explained in more detail later, this jackpot determination process and variation pattern selection process determines the setting information for the variation of the special symbols displayed on the first special symbol display unit 221 and the second special symbol display unit 222 (jackpot symbols, game state, variation pattern, etc.). This information is included in the variation start command sent to the performance control unit 300.

[0135] After this, the special symbol variation control unit 233 starts the variation of the special symbols displayed by the first special symbol display unit 221 and the second special symbol display unit 222 shown in Figure 3, based on the settings determined in the jackpot determination process and variation pattern selection process (S1313). Then, it generates a variation start command that includes setting information (jackpot symbols, game state, variation pattern, etc.) indicating these settings and sets it in the RAM 203 (S1314). The variation start command set in S1314 is sent to the performance control unit 300 by the output process shown in S911 in Figure 9. Next, the special symbol variation control unit 233 increments the number of times the special symbol variation display has been performed since the predetermined conditions were met (execution of RAM clear, reset of variation count) by one (S1315). Then, it generates a variation count command indicating the incremented number of variation displays and sets it in RAM 203 (S1316). The variation count command set in S1316 is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9.

[0136] Furthermore, if it is determined in S1302 that a special symbol is currently changing (Yes in S1302), the special symbol change control unit 233 refers to the complete flag storage area of ​​RAM 203 and determines whether the complete flag is ON or not (S1317). If the complete flag is ON (YES in S1317), the special symbol change control unit 233 stops the change of the special symbol that is currently being executed (S1318) and terminates the special symbol processing.

[0137] On the other hand, if the complete flag is OFF (NO in S1317), or after the number of variations command is set in S1316, the special symbol variation control unit 233 determines whether the variation time has elapsed (S1319). That is, it is determined whether the elapsed time since the special symbol variation started in S1313 has reached the variation time set in the variation pattern selection process in S1312. If the variation time has not elapsed (No in S1319), the special symbol variation continues, and the special symbol processing ends.

[0138] On the other hand, if the variation time has elapsed (Yes in S1319), the special symbol variation control unit 233 first stops the variation of the special symbols in the first special symbol indicator 221 and the second special symbol indicator 222 with the symbol determined in the jackpot determination process in S1311 (S1320). Then, it executes a separate routine for stopping the symbols (S1321). The contents of the stopping process will be described later. In addition, the special symbol variation control unit 233 sets a variation stop command in RAM 203 to stop the decorative symbols, which will be described later (S1322). The variation stop command set in S1322 is sent to the performance control unit 300 by the output process shown in S911 of Figure 9. Furthermore, if a win occurs in the second start port 122 while a win is occurring in the first start port 121, a special symbol change triggered by a win in the second start port 122 may occur during the special symbol change triggered by a win in the first start port 121. Also, for example, if a win occurs in the first start port 121 while a special symbol change is occurring triggered by a win in the second start port 122, a special symbol change triggered by a win in the first start port 121 may occur during the special symbol change triggered by a win in the second start port 122.

[0139] Furthermore, in the example shown in Figure 13, the jackpot determination process and the variation pattern selection process are executed after subtracting the value of the reserved number U2 or reserved number U1 (see S1306, S1308) (see S1311, S1312), but the example is not limited to this. In the special symbol processing, after the jackpot determination processing and the variation pattern selection processing are executed, a process may be executed in which the value of the reserved number U2 or reserved number U1 is subtracted. In this case, in the variation pattern selection processing, the variation pattern is selected based on the value of the reserved number U2 or reserved number U1 before the subtraction.

[0140] [Big win determination process by the game control unit] Figure 14 is a flowchart showing the contents of the jackpot determination process (S1311 in Figure 13). In this jackpot determination process, the special symbol determination unit 234 of the game control unit 200 first determines the jackpot random value in the special symbol lottery (S1401) and decides whether a jackpot or a minor win has occurred (S1402, S1405). Whether a jackpot or a minor win has occurred is determined by determining whether the value of the jackpot random number obtained in S1006 or S1016 in Figure 10 matches the value set as the winning value for a jackpot or the winning value set as the winning value for a minor win (see Figure 26(a)).

[0141] If the result of the random number determination in S1401 is a jackpot (Yes in S1402), the special symbol determination unit 234 then determines the random value of the jackpot symbol (S1403). The type of jackpot is determined according to the result of this determination. Which jackpot it is is determined by whether the value of the random number of the jackpot symbol obtained in S1006 or S1016 in Figure 10 matches one of the values ​​that have been set in advance for each type of jackpot (see Figure 26(b)). After the above determination, the special symbol determination unit 234 sets the symbol representing the type of jackpot (jackpot symbol) determined by the jackpot symbol random number determination as setting information in the RAM 203 (S1404).

[0142] If the result of the random number determination in S1401 is a minor win (No in S1402, Yes in S1405), the special symbol determination unit 234 then determines the random value of the minor win symbol (S1406). The type of minor win is determined according to the result of this determination. Which type of minor win it is is determined by whether the value of the jackpot symbol random number obtained in S1006 or S1016 in Figure 10 matches one of the values ​​that have been set in advance for each type of minor win (see Figure 26(c)). After the above determination, the special symbol determination unit 234 sets the symbol representing the type of minor win (minor win symbol) determined by the determination of the minor win symbol random number as setting information in the RAM 203 (S1407).

[0143] If the result of the random number judgment in S1401 is neither a big win nor a small win (No in S1402 and S1405), the special symbol determination unit 234 then sets a symbol that indicates a loss in the lottery (hereinafter referred to as a losing symbol) as setting information in RAM 203 (S1408).

[0144] [Selection process of variation pattern by the game control unit] Figure 15 is a flowchart showing the contents of the variation pattern selection process (S1312 in Figure 13). In this variation pattern selection process, the variation pattern selection unit 235 of the game control unit 200 first refers to the game state of the pachinko game machine 100 (whether it is in the normal game state, special time-saving game state, or specific time-saving game state) (S1501). Then, using the judgment result of S1402 of the jackpot determination process (Figure 14), it determines whether or not a jackpot was won in this special symbol lottery (S1502). If it was a jackpot (Yes in S1502), the variation pattern selection unit 235 reads the variation pattern table for jackpots from the ROM 202 and sets it in the RAM 203 (S1503).

[0145] On the other hand, if there is no big win (No in S1502), the variation pattern selection unit 235 then uses the result of the big win determination process (Figure 14) in S1405 to determine whether or not a small win occurred in this special symbol lottery (S1504). If it is a small win (YES in S1504), the variation pattern selection unit 235 reads the variation pattern table for small wins from the ROM 202 and sets it in the RAM 203 (S1505).

[0146] On the other hand, if there is no small win (NO in S1504), a random value is determined to decide whether or not to perform a so-called "reach" animation to make the player expect a big win (S1506). Whether or not to perform a reach animation is determined by determining whether or not the reach random number obtained in S1006 or S1016 in Figure 10 matches a preset value (see Figure 26(d)). If the result of the determination using random values ​​is to perform a reach animation (Yes in S1507), the variation pattern selection unit 235 reads the variation pattern table for reach from ROM 202 and sets it in RAM 203 (S1508). If the result is not to perform a reach animation (No in S1507), the variation pattern selection unit 235 reads the variation pattern table for misses from ROM 202 and sets it in RAM 203 (S1509). Here, the variation pattern table is a table that associates multiple pre-prepared variation patterns (variation times of 3 seconds, 7 seconds, 13 seconds, 15 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) with the values ​​of the variation pattern random numbers.

[0147] Next, the variation pattern selection unit 235 uses the variation pattern random value obtained in S1006 or S1016 in Figure 10 and the variation pattern table set in S1503, S1505, S1508, and S1509 to determine the variation pattern random value (S1510). That is, the variation pattern selection unit 235 refers to the variation pattern table set in RAM 203 and selects a variation pattern corresponding to the random value of the variation pattern random number. Therefore, even if the same random value is obtained, the variation pattern determined will differ because the variation pattern table referenced will differ depending on the game state of the pachinko machine 100 (whether it is in a time-saving state or not), the result of the special symbol lottery (whether or not a big win occurred, whether or not a small win occurred, and whether or not a reach performance is performed if neither a big win nor a small win occurred), etc.

[0148] Subsequently, the variation pattern selection unit 235 sets the variation pattern selected in S1510 as setting information in the RAM 203 (S1511). The setting information for the variation pattern set in S1511 is included in the variation start command set in S1314 in Figure 13, and is transmitted to the performance control unit 300 by the output processing shown in S911 in Figure 9. Details of the variation pattern selected in this embodiment and its settings will be described later.

[0149] [Processing by the game control unit while the game is stopped] Figure 16 is a flowchart showing the contents of the shutdown process (S1321 in Figure 13). During this pause processing, the game control unit 200 first checks whether the flag indicating the time-saving state (hereinafter referred to as the time-saving flag) in the RAM 203 flag setting is ON (S1601). If the time-saving flag is ON (Yes in S1601), the game control unit 200 subtracts 1 from the value of the number of draws (number of variations) J ​​in the time-saving state (S1602) and checks whether the number of draws J has become 0 (S1603). If the number of draws J = 0 (Yes in S1603), it turns the time-saving flag OFF (S1604). Note that the operation to turn the time-saving flag ON and the setting of the initial value of the number of draws J are performed in the game state setting process (Figure 20) in the big prize entry processing (Figure 19) described later. Furthermore, if the number of draws J is not 0 (NO in S1603), the game control unit 200 generates a time-saving count command indicating the value of the number of draws J in the time-saving state and sets it in RAM 203 (S1605). The time-saving count command set in S1605 is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9.

[0150] Furthermore, if the pachinko machine 100 is capable of entering a high-probability time-saving no-game state, processing related to this high-probability time-saving no-game state is performed during this stop processing. The game control unit 200 checks whether the flag indicating a high probability state (hereinafter referred to as the high probability flag) in the RAM 203's flag settings is ON. If the high probability flag is ON, the game control unit 200 subtracts 1 from the value of the number of draws (number of fluctuations) X in the high probability state and checks whether the number of draws X has become 0. If the number of draws X = 0, it turns the high probability flag OFF.

[0151] Furthermore, if the time-saving flag is OFF (No in S1601), or after the time-saving flag is turned OFF in S1604, or after the time-saving count command is set in S1605, the game control unit 200 then generates a game state command and sets it in RAM 203 (S1606). The game state command set in S1606 is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9. Next, the game control unit 200 determines whether or not a jackpot has been won in this special symbol lottery (S1607). Here, the determination of whether or not a jackpot has been won can be made based on the result of the jackpot determination process (Figure 14). For example, if any of the symbols shown in the chart in Figure 26(b), which will be described later, is set, the answer in S1607 is Yes. If the jackpot determination process sets a losing symbol or a minor winning symbol in the RAM 203, the answer in S1607 is No.

[0152] If it is a jackpot (Yes in S1607), the game control unit 200 then turns on the jackpot game flag (S1608). As a result, the game state setting in RAM 203 is set to the jackpot game state. Next, the game control unit 200 initializes the value of the number of draws J (S1609). Also, if the time-saving flag was ON in S1601 and the number of draws J was not 0 in S1603, the game control unit 200 turns the time-saving flag OFF (S1610).

[0153] After initializing the value of the number of draws J in S1610, the game control unit 200 starts the opening operation of the jackpot game (S1611). After this, the game control unit 200 sets an opening command in the RAM 203 for the performance control unit 300 to perform the opening action corresponding to the jackpot game flag (S1612), and then terminates the stop processing. This opening command is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9.

[0154] In contrast, if the result of this special symbol lottery is not a jackpot (No in S1607), the game control unit 200 then determines whether the result of this special symbol lottery was a minor win or not (S1613). If it is a minor win (YES in S1613), the game control unit 200 then starts the minor win game (S1614).

[0155] On the other hand, if it is not a minor win (No in S1613), the game control unit 200 determines whether the number of times the special symbol has been displayed since the predetermined conditions were met (execution of RAM clear, reset of the number of spins) has reached a specific number (300 times in this embodiment) (S1615). If the specific number has been reached (YES in S1615), the game control unit 200 executes a separate routine for setting the game state (S1616). The contents of the game state setting process will be described later. Furthermore, if the number of times the variable display has been shown has not reached a specific number (NO in S1615), the stopped process will be terminated.

[0156] [Customer waiting setting processing by the game control unit] Figure 17 is a flowchart showing the contents of the customer waiting setup process (S1323 in Figure 13). In this customer waiting setting process, the game control unit 200 first checks whether the customer waiting flag is ON in the RAM 203 flag setting (S1701). Here, the customer waiting flag is a flag that is set to identify that the pachinko game machine 100 is in a customer waiting state.

[0157] If the customer waiting flag is ON, the pachinko machine 100 is in a customer waiting state, so processing ends as is (Yes in S1701). On the other hand, if the customer waiting flag is OFF (No in S1701), the game control unit 200 generates a customer waiting command and sets it in RAM 203 (S1702), and sets the customer waiting flag ON (S1703). The pachinko machine 100 is controlled to be in a customer waiting state. The customer waiting command set in S1702 is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9. The customer waiting flag is set when the special symbols have stopped changing and there are no reserved symbols.

[0158] [Processing of regular symbols by the game control unit] Figure 18 is a flowchart showing the contents of the normal pattern processing, which is one of the pattern processing steps shown in S903 of Figure 9. In this normal symbol processing, the normal symbol variation control unit 236 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of RAM 203 (S1801). Here, the auxiliary game flag is a flag that is set when a win occurs in the normal symbol lottery. When the auxiliary game flag is set, the electric tulip 123 opens according to the electric tulip processing described later (Figure 21), making it easier for the ball to enter the second start opening 122 (auxiliary game state).

[0159] If the auxiliary game flag is ON, the auxiliary game state is already in progress and the normal symbols are stopped, so the normal symbol processing ends without starting the normal symbol variation (Yes in S1801). On the other hand, if the auxiliary game flag is OFF (No in S1801), the normal symbol variation control unit 236 refers to the complete flag storage area of ​​RAM 203 and determines whether the complete flag is ON or not (S1802). If the complete flag is ON (YES in S1802), the normal symbol variation control unit 236 restricts the variation of normal symbols (S1803). If a variation of normal symbols is in progress in step 1802, the normal symbol variation control unit 236 stops the variation of normal symbols that is in progress. Also, even if there is a hold (a hold related to the passage of a game ball through gate 124) in step 1802, the normal symbol variation control unit 236 does not perform a variation of normal symbols based on this hold.

[0160] On the other hand, if the complete flag is OFF (NO in S1802), the normal symbol variation control unit 236 determines whether the current state of the pachinko game machine 100 is in the middle of a normal symbol variation (S1804). If the normal symbol variation is not in progress (No in S1804), the normal symbol variation control unit 236 then determines whether the number of reserved normal symbols G (see Figure 11) is 1 or more (S1805). If the number of reserved symbols G = 0 (No in S1805), it means that there are no winning combinations to start the normal symbol lottery, so the process ends without starting the normal symbol variation.

[0161] In response to this, if the number of reserved symbols G is 1 or greater (Yes in S1805), the normal symbol variation control unit 236 subtracts 1 from the value of the number of reserved symbols G (S1806). Then, the normal symbol determination unit 232 determines the winning random number in this normal symbol lottery and decides whether or not the normal symbol lottery has been won (S1807). Whether or not it has been won is determined by determining whether or not the value of the winning random number obtained in S1105 in Figure 11 matches the value set as the winning value in the table shown in Figure 26(e) later.

[0162] Next, the normal symbol variation control unit 236 sets the normal symbols according to the result of the normal symbol lottery (S1808). That is, if the normal symbol lottery is won, the symbol indicating the win (hereinafter referred to as the winning symbol) is set in the RAM 203 as setting information. On the other hand, if the normal symbol lottery is not won, the symbol indicating the loss (hereinafter referred to as the losing symbol) is set in the RAM 203 as setting information.

[0163] Next, the normal symbol variation control unit 236 sets the variation time for the normal symbols (S1809). This variation time is set based on the time-saving flag set in processes such as S1604 and S1610 in Figure 16, and S2008 in Figure 20, which will be described later. That is, if the time-saving flag is ON when setting in S1809, it is set to a short time (e.g., 1.5 seconds), and if the time-saving flag is OFF, it is set to a long time (e.g., 4.0 seconds). After this setting, the normal symbol variation control unit 236 starts the variation of the normal symbols in the normal symbol display unit 223 shown in Figures 2(a) and 4, based on the setting in S1809 (S1810). The variation pattern of the normal symbols can also be determined by lottery. In this case, for example, when a game ball passes through gate 124, the random number acquisition unit 231 acquires a random value for the variation pattern of the normal symbols, and in S1807, the normal symbol variation control unit 236 determines the random value for the variation pattern of the normal symbols, thereby setting the variation time.

[0164] After the normal symbol variation starts in S1810, or if it is determined in S1804 that the normal symbol variation is in progress (Yes in S1804), the normal symbol variation control unit 236 determines whether the variation time has elapsed (S1811). That is, it determines whether the elapsed time since the normal symbol variation started in S1810 has reached the variation time set in S1809. If the variation time has not elapsed (No in S1811), the normal symbol variation continues, and the normal symbol processing ends.

[0165] On the other hand, if the variation time ends (Yes in S1811), the normal symbol variation control unit 236 stops the variation of the normal symbols on the normal symbol display unit 223 (S1812). Then, the normal symbol variation control unit 236 determines whether the result of the judgment in S1807 was a win or not (S1813). If it was a win (Yes in S1813), the auxiliary game flag is turned ON (S1814). On the other hand, if the lottery was lost (No in S1813), the normal symbol processing ends without turning ON the auxiliary game flag.

[0166] [Processing of the grand prize slot by the game control unit] Figure 19 is a flowchart showing the process of the grand prize winning slot, which is part of the electric prize mechanism processing shown in S904 of Figure 9. In this big prize slot processing, the big prize slot operation control unit 237 of the game control unit 200 first checks whether the big win game flag is ON in the flag setting of RAM 203 (S1901). If the big win game flag is OFF, there is no entry into the big prize slot 125, so the big prize slot processing is terminated (No in S1901). On the other hand, if the big win game flag is ON (Yes in S1901), the big prize slot operation control unit 237 then determines whether the pachinko game machine 100 is in the middle of the opening operation in the operation control for a big win that was started in the stop processing (Figure 16) (S1902).

[0167] If the pachinko game machine 100 is in the opening phase (Yes in S1902), the next thing the big prize opening operation control unit 237 does is determine whether or not the pre-set time for the opening operation to be performed (opening time) has elapsed (S1903). If the opening time has not elapsed, the opening operation at the big prize opening 125 continues, and the big prize opening processing is terminated (No in S1903). On the other hand, if the opening time has elapsed (Yes in S1903), the next thing the big prize opening operation control unit 237 does is set up the operation of the big prize opening 125 (S1904), initializes the number of winning balls C (C=0) (S1905), adds 1 to the value of the number of rounds R for the operation of the big prize opening 125 from its current value (S1906), and starts the operation (opens) the big prize opening 125 (S1907).

[0168] In the S1904 operation settings, the operation pattern of the large prize slot 125 and the number of rounds (operation rounds) for that operation pattern are set. The operation pattern and number of rounds are set in various ways depending on the type of jackpot in the special symbol lottery. In addition, in jackpot games, it is stipulated that the large prize slot 125 will be operated multiple times (multiple rounds) consecutively. For example, it will be operated for 15 rounds (15R), with one opening of 29.5 seconds in each round. Another example is that it will be operated for 2 rounds (2R), with one opening of 0.9 seconds in each round. To explain further, it will open for 0.9 seconds, close for 1.0 second, and then open for 0.9 seconds.

[0169] Next, the large prize slot operation control unit 237 determines whether the opening time in the operation pattern set in S1904 has elapsed (S1908). If the open state of the large prize slot 125 has not elapsed the opening time (No in S1908), the large prize slot operation control unit 237 then determines whether the number of prizes C that have entered the large prize slot 125 is equal to or greater than a specified number (for example, 9) (S1909). If the opening time has not elapsed and the number of prizes C is less than the specified number, the operation state (open state) of the large prize slot 125 continues, and the large prize slot processing is terminated (No in S1909). On the other hand, if the opening time has elapsed (Yes in S1908) or the number of prizes C has reached the specified number (Yes in S1909), the large prize slot operation control unit 237 terminates the operation (closes) the large prize slot 125 (S1910).

[0170] Next, the large prize slot operation control unit 237 determines whether the number of rounds R for the operation of the large prize slot 125 has reached the maximum value set in S1904 (S1911). If the maximum value has not been reached, the remaining operation is performed, and the large prize slot processing is terminated (No in S1911).

[0171] If the number of rounds R for the operation of the big prize slot 125 reaches its maximum value (Yes in S1911), the big prize slot operation control unit 237 then starts the ending operation (S1912). Here, the content of the ending operation corresponds to the state of the jackpot game flag. After this, the large prize slot operation control unit 237 sets an ending command in RAM 203 for the performance control unit 300 to perform the ending action corresponding to the jackpot game flag (S1913). This ending command is transmitted to the performance control unit 300 by the output processing shown in S911 of Figure 9.

[0172] Next, the jackpot opening operation control unit 237 resets the number of rounds R for the operation of the jackpot opening 125 to 0 (S1914), and then determines whether the elapsed time from the start of the ending operation has exceeded the predetermined time (ending time) during which the ending operation should be performed (S1917). If the ending time has not elapsed, the ending operation continues, and the jackpot opening process is terminated (No in S1917). On the other hand, if the ending time has elapsed (Yes in S1917), the jackpot opening operation control unit 237 then goes through the game state setting process by the game control unit 200 (S1918), turns off the jackpot game flag, and terminates the jackpot opening process (S1919). The details of the game state setting process will be described later.

[0173] If, in S1902, it is determined that the pachinko game machine 100 is not in the opening sequence (No in S1902), then the large prize slot operation control unit 237 determines whether or not it is in the ending sequence (S1915). If it is in the ending sequence (Yes in S1915), then the operations from S1917 onwards are executed.

[0174] On the other hand, if the pachinko game machine 100 is not in the ending sequence (No in S1915), the next thing the big prize opening operation control unit 237 does is determine whether the big prize opening 125 is in operation (open) or not (S1916). If it is not in operation (No in S1916), it executes the operations from S1905 onwards, and if it is in operation (Yes in S1916), it executes the operations from S1908 onwards.

[0175] [Game state setting process] Figure 20 shows the contents of the game state setting process (S1616, S1918) performed by the game control unit 200. First, the game control unit 200 determines whether the result of the special symbol lottery was a big win or a small win (S2001, S2002). These determinations can be made, for example, based on the type of symbol set as setting information in the RAM 203 in the big win determination process (Figure 14). Note that these determinations are generally the same as those in S1402, S1403, S1405, and S1406 of the big win determination process (Figure 14), so the determination results of S1402, S1403, S1405, and S1406 may also be used.

[0176] If the result of the special symbol lottery is a minor win (YES in S2001), the game control unit 200 does not change the game state and terminates the game state setting process. Furthermore, if the result of the special symbol lottery is a jackpot (NO in S2001 and YES in S2002), the game control unit 200 sets an initial value for the number of lottery draws J based on the type of jackpot symbol set as setting information in the RAM 203 (S2003). This initial value is, for example, 100 times.

[0177] Furthermore, if it is possible for the pachinko machine 100 to enter a high-probability time-saving no-game state, processing related to the high-probability time-saving no-game state is performed in step 2003. The game control unit 200 turns on the high probability flag and sets the initial value of the number of draws X. The initial value of the number of draws X is, for example, 100 times. As a result, the game state of RAM 203 is set to the high probability time-saving game state. Once 100 draws have been performed in this high probability time-saving game state, the high probability time-saving game state ends and the game returns to the normal game state (low probability no time-saving game state).

[0178] Next, the game control unit 200 resets the number of times the special symbols have been displayed since the predetermined conditions were met (RAM clear execution, reset of the number of variations) (S2004). The game control unit 200 also generates a variation count command indicating the number of variations displayed and sets it in RAM 203 (S2005). This variation count command is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9. Next, the game control unit 200 turns on the special time-saving flag (S2006). As a result, the game state setting of RAM 203 is set to the special time-saving game state.

[0179] On the other hand, if the result of the special symbol lottery is neither a big win nor a small win (NO in S2001, NO in S2002), the game control unit 200 sets the initial value of the number of lottery draws J (S2007). In this embodiment, the initial value of the number of lottery draws J is 295. Therefore, when 295 lottery draws are performed in the time-saving game state, the time-saving game state ends and the game returns to the normal game state. Next, the game control unit 200 turns on the specific time-saving flag (S2008). As a result, the game state setting of RAM 203 is set to the specific time-saving game state.

[0180] Next, the game control unit 200 generates a game state command and sets it in the RAM 203 (S2009). This game state command is sent to the performance control unit 300 via the output processing shown in S911 of Figure 9.

[0181] [Electric tulip processing by the game control unit] Figure 21 is a flowchart showing the details of the electric tulip processing, which is one of the electric mechanism processing methods shown in S904 of Figure 9. In the electric tulip processing, the electric tulip operation control unit 238 of the game control unit 200 first refers to the complete flag storage area of ​​the RAM 203 and determines whether the complete flag is ON or not (S2101). If the complete flag is ON (YES in S2101), the electric tulip operation control unit 238 restricts the operation of the electric tulip 123 (S2102). In step 2101, if the electric tulip 123 is operating (open), the electric tulip operation control unit 238 closes the electric tulip 123. Also, in step 2101, even if the auxiliary game flag is ON, the electric tulip operation control unit 238 does not operate (open) the electric tulip 123.

[0182] On the other hand, if the complete flag is OFF (NO in S2101), the electric tulip operation control unit 238 checks whether the auxiliary game flag is ON in the flag setting of RAM 203 (S2103). If the auxiliary game flag is OFF (No in S2103), the electric tulip 123 is not opened, and the electric tulip process ends. On the other hand, if the auxiliary game flag is ON (Yes in S2103), the electric tulip operation control unit 238 then determines whether the electric tulip 123 is operating or not (S2104).

[0183] If the electric tulip 123 is not operating (No in S2104), the electric tulip operation control unit 238 sets the operation pattern for the electric tulip 123 (S2105) and operates the electric tulip 123 according to the set operation pattern (S2106). Here, the operation pattern is set based on the time-saving flag set in processes such as S1604 and S1610 in Figure 16, and S2006 and S2008 in Figure 20. For example, if the time-saving flag is OFF when setting in S2105, an operation pattern that opens once with an opening time of 0.15 seconds is set, and if the time-saving flag is ON, an operation pattern that opens three times with an opening time of 1.80 seconds is set. In this way, normally, when the time-saving flag is ON (time-saving state), the electric tulip 123 opens multiple times for a long period of time, and prize support (electric tulip support) is provided that makes it easier to win a prize in the second start opening 122. Furthermore, it is also possible to prepare multiple operating patterns (types of auxiliary games) for the electric tulip 123 when the time-saving flag is ON or OFF, and configure the system to set the operating pattern according to the type of win determined by the normal symbol processing (see Figure 18).

[0184] If it is determined in S2104 that the electric tulip 123 is operating (Yes in S2104), or after the electric tulip 123 has been activated in S2106, the electric tulip operation control unit 238 determines whether the opening time in the set operation pattern has elapsed (S2107). If the opening time has not elapsed, the operating state (open state) of the electric tulip 123 continues, and the electric tulip process is terminated (No in S2107). On the other hand, if the opening time has elapsed (Yes in S2107), the electric tulip operation control unit 238 turns the auxiliary game flag OFF and terminates the electric tulip process (S2108).

[0185] [Stopping the game] Next, I will explain how to stop the game. In this embodiment, the pachinko game machine 100 stops the game and notifies the player of the game's cessation when predetermined conditions are met. Here, stopping the game means ceasing the variation of symbols (special symbols, normal symbols), not starting the variation of symbols (special symbols, normal symbols), invalidating entries into each prize pocket (first start pocket 121, second start pocket 122, big prize pocket 125, normal prize pocket 127), and invalidating the passage of game balls through the gate 124. In the following, the function by which the pachinko machine 100 stops the game and notifies the player of the game's stop when predetermined conditions are met may be referred to as the "complete function." Furthermore, the act of the pachinko machine 100 stopping the game and notifying the player of the game's stop when predetermined conditions are met may be referred to as the "activation of the complete function."

[0186] In this embodiment, two conditions are defined for the activation of the complete function. These conditions for activation of the complete function may be referred to as the complete function activation conditions below. The first condition for activating the complete function is determined based on the relationship between the number of game balls dispensed and the number of game balls launched. More specifically, the first condition for activating the complete function is that the increase in the number of game balls from the point at which the game results for the day were lowest reaches a predetermined upper limit. In this embodiment, the upper limit is 95,000 balls. However, the upper limit may be any value. The second condition for the completion function to activate is determined by the game situation. More specifically, the second condition is that the game is neither in the process of confirming a winning combination nor in the process of winning a jackpot. In other words, in this embodiment, even if the increase in the number of game balls from the point at which the game results for the day were lowest reaches the upper limit, the complete function will not be activated if the game is in the process of confirming a jackpot symbol or in the middle of a jackpot game. Also, even if the game is neither in the process of confirming a jackpot symbol nor in the middle of a jackpot game, the complete function will not be activated if the increase in the number of game balls from the point at which the game results for the day were lowest has not reached the upper limit.

[0187] In addition, the complete function is activated when the number of game balls decreases to its maximum value between the initial power-on (0) and the power-off time, and when the increase in game balls reaches the upper limit from this value, or when the increase in game balls reaches the upper limit and the game is in the process of confirming a jackpot symbol or a jackpot game, the complete function is activated after the jackpot game ends. This allows the pachinko machine 100 to provide diverse gameplay while suppressing an excessive increase in gambling potential.

[0188] Furthermore, when the complete function is activated, the game control unit 200 may stop (limit) the firing of game balls by stopping the power supply to the firing solenoid 158a and the ball feeding solenoid 158b via the payout control board 330B.

[0189] In the following, the value at which the number of game balls decreases most significantly between the time the power is turned on and the time the power is turned off may be referred to as the MY specific standard value. Furthermore, in the following, the number of game balls obtained by subtracting the total number of outs from the total number of payouts after power-on may be referred to as the "difference in balls." The MY specific standard value mentioned above can also be considered as the difference in balls at the lowest point after power-on (the difference in balls at the lowest point when the game results are obtained). In other words, the MY specific standard value can also be considered as the difference in balls at the lowest point in the game results from power-on to the present day. Furthermore, the first condition for activating the complete function mentioned above can also be understood as the difference between the difference in balls and the MY specific standard value (the value obtained by subtracting the MY specific standard value from the difference in balls) reaching the upper limit. Furthermore, below, the difference between the net number of balls and the MY specific standard value (the value obtained by subtracting the MY specific standard value from the net number of balls) may be referred to as the MY value. The MY value can also be understood as the increase in the number of game balls relative to the MY specific standard value. Furthermore, the upper limit of the difference between the net number of balls and the MY specific standard value (the value obtained by subtracting the MY specific standard value from the net number of balls), which is defined as the activation condition for the first complete function, may be referred to below as the MY upper limit. Furthermore, the difference between the MY upper limit and the MY value (the value obtained by subtracting the MY value from the MY upper limit) may be referred to below as the MY remaining value.

[0190] [MY value determination process by the game control unit] Figure 22 is a flowchart showing the contents of the MY value identification process shown in S909 of Figure 9. The game control unit 200 refers to the value stored in the total payout storage area and the value stored in the total out storage area and determines whether the total payout or total out has changed (S2201). If neither the total payout nor the total out has changed (NO in S2201), the game control unit 200 terminates the MY value identification process.

[0191] On the other hand, if the total number of payouts or total number of outs changes (YES in S2201), the game control unit 200 subtracts the value stored in the total number of outs storage area from the value stored in the total number of payouts storage area to calculate the current difference in balls (S2202). Next, the game control unit 200 refers to the MY specific reference value stored in the MY specific reference value storage area of ​​the RAM 203 and determines whether the MY specific reference value is greater than the current difference in balls (S2203).

[0192] If the MY specific reference value is greater than the current difference in balls (YES in S2203), the game control unit 200 updates the MY specific reference value by storing the current difference in balls in the MY specific reference value storage area (S2204). Furthermore, if the MY specific standard value is smaller than the current difference in balls (NO in S2203), and after step 2204, the game control unit 200 updates the MY value by storing the value obtained by subtracting the MY specific standard value from the current difference in balls in the MY value storage area (S2205).

[0193] Next, the game control unit 200 generates a MY value command indicating the updated MY value and sets it in the RAM 203 (S2206). This MY value command is sent to the performance control unit 300 via the output processing shown in S911 of Figure 9.

[0194] As described above, in this embodiment, the MY specific reference value is not updated when the difference in balls is updated to a larger value, and is updated when the difference in balls is updated to a smaller value. In other words, the MY specific reference value is the minimum value of the difference in balls after power-on in a day. Furthermore, the MY value is not updated when the difference in balls is smaller than the MY specific reference value, and is updated in accordance with the increase in the number of game balls from the MY specific reference value. In other words, the MY value is always 0 or greater.

[0195] [Completion determination process by the game control unit] Figure 23 is a flowchart showing the contents of the completion determination process shown in S910 of Figure 9. The game control unit 200 first refers to the value stored in the MY value storage area and determines whether the MY value has reached the MY upper limit (S2301). If the MY value has not reached the MY upper limit (NO in S2301), the game control unit 200 terminates the completion determination process.

[0196] On the other hand, if the MY value reaches the upper limit of MY (YES in S2301), the game control unit 200 determines whether the standby condition is met (S2302). In this embodiment, the standby condition is defined as being in the process of confirming a jackpot symbol or being in the middle of a jackpot game. If the standby conditions are not met (NO in S2302), the game control unit 200 turns ON the complete flag in the complete flag storage area of ​​RAM 203 (S2303). The game control unit 200 also generates a complete command indicating that the complete function is activated and sets it in RAM 203 (S2304). This complete command is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9.

[0197] Furthermore, if the standby conditions are met (YES in S2302), the game control unit 200 turns ON the complete standby flag in the complete standby flag storage area of ​​RAM 203 (S2305). The game control unit 200 also generates a complete standby command indicating that the operation of the complete function is in standby state and sets it in RAM 203 (S2306). This complete standby command is sent to the performance control unit 300 by the output processing shown in S911 of Figure 9.

[0198] As described above, in this embodiment, the complete function is activated when the MY value reaches the upper limit of MY when neither the jackpot symbol confirmation stop nor the jackpot game is in progress. Furthermore, if the MY value reaches the MY upper limit while the jackpot symbols are confirmed or during a jackpot game, the Complete function will be put into standby mode. Then, once the jackpot game ends, the standby Complete function will be activated.

[0199] [Relationship between MY specific standard value, difference in balls, and MY value] Next, we will explain the relationship between the MY specific standard value, the difference in balls, and the MY value. Figures 24 and 25 show the relationship between the MY specific standard value, the difference in balls, and the MY value, according to the results of gameplay at multiple timings throughout the day. In Figures 24 and 25, timing T0 is the time when the power is turned on. Also, at timing T0, the difference in balls, the specific MY reference value, and the MY value are all 0. As shown in Figure 24(1), at timing T1, the difference in balls becomes "-5000". In this case, the specific MY reference value is "-5000", and the MY value is "0".

[0200] Next, as shown in Figure 24(2), at timing T2, the difference in balls becomes "+5000". In this case, the MY specific reference value is "-5000". That is, during the period from power-on to timing T2, the timing at which the difference in balls decreased the most is timing T1, so the MY specific reference value at timing T2 remains unchanged from timing T1. Also, the MY value is "+10000", which is the difference in balls "+5000" at timing T2 minus the MY specific reference value "-5000".

[0201] Next, as shown in Figure 24(3), at timing T3, the difference in balls becomes "-10000". In this case, the MY specific reference value is updated to "-10000". That is, during the period from power-on to timing T3, timing T3 is the timing at which the difference in balls decreased the most, so the difference in balls at timing T3 becomes the MY specific reference value. Also, the value "0", obtained by subtracting the MY specific reference value "-10000" from the difference in balls "-10000" at timing T3, is the MY value.

[0202] Next, as shown in Figure 25(4), at timing T4, the difference in balls becomes "+15000". In this case, the MY specific reference value is "-10000". That is, during the period from power-on to timing T4, the timing at which the difference in balls decreased the most is timing T3, so the MY specific reference value at timing T4 remains unchanged from timing T3. Furthermore, the MY value is "+25000", which is the difference in balls at timing T4 minus the MY specific reference value "-10000".

[0203] Next, as shown in Figure 25(5), at T5, the difference in balls becomes "+85000". In this case, the MY specific reference value is "-10000". That is, during the period from power-on to timing T5, the timing at which the difference in balls decreased the most is timing T3, so the MY specific reference value at timing T5 remains unchanged from timing T3. Furthermore, the MY value is "+95000", which is the difference in balls at timing T5 "+85000" minus the MY specific reference value "-10000". When the MY value reaches "95000" (the upper limit of MY), the game will stop at the point when the MY value reaches "95000", and the activation of the complete function will be announced, unless the game is in the process of confirming a winning symbol or a winning game is in progress. If the game is in the process of confirming a winning symbol or a winning game is in progress when the MY value reaches "95000", the game will stop after the winning game has finished, and the activation of the complete function will be announced.

[0204] [Method of determination using random numbers] Next, we will explain in detail the random number generation methods used in processes such as the jackpot determination process (Figure 14), the variation pattern selection process (Figure 15), and the normal symbol processing (Figure 18). Figure 26 shows an example of the configuration of the random numbers (decision table) used in the special symbol lottery and the regular symbol lottery in this embodiment. Figure 26(a) shows an example of the composition of a jackpot random number used in the special symbol lottery, Figure 26(b) shows an example of the composition of a jackpot symbol random number used in the special symbol lottery, Figure 26(c) shows an example of the composition of a minor prize symbol random number used in the special symbol lottery, Figure 26(d) shows an example of the composition of a reach random number used in the special symbol lottery triggered by a game ball entering the first start opening 121 during normal gameplay, and Figure 26(e) shows an example of the composition of a winning random number used in the normal symbol lottery.

[0205] Referring to Figure 26(a), the determination values ​​for the jackpot random number are set as follows: two types of jackpots are set for when the pachinko machine 100 is in a low probability state at the time of jackpot determination, and for when the game state is in a high probability state at the time of jackpot determination, as well as for minor wins. The range of values ​​for the random numbers (jackpot random numbers) is 300, from 0 to 299. In the case of a special symbol lottery (jackpot lottery) in a low probability state, only one winning value is set, and the probability of winning is 1 / 300. In the case of a special symbol lottery in a high probability state, 10 winning values ​​are set, and the probability of winning is 10 / 300 (=1 / 30). In other words, in the example shown, when a ball enters the starting slots 121 and 122 in a high probability state and a special symbol lottery is performed, the probability of winning is 10 times higher than when a special symbol lottery is performed in a low probability state. Additionally, three small winning values ​​are set regardless of whether the game is in a low-probability or high-probability state, and the probability of winning is 3 / 300 (=1 / 100). To explain using the special symbol lottery in the low probability state as an example, it is determined whether the jackpot random value (see S1006, S1016) obtained as a result of entering the first start gate 121 or the second start gate 122 matches "5", which is the winning value for the jackpot lottery in the low probability state in Figure 26(a). A detailed explanation is omitted, but the same applies to the special symbol lottery in the high probability state and the special symbol lottery for minor wins.

[0206] Referring to Figure 26(b), there are five types of jackpot symbols: Jackpot Symbol A, Jackpot Symbol B, Jackpot Symbol C, Jackpot Symbol D, and Jackpot Symbol E. Here, Jackpot Symbol A, Jackpot Symbol B, and Jackpot Symbol C are symbols that indicate a jackpot result in the special symbol lottery conducted when the ball enters the first starting gate 121. Of these, Jackpot Symbol A indicates a 4-round jackpot. Jackpot Symbol B indicates a 4-round jackpot. Jackpot Symbol C indicates a 10-round jackpot. Jackpot Symbol D and Jackpot Symbol E are symbols that indicate a jackpot result in the special symbol lottery based on the ball entering the second starting gate 122. Of these, Jackpot Symbol D indicates a 4-round jackpot. Jackpot Symbol E indicates a 10-round jackpot. The range of random number values ​​is 100, from 0 to 99.

[0207] For the winning symbol A, 20 values ​​are assigned as winning values ​​for the first starting slot 121. Therefore, the probability of winning with the winning symbol A when a jackpot is won in the special symbol lottery initiated by a ball entering the first starting slot 121 is 20 / 100 (=2 / 10). For the winning symbol B, 70 values ​​are assigned as winning values ​​for the first starting slot 121. Therefore, the probability of winning with the winning symbol B when a jackpot is won in the special symbol lottery initiated by entering the first starting slot 121 is 70 / 100 (=7 / 10). For the winning symbol C, 10 values ​​are assigned as winning values ​​for the first starting slot 121. Therefore, the probability of winning with the winning symbol C when a jackpot is won in the special symbol lottery initiated by a ball entering the first starting slot 121 is 10 / 100 (=1 / 10).

[0208] For the jackpot symbol D, 50 values ​​are assigned as the winning value when it enters the second starting slot 122. Therefore, the probability of winning with jackpot symbol D in the special symbol lottery initiated by entering the second starting slot 122 is 50 / 100 (=5 / 10). For the jackpot symbol E, 50 values ​​are assigned as the winning value when it enters the second starting slot 122. Therefore, the probability of winning with jackpot symbol E when a jackpot is won in the special symbol lottery initiated by entering the second starting slot 122 is 50 / 100 (=5 / 10).

[0209] To explain using the jackpot symbol A as an example, it is determined whether the random value of the jackpot symbol (see S1006) obtained when the ball enters the first starting opening 121 matches the winning value of jackpot symbol A in Figure 26(b), which is "0 to 19". A detailed explanation is omitted, but the same applies to the special symbol lottery for other jackpot symbols such as jackpot symbol B.

[0210] In this embodiment, the pachinko game machine 100 allows setting a value that represents the degree of advantage in the game. In the pachinko game machine 100, the setting value can be set to one of six levels, for example, "1", "2", "3", "4", "5", and "6". In the Pachinko Game Machine 100, the probability of winning is lowest when the setting value is set to "1". For example, when the setting value is "1", the probability of winning is 1 / 100. Furthermore, in the Pachinko Game Machine 100, the probability of winning is highest when the setting value is set to "6". For example, when the setting value is "6", the probability of winning is 1 / 95. Thus, in the Pachinko game machine 100, the probability of winning increases in the order of setting value "1" < "2" < "3" < "4" < "5" < "6".

[0211] Referring to Figure 26(c), there are three types of minor win symbols: minor win symbol A, minor win symbol B, and minor win symbol C. Here, minor win symbols A, B, and C all represent a 2-round minor win. The range of random numbers is 100, from 0 to 99.

[0212] For minor prize symbol A, 20 values ​​are assigned as winning values ​​for the second starting slot 122. Therefore, the probability of winning with minor prize symbol A when a minor prize is won in the special symbol lottery initiated by a ball entering the second starting slot 122 is 20 / 100 (=2 / 10). For minor prize symbol B, 50 values ​​are assigned as winning values ​​for the second starting slot 122. Therefore, the probability of winning with minor prize symbol B when a minor prize is won in the special symbol lottery initiated by entering the second starting slot 122 is 50 / 100 (=5 / 10). For the minor prize symbol C, 30 values ​​are assigned as winning values ​​for the second starting slot 122. Therefore, the probability of winning with minor prize symbol C when a minor prize is won in the special symbol lottery initiated by entering the second starting slot 122 is 30 / 100 (=3 / 10).

[0213] Next, we will explain how to determine the reach random number. Note that the reach random number is set according to the number of reserved balls, as will be explained later. Here, as an example, we will explain the reach random number when the number of reserved balls in the first starting slot 121 is 1. Referring to Figure 26(d), the range of random number values ​​is 0 to 249, totaling 250 values. 22 random numbers are assigned to lottery results (with reach) that result in a variation pattern (variation time) that allows for the execution of a reach animation (e.g., 15.0 seconds or more), and 228 random numbers are assigned to lottery results (without reach) that do not result in a variation pattern that allows for the execution of a reach animation (e.g., less than 15.0 seconds). In other words, in the illustrated example, if a jackpot is not achieved in the special symbol lottery, a reach animation is performed with a probability of 22 / 250 (=11 / 125). Here, the reach animation is an animation performed in the image display unit 114 when the special symbols vary. Hereafter, animations during special symbol variations that do not result in a reach animation will be called "non-reach animations," and correspondingly, animations during special symbol variations that result in a reach animation will be called "reach animations."

[0214] To explain using the case with a reach as an example, it is determined whether the reach random number (see S1006) obtained as a result of entering the first starting gate 121 matches the winning value of "0 to 21" for a reach in Figure 26(d). A detailed explanation is omitted, but the same applies to the special symbol lottery without a reach. In addition, the number of winning values ​​may be the same or different for the reach random number used in the special symbol lottery based on entering the first starting gate 121 and the reach random number used in the special symbol lottery based on entering the second starting gate 122. Furthermore, the number of winning values ​​may be the same or different for the reach random number used in the special symbol lottery in the normal game state, the special time-saving game state, and the specific time-saving game state.

[0215] In most cases, when special symbols change, the image display unit 114 displays decorative symbols in conjunction with the display control of the first special symbol display unit 221 and the second special symbol display unit 222 (hereinafter referred to as special symbol display units 221 and 222 when not distinguished). The decorative symbols consist of, for example, three rows of symbols, each consisting of a sequence of numbers from 1 to 9, for example, written vertically in a continuous line. When the special symbols begin to change on the special symbol display units 221 and 222, the decorative symbols displayed on the image display unit 114 begin to scroll. After a predetermined time has elapsed since the start of the special symbol change display (start of the decorative symbols scrolling), when the special symbols are displayed in a fixed position, the decorative symbols also stop in a fixed position. Generally, when the result of the special symbol lottery is a big win or a small win, the stopped display of the decorative symbols will show three identical numbers lined up horizontally, vertically, or diagonally. The effects performed in conjunction with this special symbol change display are called change effects. In the following, the variation animations that are performed based on the result of the special symbol lottery being a jackpot may be referred to as jackpot variation animations. Also, the variation animations that are performed based on the result of the special symbol lottery being a miss may be referred to as miss variation animations.

[0216] In the "reach" animation, the following actions are performed with respect to the decorative symbols as part of the variation animation. First, before the decorative symbols scrolling vertically (horizontally) come to a definitive stop, two symbols (sequences of numbers) temporarily stop. At this time, identical numbers temporarily stop on a straight line spanning horizontally (vertically) or diagonally. To further explain, if the decorative symbols are scrolling vertically, identical numbers temporarily stop on a horizontal line. Next, the last row gradually slows down its scrolling speed, creating the expectation in the player that three identical numbers will line up in a straight line. Then, after the last row temporarily stops, the three symbols come to a definitive stop. In this case, during a reach-in-progress sequence, an SP reach sequence or SPSP reach sequence may occur before the three symbols are confirmed to stop. The SP reach sequence, generally called a super reach or special reach, is a sequence that offers a higher chance of winning than a regular reach, and is an animated sequence featuring various characters and unfolding a story. The SPSP reach sequence, generally called a super super reach or special special reach, is a sequence that offers a higher chance of winning than an SP reach sequence, and is an animated sequence featuring various characters and unfolding a story. In the following, any reach animation that does not feature either an SP reach animation or an SPSP reach animation may be referred to as a normal reach animation. Furthermore, as shown in Figure 27 later, in this embodiment, the SP Reach animation and SPSP Reach animation are set to be executed when the variation time is longer (for example, 90 seconds or 60 seconds). On the other hand, in non-reach sequences, the decorative symbols scroll vertically (horizontally) and stop in a fixed position without any sequences that create anticipation for the player, as is the case in reach sequences. The symbols stop in a fixed position without any identical numbers appearing in a straight line horizontally (vertically) or diagonally.

[0217] In this way, the reach random number determines, if the result of the jackpot random number judgment is a miss, whether to perform a reach-enabled animation in the image display unit 114, which is a variation pattern that allows for the execution of a reach animation, or to perform a non-reach animation that does not result in a variation pattern that allows for the execution of a reach animation. Furthermore, the reach random number changes the execution rate of reach-enabled animations according to the number of reserved balls, enabling efficient gameplay while giving the player a moderate sense of anticipation. In addition, if a big win is achieved, a reach animation will be performed, and the decorative symbols may stop in a way that aligns the same numbers horizontally (vertically) or diagonally. In contrast, if a small win or a loss is achieved, the reach animation will align, and the decorative symbols will stop in a way that does not align the same numbers on the aforementioned straight line.

[0218] Next, we will explain how to determine the winning random number used in the regular symbol lottery. Referring to Figure 26(e), the range of random number values ​​is 0 to 9, a total of 10 values. One value is assigned as the winning value when the time-saving flag is OFF, and nine values ​​are assigned as the winning values ​​when the time-saving flag is ON. Therefore, when the game ball passes through gate 124 and a normal symbol lottery is held without time-saving, there is a 1 / 10 chance of winning. In contrast, when the game ball passes through gate 124 and a normal symbol lottery is held with time-saving enabled, there is a 9 / 10 chance of winning.

[0219] To explain using the time-saving flag OFF as an example, it is determined whether the winning random number (see S1105) obtained when a game ball passes through gate 124, the first start opening 121, or the second start opening 122 matches "0", which is the winning value for the time-saving flag OFF in Figure 26(e). A detailed explanation is omitted, but the same applies to the normal symbol lottery when the time-saving flag is ON.

[0220] Furthermore, although not specifically illustrated, multiple winning combinations can be set, each with different content for the auxiliary game (opening pattern of the electric tulips 123) that is performed when a win is determined in the normal symbol lottery. In this case, for example, a random number for the winning symbol is set to determine the type of win in the normal symbol lottery, similar to the random number for the winning symbol that determines the type of big win in the special symbol lottery (see Figure 26(b)). The game control unit 200 then uses the random number acquisition unit 231 to acquire the random number for the winning symbol along with the random number for the winning symbol in gate switch processing (see Figure 11), and the normal symbol determination unit 232 determines the type of win based on the acquired random number. Note that the range of random numbers, the proportion of winning values, and the winning values ​​shown in the example configurations of each random number in Figure 26 are merely examples and are not limited to the values ​​shown.

[0221] [Example of setting a variation pattern] Next, we will explain an example of setting the variation patterns and tables used in the variation pattern selection process shown in Figure 15. Figure 27 shows an example of the settings for the variation patterns and tables used in the variation pattern selection process shown in Figure 15. Figure 27 also shows an example of the settings when the variation of special symbols occurs based on winning into the first starting gate 121 during normal gameplay.

[0222] As shown in Figure 27, the special symbol variation control unit 233 determines the variation pattern based on the jackpot symbol and the variation pattern random number when the result of the special symbol lottery is a jackpot (Yes in S1502 in Figure 15). Specifically, the special symbol variation control unit 233 determines the variation pattern based on which of the variation pattern random numbers assigned to each jackpot symbol matches the variation pattern random number (see S1006) acquired by the random number acquisition unit 231 along with the jackpot random number. For example, if the jackpot symbol is "jackpot symbol C" and the variation pattern random number is "51", it matches the variation pattern random number range "50~69" assigned to "jackpot symbol C" in Figure 27, so "PB3" is selected as the variation pattern. The special symbol variation time for this "PB3" is "90.18 seconds".

[0223] Furthermore, if the result of the special symbol lottery is a miss (both S1502 and S1504 in Figure 15 are No), the special symbol variation control unit 233 determines the variation pattern based on the number of reserved symbols U1 for the first special symbol lottery, the reach random number, and the variation pattern random number. Specifically, if the number of reserved symbols U1 for the first special symbol lottery is "1", the special symbol variation control unit 233 determines whether the reach random number (see S1006) acquired by the random number acquisition unit 231 along with the jackpot random number is allocated to the reach random number range "0~21" which is assigned to the "miss" number of reserved symbols "1" in Figure 26, or to the reach random number range "22~249". Then, if the acquired reach random number falls within the reach random number range "0 to 21", the random number acquisition unit 231 determines the variation pattern random number (see S1003) acquired together with the jackpot random number, based on which of the variation pattern random numbers assigned to the reach random number range "0 to 21" matches. For example, if the variation pattern random number is "51", it matches the variation pattern random number range "50 to 69", so "PR8" is selected as the variation pattern.

[0224] Figure 28 shows an example of the settings for the variation patterns and tables used in the variation pattern selection process. Figure 28 also shows an example of the settings when the variation of special symbols occurs based on winning into the second starting gate during normal gameplay. The table shown in Figure 28 contains the result of the special symbol lottery and the variation patterns corresponding to the random variation patterns. More specifically, there are variation patterns corresponding to the "judgment result" of "big win," "small win," and "miss." In the table shown in Figure 28, a variation pattern is provided where "Time" is "7.00" for "Big Win Symbol D". A variation pattern is also provided where "Time" is "7.01" for "Big Win Symbol E". Furthermore, a variation pattern is provided where "Time" is "6.00" for "Minor Win Symbol A". Also, a variation pattern is provided where "Time" is "6.01" for "Minor Win Symbol B". Furthermore, a variation pattern is provided where "Time" is "6.02" for "Minor Win Symbol C". Finally, a variation pattern is provided where "Time" is "0.50" for "Miss".

[0225] Note that in this table, the winning value from the reach random number is not assigned to "misses". Therefore, in special symbol variations where the lottery result based on entry into the second starting slot 122 in normal gameplay is a miss, a reach will not occur.

[0226] Figure 29 shows an example of the settings for the variation patterns and tables used in the variation pattern selection process. Figure 29 also shows an example of the settings when the special symbols change based on winning into the second starting gate 122 in the special time-saving game state. The table shown in Figure 29 contains the result of the special symbol lottery, the number of reserved symbols U2 for the second special symbol lottery, the reach random number, and the variation pattern corresponding to the variation pattern random number. In the table shown in Figure 29, there are variation patterns where the "number of held balls" is "1" and the "no reach" is represented by "times" of "2.50" and "4.00". These "times" of "2.50" and "4.00" are shorter than the "times" of "8.00", "10.00", and "11.00" in the "variation pattern" where the "number of held balls" is "1" and the "no reach" is represented in the table shown in Figure 27. Also, in the table shown in Figure 29, there are variation patterns where the "number of held balls" is "2 to 3" and the "no reach" is represented by "times" of "2.00", "4.00", and "4.01". These "times" of "2.00", "4.00", and "4.01" are shorter than the "times" of "6.80" and "10.00" in the "variation pattern" where the "number of held balls" is "2 to 3" and the "no reach" is represented in the table shown in Figure 27. Furthermore, in the table shown in Figure 29, there are variation patterns where the "number of held balls" is "4" and the "no reach" status has "time" values ​​of "1.50" and "4.00". These "time" values ​​of "1.50" and "4.00" are shorter than the "time" values ​​of "4.60" and "10.00" for the "variation patterns" where the "number of held balls" is "4" and the "no reach" status is set in the table shown in Figure 27.

[0227] Figure 30 shows an example of setting the variation patterns and tables used in the variation pattern selection process. Figure 30 also shows an example of the settings when the special symbols change based on winning into the first starting gate 121 in the special time-saving game state. The table shown in Figure 30 contains the result of the special symbol lottery, the number of reserved symbols U1 for the first special symbol lottery, and the variation pattern corresponding to the variation pattern random number. In this table, the "variation pattern" for which the "judgment result" is "miss" is not assigned a winning value in the reach random number. Therefore, if the result of the special symbol lottery based on entry into the first start opening 121 in the special time-saving game state is a miss, no reach will occur in the special symbol variation. In the table shown in Figure 30, there is a variation pattern where the "number of reserved balls" is "1 to 4" and the "time" is "14.00". The "time" of this variation pattern is longer than the "time" of any of the "variation patterns" set as "no reach" in the table shown in Figure 29. In other words, when the result of the special symbol lottery in the special time-saving game state is "miss" and "no reach", the variation time of the special symbol variation based on entry into the second start opening 122 is shorter than the variation time of the special symbol variation based on entry into the first start opening 121.

[0228] The game control unit 200 determines a table to be used to select the special symbol variation pattern based on whether the game ball entered the first start port 121 or the second start port 122, and the game state of the pachinko game machine 100. Then, as described above, the game control unit determines the special symbol variation pattern based on the random value of the variation pattern acquired when the game ball entered the first start port 121 or the second start port 122 (see S1006 and S1016 in Figure 10), the presence or absence of a reach effect, the number of reserved balls, and other conditions. The information of the determined special symbol variation pattern is included in the variation start command and sent from the game control unit 200 to the effect control unit 300. In the effect control unit 300, as will be described later, an effect corresponding to the variation time (which can be executed during that variation time) specified based on the variation pattern information included in the variation start command is selected and executed as an effect when the special symbol is varied.

[0229] [Configuration of RAM in the game control unit and RAM in the performance control unit for performing pre-announcement effects based on prior judgment] Next, the configurations of the RAM 203 of the game control unit 200 and the RAM 303 of the performance control unit 300 in this embodiment, which are used to execute pre-announcement effects based on prior determinations, will be described. Figure 31 is a block diagram illustrating an example of the configuration of the RAM 203 (see Figure 4) of the game control unit 200 according to this embodiment. Figure 31(a) is a block diagram showing the configuration of the memory area 204, and Figure 31(b) is a block diagram showing the configuration of each of the memory units shown in Figure 31(a).

[0230] As shown in Figure 31(a), the RAM 203 includes a memory area 204 as a special symbol reserve memory area that stores the jackpot random numbers obtained by the jackpot random number lottery. This memory area 204 has eight memory units corresponding to the maximum number of reserves for the first start port 121 and the second start port 122 (when the upper limit of each reserve is 4). Specifically, the memory area 204 has a first memory unit 204a, a second memory unit 204b, a third memory unit 204c, a fourth memory unit 204d, a fifth memory unit 204e, a sixth memory unit 204f, a seventh memory unit 204g, and an eighth memory unit 204h.

[0231] Furthermore, as shown in Figure 31(b), each of these memory units 204a to 204h has a region for storing information indicating which starting gate (first starting gate 121 or second starting gate 122) was used to win, a region for storing acquired jackpot random numbers, a region for storing symbol random numbers, a region for storing reach random numbers, and a region for storing variable pattern random numbers. In other words, each of the memory units 204a to 204h stores jackpot random numbers, symbol random numbers, reach random numbers, and variable pattern random numbers.

[0232] Here, each random number is stored sequentially starting from the first memory unit 204a. To explain in more detail, for example, if no random numbers are stored in any of the first memory units 204a through the eighth memory unit 204h, the acquired random number will be stored in the first memory unit 204a. Also, for example, if random numbers are already stored in the first memory units 204a through the fourth memory unit 204d, the acquired random number will be stored in the fifth memory unit 204e.

[0233] In the special symbol processing shown in Figure 13, if the number of reserved symbols (reserved symbols U1, reserved symbols U2) is reduced (S1306, S1308), the random numbers stored in the first storage unit 204a to the eighth storage unit 204h are shifted to the previous storage area 204. Here, RAM 203 may be provided with a random number storage area for storing random numbers used in the jackpot determination processing (S1311). In this case, in accordance with the reduction in the number of reserved symbols, the random numbers stored in the first storage unit 204a are shifted to the random number storage area. At this time, the random numbers already stored in the random number storage area, i.e., the random numbers used in the previous jackpot determination processing (previous display of special symbol variation), are erased (overwritten). However, the timing of erasing the random numbers stored in the random number storage area is not limited to when the number of reserved symbols is reduced. When the special symbol lottery in the jackpot determination processing is executed, the random numbers used in this special symbol lottery (random numbers stored in the random number storage area) may be erased.

[0234] Figure 32 is a block diagram illustrating an example of the configuration of the RAM 303 (see Figure 4) of the performance control unit 300 according to this embodiment. Figure 32(a) is a block diagram showing the configuration of the reserved storage areas 305 and 306, and Figure 32(b) is a block diagram showing the configuration of each of the storage units shown in Figure 32(a). As shown in Figure 32(a), the RAM 303 includes a first reserve storage area 305 and a second reserve storage area 306, which serve as reserve status storage areas for storing the status of reserved balls. The first reserve storage area 305 and the second reserve storage area 306 correspond to the reserve for winning at the first start opening 121 and the reserve for winning at the second start opening 122, respectively, and each has four storage units. Specifically, the first reserve storage area 305 has a first storage unit 305a, a second storage unit 305b, a third storage unit 305c, and a fourth storage unit 305d. The second reserve storage area 306 has a first storage unit 306a, a second storage unit 306b, a third storage unit 306c, and a fourth storage unit 306d.

[0235] Furthermore, as shown in Figure 32(b), each of these memory units 305a to 305d and 306a to 306d has a hold flag memory area for turning a hold flag ON / OFF and a notification flag memory area for turning a notification flag ON / OFF. The hold flag is a flag used to identify the presence or absence of a hold ball in each of the memory units 305a to 305d and 306a to 306d. That is, for example, if the number of hold balls due to winning into the first start opening 121 is 3, the hold flag will be turned ON in the three hold flag memory areas of the first to third memory units 305a, 305b, and 305c. The notification flag is a flag used to set whether or not to perform a notification effect based on the pre-determined result for each hold ball. In the pachinko game machine 100 of this embodiment, the performance control unit 300 can set whether or not to perform a notification effect based on the pre-determined result depending on the game state and the status of the effect. Therefore, the notification flag is turned ON when a preview effect is to be performed, and OFF when a preview effect is not to be performed. For example, when a preview effect is to be performed for the third of the three reserved balls mentioned above, the notification flag is turned ON in the notification flag storage area of ​​the third storage unit 305c.

[0236] In addition, although not specifically shown in the diagram, the RAM 203 has a region where pre-determination information is stored (hereinafter referred to as the pre-determination information storage region), separate from the configuration shown in Figure 31(a). Pre-determination information is information obtained by the pre-determination processing based on each of the random numbers mentioned above (see S1007 and S1017 in Figure 10). The content of the pre-determination information is similar to the information obtained as various judgment results in the special symbol processing (see Figure 13), and specifically, it is information to indicate whether or not a big win occurred (and whether or not a small win occurred), if it was a big win, the type of big win, whether the variation pattern (variation time) is long enough to execute a reach performance, and the content of the variation pattern. The pre-determination information stored in the pre-determination information storage region is sent from the game control unit 200 to the performance control unit 300 in the form of a pre-determination result command, either together with the information regarding the reserved balls (hereinafter referred to as the reserved balls) that have undergone pre-determination processing (hereinafter referred to as the reserved balls), or separately from this reserved balls at its own timing.

[0237] [Pre-determination process] Next, the pre-determination process (see S1007 and S1017 in Figure 10) will be explained in detail. In the pre-determination process in this embodiment, the game control unit 200 performs the pre-determination as follows, using a random number table similar to the random number configuration example described with reference to Figures 27 to 30.

[0238] Figure 33 is a flowchart showing the contents of the pre-determination process (S1007 and S1017 in Figure 10) according to this embodiment. As shown in Figure 33, the game control unit 200 first refers to the game state (S3301), selects a table corresponding to the current game state of the pachinko game machine 100, and performs a preliminary determination of the jackpot random number and the jackpot symbol random number (S3302). Next, the game control unit 200 selects a table corresponding to the current game state of the pachinko game machine 100 and performs a preliminary determination of the reach random number (S3303). Furthermore, it selects a table corresponding to the current game state and performs a preliminary determination of the variation pattern random number (S3304). Although not shown in the diagram, in steps S3302, S3303, and S3304, a dedicated table is selected depending on whether the pre-determination process is based on a win from the first start port 121 or the second start port 122.

[0239] Next, the game control unit 200 selects a pre-determination pattern according to the results of the pre-determinations in S3302, S3303, and S3304 (S3305). Subsequently, the game control unit 200 stores the results of the pre-determination of the jackpot random number, the jackpot symbol random number, the reach random number, the variation pattern, and the pre-determination pattern obtained as described above in the pre-determination information storage area as pre-determination information (S3306). Furthermore, in order to transmit the pre-determination information to the performance control unit 300, it sets a pre-determination result command containing the pre-determination information in the RAM 203 (S3307).

[0240] Here, the above-mentioned pre-determination was performed using random values ​​obtained in response to the entry of game balls into the first start port 121 and the second start port 122 (see S1006 and S1016 in Figure 10) and a determination table having the same configuration as the determination table used in the jackpot determination process (see Figure 26). In other words, the determination itself after selecting the determination table to be used is the same as the determination in the jackpot determination process (see S1401 in Figure 14). Therefore, in this embodiment, the subroutine of the jackpot determination process used in the special symbol processing (see Figure 13) (see S1311 in Figure 13 and Figure 14) is called to perform the determination of the random values ​​in the above-mentioned pre-determination.

[0241] With this configuration, in this embodiment, it is not necessary to prepare a separate processing function (subroutine) for determining random numbers in the pre-determination process, in addition to the jackpot determination process. Therefore, the number of control instructions can be reduced, and the increase in the size of the programs related to the jackpot determination process and the pre-determination process can be suppressed. Furthermore, as described above, if the determination table used for pre-determination has the same configuration as the determination table used for jackpot determination, the determination table used for jackpot determination may also be used for pre-determination.

[0242] Furthermore, although only the pre-determination (whether or not it's a jackpot) regarding the special symbol lottery has been explained here, in this embodiment, the variation pattern when displaying the variation and stop of the special symbols is also predicted (pre-determined). The selection of the variation pattern in the special symbol lottery is performed using random values ​​for variation pattern selection acquired in response to the entry of game balls into the first start port 121 and the second start port 122 (see S1006 and S1016 in Figure 10) and a variation pattern table (see Figures 27 to 32) (see S1312 in Figure 13 and Figure 15). Therefore, in predicting the variation pattern, the variation pattern to be selected can be predicted using the random values ​​for variation pattern selection acquired at the time of entry and a prediction table with the same configuration as the variation pattern table used in the variation pattern selection process for special symbol processing. In other words, a different prediction table can be used for each game state of the pachinko game machine 100. Furthermore, different pre-read tables can be used depending on whether the prize is awarded in the first starting gate 121 or the second starting gate 122.

[0243] In this case, to pre-read the variable pattern to be selected in the variable pattern selection process, the subroutine for the variable pattern selection process used in the special symbol processing (see Figure 13) (see S1312 in Figure 13 and Figure 15) can be called and used. Furthermore, the look-ahead table used for pre-reading the variable pattern selection can be the same as the variable pattern table used in the variable pattern selection process of the special symbol processing. By configuring it in this way, the number of control instructions related to pre-reading the variable pattern selection can be reduced, and the increase in program size can be suppressed.

[0244] Furthermore, if the pre-determination process and the jackpot determination process during special symbol variation are performed using the same set of determination tables and the same subroutine, the execution times of each process may differ, potentially resulting in discrepancies between the pre-determination result and the jackpot determination result during special symbol variation. This occurs when the game state of the pachinko machine 100 (either normal game state, special time-saving game state, or specific time-saving game state) changes between the execution of the pre-determination process and the start of the special symbol variation. In this case, since different types of determination tables are used depending on the game state, the specific determination tables used for determination will differ between the execution of the pre-determination process and the execution of the jackpot determination process. Therefore, even if the same random values ​​obtained when the ball enters the first start port 121 and the second start port 122 are used, the pre-determination result and the jackpot determination result may differ. In such cases, the performance control unit 300 may perform control (prohibition) such as not executing the performance based on the pre-determination result if the game state changes after the execution of the pre-determination process but before the start of the special symbol variation.

[0245] As described above, the performance control unit 300 controls, for example, the image display unit 114, the speaker 156, and various lamps, according to the commands output from the game control unit 200 to the performance control unit 300. For example, when the performance control unit 300 receives a command indicating the start of a door opening error, the performance control unit 300 displays a message such as "Please call an attendant" or an image indicating the abnormal state on the image display unit 114. The performance control unit 300 also outputs an alarm indicating the abnormal state from the speaker 156 and restricts the output of music, voices, sound effects, etc. In addition, the performance control unit 300 illuminates various lamps in red, for example, as a way of indicating the abnormal state.

[0246] In addition, although this explanation describes how the performance control unit 300 uses the image display unit 114, speaker 156, and various lamps to notify that an error has occurred, it is also possible to use only some of these. Furthermore, the notification method may be switched depending on the nature of the error. For example, if a door opening error occurs, the image display unit 114, speaker 156, and various lamps may all be used as described above. Also, if a payout error occurs, the image display unit 114 and speaker 156 will notify that an error has occurred. This makes it possible for employees of amusement parlors (pachinko halls) to easily determine the urgency of an error that has occurred in a gaming machine.

[0247] [Example of setting a pre-determination pattern] Next, we will explain an example of the pre-determination pattern and table settings used in the pre-determination process shown in Figure 33. Figure 34 shows an example of the pre-determination pattern and table settings used in the pre-determination process shown in Figure 33. Figure 34 also shows an example of the settings when the special symbols change based on winning into the first starting gate 121 in the normal game state.

[0248] The table shown in Figure 34 contains associated columns for "Judgment Result," "Symbol," "Reach Random Number," "Variation Pattern Random Number," "Planned Variation Pattern," and "Pre-Judgment Pattern." The game control unit 200 determines the planned variation pattern and the pre-determined pattern based on the pre-determined results of the jackpot random number and jackpot symbol random number, the pre-determined results of the reach random number, and the pre-determined results of the variation pattern random number.

[0249] Figure 35 shows an example of the pre-determination pattern and table settings used in the pre-determination process. Figure 35 also shows an example of the settings when the special symbols change based on winning into the second start gate 122 in the special time-saving game state. The table shown in Figure 35 contains associated columns for "Judgment Result," "Symbol," "Reach Random Number," "Variation Pattern Random Number," "Planned Variation Pattern," and "Pre-Judgment Pattern."

[0250] [Operation of the production control unit] Next, the operation of the performance control unit 300 will be explained. Figure 36 is a flowchart showing the operation of the performance control unit 300. The operation of the performance control unit 300 consists of the main processing shown in Figure 36(a) and the interrupt processing shown in Figure 36(b). Referring to Figure 36(a), the performance control unit 300 first performs initial settings at startup (S3601), sets the period of the CTC (Counter / Timer Circuit) (S3602), and then accepts interrupt processing while updating the random numbers used in performance control according to the set period (S3603).

[0251] Interrupt processing is performed periodically according to the cycle set in S3602. Referring to Figure 36(b), in this interrupt processing, the performance control unit 300 receives a command from the game control unit 200 and performs command reception processing (S3611). In this command reception processing, the performance content (performance pattern) is selected. The performance control unit 300 also performs specific time-saving related performance processing to execute performances related to a specific time-saving game state (S3612). The performance control unit 300 also performs performance button processing to accept operations by the player on performance buttons 161, etc. (S3613). After this, the performance control unit 300 performs command transmission processing to send a command containing information about the selected performance pattern to the image / sound control unit 310 and the lamp control unit 320 (S3614). As a result, performances are performed such as image display on the image display unit 114, sound output, operation of the movable mechanism 115, and illumination of various lamps.

[0252] [Command reception processing by the production control unit] Figure 37 is a flowchart showing the contents of the command reception process (S3611 in Figure 36(b)). In this command reception process, the performance control unit 300 first determines whether it has received a command (S3701). If the performance control unit 300 has not received any commands (NO in S3701), it terminates the command reception process.

[0253] On the other hand, when the performance control unit 300 receives any command (YES in S3701), it determines whether the received command is a pre-determination result command or a hold count increase command (S3702). The pre-determination result command and the hold count increase command are commands that are set in the game control unit 200 during the start switch processing shown in Figure 10 (S1009, S1010, S1019, S1020) and sent to the performance control unit 300 during the output processing shown in Figure 9 (S911). Then, if the performance control unit 300 determines that the received command is a pre-determination result command or a command to increase the number of pending items (Yes in S3702), it adds 1 to the value of the number of pending items held in RAM 303 (S3703). Furthermore, the performance control unit 300 performs a pre-determined performance selection process based on the pre-determined result command and the hold count increase command (S3704). The details of the pre-determined performance selection process will be explained later.

[0254] If the received command is not a pre-determination result command or a hold count increase command (No in S3702), the performance control unit 300 determines whether the received command is a variation start command or not (S3705). This variation start command is a command that was set in the game control unit 200 during the special symbol processing shown in Figure 13 (S1314) and sent to the performance control unit 300 during the output processing shown in Figure 9 (S911). If the received command is a variation start command (Yes in S3705), the performance control unit 300 executes the performance selection process (S3706). Also, when a variation start command is received, a random value for performance control used in the performance selection process is obtained. This random value is a random value that is periodically updated in S3603 of the main process shown in Figure 36(a). Details of the performance selection process will be described later.

[0255] If the received command is not a variation start command (No in S3705), the performance control unit 300 determines whether the received command is a variation stop command or not (S3707). This variation stop command is a command that was set in the game control unit 200 during the special symbol processing shown in Figure 13 (S1322) and sent to the performance control unit 300 during the output processing shown in Figure 9 (S911). If the received command is a variation stop command (Yes in S3707), the performance control unit 300 executes the variation performance termination process (S3708). During the variation performance termination process, the performance control unit 300 analyzes the received variation stop command and sets a variation performance termination command in RAM 303 to instruct the termination of the symbol variation performance.

[0256] If the received command is not a variable stop command (No in S3707), the performance control unit 300 determines whether the received command is an opening command to start the opening operation of a jackpot game (S3709). This opening command is a command that was set in the stop processing shown in Figure 16 (S1612) and sent to the performance control unit 300 in the output processing shown in Figure 9 (S911). If the received command is an opening command (Yes in S3709), the performance control unit 300 executes the jackpot performance selection process (S3710). Details of the jackpot performance selection process will be described later.

[0257] If the received command is not an opening command (No in S3709), the performance control unit 300 determines whether the received command is an ending command to start the ending operation of the jackpot game (S3711). This ending command is set in the jackpot entry processing shown in Figure 19 (S1913) and sent to the performance control unit 300 in the output processing shown in Figure 9 (S911). If the received command is an ending command (Yes in S3711), the production control unit 300 executes the ending production selection process (S3712). Details of the ending production selection process will be described later.

[0258] If the received command is not an ending command (No in S3711), the next step is for the performance control unit 300 to determine whether the received command is a customer waiting command (S3713). If the received command is a customer waiting command (YES in S3713), the performance control unit 300 executes customer waiting command reception processing to transition to the customer waiting state (S3714). Details of the customer waiting command reception processing will be described later.

[0259] If the received command is not a customer waiting command (NO in S3713), the performance control unit 300 determines whether the received command is a power restoration command (S3715). If the received command is a power restoration command (YES in S3715), the performance control unit 300 performs power restoration processing (S3716). In this power restoration processing, the performance control unit 300 determines whether or not a complete command has been received. If the performance control unit 300 has not received a complete command, it executes the initial operation of the movable mechanism 115; if it has received a complete command, it does not execute the initial operation of the movable mechanism 115.

[0260] If the received command is not a power restoration command (NO in S3715), the performance control unit 300 determines whether the received command is an MY value command (S3717). If the received command is a MY value command (YES in S3717), the performance control unit 300 performs pre-operation notification processing (S3718). The pre-operation notification processing will be described later.

[0261] If the received command is not an MY value command (NO in S3717), the performance control unit 300 determines whether the received command is a complete waiting command (S3719). If the received command is a complete standby command (YES in S3719), the performance control unit 300 performs a complete standby notification process (S3720). In this complete standby notification process, the performance control unit 300 transmits the complete standby command to the image / sound control unit 310 and the lamp control unit 320. The complete standby notification will be described later.

[0262] If the received command is not a complete standby command (NO in S3719), it means that the received command is a complete command. In this case, the performance control unit 300 performs a complete operation notification process (S3721). In this complete operation notification process, the performance control unit 300 transmits the complete command to the image / sound control unit 310 and the lamp control unit 320. The complete operation notification will be described later.

[0263] Figure 38 is a flowchart showing the contents of the pre-determined performance selection process (S3704) and the performance selection process (S3706) in Figure 37. In the pre-determination performance selection process, the performance control unit 300 first analyzes the pre-determination result command received from the game control unit 200 (S3801). Furthermore, the performance control unit 300 analyzes the hold count increase command received from the game control unit 200 (S3802). Then, based on the pre-determination result command and the hold count increase command, the performance control unit 300 selects a performance pattern (pre-determination performance pattern) to be used in the pre-determination performance (S3803).

[0264] Here, as the pre-judgment presentation patterns, various presentation patterns can be provided that announce the result of the random number determination by the special symbol processing before the start of the variation based on the result of the random number determination by the special symbol processing. For example, presentation patterns such as a hold display presentation and a continuous announcement presentation can be provided as the pre-judgment presentation patterns. In the present embodiment, when a hold ball occurs, a display indicating the number of hold balls is displayed on the first special symbol hold display 218 and the second special symbol hold display 219 of the display 130 (see FIG. 3), and a hold display suggesting the occurrence of a hold and the number of holds is performed on the image display unit 114 (hold display presentation). Therefore, in this hold display presentation, by reflecting the pre-judgment result in the display mode and the like of the hold display, it can be made into a pre-judgment presentation that suggests to the player the judgment result when the random number determination by the special symbol processing is subsequently performed regarding the hold ball.

[0265] Note that although the case where the hold display presentation is used as the pre-judgment presentation has been described here, by reflecting it in various presentation contents performed before the start of the variation based on the result of the random number determination by the special symbol processing, it becomes possible to perform various announcement presentations. For example, presentations using the presentation images displayed on the image display unit 114, presentations by the lighting of various lamps, presentations by the operation of movable accessory members, presentations by acoustic outputs such as music and sound effects, etc. can be set as the pre-judgment presentation patterns.

[0266] Furthermore, the pre-determination animation may be executed in conjunction with the symbol changes for other winning balls, which occur before the symbol changes for the winning ball (reserved ball) for which the pre-determination was performed. In this embodiment, the number of reserved balls is limited to four per starting port (first starting port 121 or second starting port 122) (see Figure 10). Priority is also given to the consumption of reserved balls in the second starting port 122. In this case, for example, if a pre-determination is performed for a reserved ball in the second starting port 122, then symbol changes will occur for up to four winning balls, including the currently changing change (referred to as the change in question), before the symbol change for that reserved ball occurs. In a notification animation related to a reserved ball for which a pre-determination has been performed, if multiple symbol changes occur before the symbol change for that reserved ball occurs, a notification animation (continuous notification animation) that spans those multiple symbol changes may be performed.

[0267] The performance control unit 300 then sets a hold count command in the RAM 303, which contains the value of the hold count after addition and information about the pre-judgment performance pattern selected in the pre-judgment performance selection process (S3804). The hold count command also includes information indicating the selected pre-judgment performance pattern in order to notify the CPU 311 of the image / sound control unit 310 of the selected pre-judgment performance pattern. Upon receiving the hold count command, the CPU 311 creates a display list, etc., for drawing and outputting images and sounds corresponding to the selected pre-judgment performance pattern to the VDP 314. Based on the display list, etc., the VDP 314 reads image data and sound data representing the selected pre-judgment performance pattern from the CGROM 315 and SNDROM 316, and expresses the pre-judgment performance using the image display unit 114 and speaker 156.

[0268] In the performance selection process, the performance control unit 300 first analyzes the received variation start command (S3811). It also deducts 1 from the value of the number of reserved items held in RAM 303 (S3812). Then, based on various setting information obtained from the analysis result of the variation start command (information such as the type of jackpot, the game state after a jackpot, and the variation pattern), the performance control unit 300 selects a variation performance pattern for the symbol variation using images to be displayed on the image display unit 114 (S3813). Note that the value of the number of reserved items held in RAM 303 may be deducted by 1 after the variation performance pattern has been selected. In other words, the variation performance pattern may be selected before the value of the number of reserved items held in RAM 303 is deducted by 1.

[0269] Finally, the performance control unit 300 sets a variable performance start command in RAM 303 to instruct the start of execution of the selected performance (S3814). The variable performance start command includes information indicating the selected variable performance pattern in order to notify the CPU 311 of the selected variable performance pattern. Upon receiving the variable performance start command, the CPU 311 creates a display list, etc., for drawing and outputting images and sounds corresponding to the selected variable performance pattern to the VDP 314. Based on the display list, etc., the VDP 314 reads image data and sound data representing the selected variable performance pattern from CGROM 315 and SNDROM 316, and expresses the variable performance using the image display unit 114 and speaker 156.

[0270] Although not described in detail, in the selection process of the variation effect pattern of the symbol variation in S3813, the variation effect pattern is determined based on the variation pattern. Based on the variation effect pattern determined here, the variation display of the decorative symbol, the background effect, the preview effect, etc. are determined. Note that the variation display of the decorative symbol is an effect display performed by the image display unit 114 accompanying the variation display of the special symbol performed by the first special symbol display 221 or the second special symbol display 222. In this variation display of the decorative symbol, a reach effect or the like is executed. Note that, unlike this embodiment, when a plurality of variation effect patterns are set for the variation pattern, a lottery may be used to select the variation effect pattern using an effect random number (one of the random numbers updated in S3603 of FIG. 36(a), and the effect random number value is acquired at the time of receiving the variation start command).

[0271] FIG. 39 is a flowchart showing the content of the jackpot effect selection process (S3710) of FIG. 37. In this jackpot effect selection process, the effect control unit 300 first analyzes the received opening command (including information about the type of jackpot symbol) (S3901), and selects an effect pattern (jackpot effect pattern) (S3902). Then, the effect control unit 300 reads out the image data and sound data used for the effect according to the selected jackpot effect pattern from the ROM 302, and sets a jackpot effect start command instructing the selected effect together with these data in the RAM 303, and ends the jackpot effect selection process (S3903). Thereby, the effect during the jackpot is determined. Note that, in the selection of the jackpot effect pattern (S3902), a determination based on the random number value acquired at the time of receiving the command may be performed.

[0272] FIG. 40 is a flowchart showing the content of the ending effect selection process (S3712) of FIG. 37. In this ending sequence selection process, the sequence control unit 300 first analyzes the received ending command (including information about the type of jackpot symbol) (S4001) and selects a sequence pattern (ending sequence pattern) (S4002). Then, the sequence control unit 300 reads the image data and sound data used for the sequence based on the selected ending sequence pattern from the ROM 302, and sets this data along with an ending sequence start command that instructs the selected sequence in the RAM 303, thereby ending the ending sequence selection process (S4003). Note that in the selection of the ending sequence pattern (S4002), a determination may be made based on a random value obtained when the command is received.

[0273] Figure 41 is a flowchart showing the contents of the customer waiting command reception process (S3713) in Figure 37. The performance control unit 300 determines whether or not it has received a customer waiting command to transition to a customer waiting state (S4101). If a customer waiting command is received (Yes in S4101), the performance control unit 300 starts measuring the elapsed time (S4102) and turns on the measurement flag in RAM 303 (S4103). On the other hand, if the received command is not a customer waiting command (No in S4101), the performance control unit 300 determines whether or not the measurement flag held in RAM 303 is ON (S4104). If the measurement flag is OFF (No in S4104), the customer waiting command reception process is terminated.

[0274] If the measurement flag is ON (Yes in S4104 or after being turned ON in S4103), the performance control unit 300 then determines whether the measurement time has reached a predetermined time-up time (for example, 10 seconds) (S4105). If the time has not been reached (No in S4105), the customer waiting command reception process is terminated. On the other hand, if the time has been reached (Yes in S4105), the performance control unit 300 turns OFF the measurement flag held in RAM 303 (S4106).

[0275] Next, the performance control unit 300 determines whether the current game state of the pachinko game machine 100 is a specific time-saving game state (S4107). If it is a specific time-saving game state (YES in S4107), the performance control unit 300 determines whether it is before the start of the first variation performance in the special time-saving game state (S4108). If it is not yet time for the first variation animation to begin (NO in S4108), the animation control unit 300 sets a customer waiting animation command to perform the first customer waiting animation in RAM 303 and terminates the customer waiting command reception process (S4109). This controls the machine to the customer waiting state. Furthermore, if the game is not in a specific time-saving game state (NO in S4107) or if the first variation animation in a specific time-saving game state has not yet started (YES in S4108), the performance control unit 300 sets a customer-waiting animation command for performing the second customer-waiting animation (demo animation) in RAM 303 and terminates the customer-waiting command reception process (S4110). This controls the game to a customer-waiting state. The second customer-waiting animation is a different type of animation from the first customer-waiting animation.

[0276] Figure 42 is a flowchart showing the contents of the pre-operation notification process (S3718) in Figure 37. The performance control unit 300 first notifies the remaining MY value (S4201). More specifically, the performance control unit 300 notifies the remaining MY value based on the MY value indicated in the MY value command. Next, the performance control unit 300 determines whether the pre-notification condition is met (S4202). In this embodiment, the pre-notification condition is defined as the MY value reaching a specific value. The specific value is lower than the MY upper limit. In this embodiment, "90000" is set as the specific value. However, the specific value may be any value lower than the MY upper limit. If the pre-notification condition is not met (NO in S4202), the performance control unit 300 terminates the pre-operation notification process.

[0277] On the other hand, if the pre-notification conditions are met (YES in S4202), the performance control unit 300 provides pre-notification (S4203). Pre-notification is prior notification that the complete function will be activated when the conditions for activation of the complete function are met. Pre-notification will be described later.

[0278] Figure 43 is a flowchart showing the contents of the specific time-saving related performance processing (S3612) in Figure 36(b). The performance control unit 300 determines whether the current game state of the pachinko game machine 100 is the normal game state (S4301). If it is the normal game state (YES in S4301), the performance control unit 300 determines whether it has been controlled from the special time-saving game state to the normal game state (S4302). If it has been controlled from the special time-saving game state to the normal game state (YES in S4302), the special time-saving related performance processing is terminated. If it has not been controlled from the special time-saving game state to the normal game state (NO in S4302), the performance control unit 300 determines whether a variation performance is currently being executed (S4303). If it is not a variation performance (NO in S4303), the special time-saving related performance processing is terminated.

[0279] On the other hand, if a variation performance is in progress (YES in S4303), the performance control unit 300 determines whether a RAM clear was performed when the pachinko game machine 100 was most recently restored from a state where its power was cut off (S4304). If a RAM clear was not performed (NO in S4304), the performance control unit 300 determines whether the number of variations of the decorative symbols since the most recent restoration is equal to or greater than the first number (S4305). In this embodiment, the first number is 50. However, the first number may be any value. If the number of variations is less than the first number (NO in S4305), the specific time-saving related performance processing is terminated. The performance control unit 300 may determine that the number of variations is equal to or greater than the first number by setting the condition that the first variation has finished or by setting the condition that the first variation has started. If the number of variations is equal to or greater than the first number (YES in S4305), the performance control unit 300 determines whether the number of variations of the decorative pattern after the reset is equal to or greater than the second number (S4306). The second number is the number of variations greater than the first number. In this embodiment, the second number is, for example, 101. However, the second number may be any value as long as it is greater than the first number of variations. The performance control unit 300 may determine that the number of variations is equal to or greater than the second number by setting the condition that the second variation has finished or by setting the condition that the second variation has started. If the number of variations is less than the second number (NO in S4306), the performance control unit 300 determines whether the number of variations of the decorative pattern after the reset is the third number (S4307). In this embodiment, the third number is 100. The performance control unit 300 may determine that the number of variations is the third number by setting the condition that the third variation has finished or by setting the condition that the third variation has started.

[0280] If the number of fluctuations is not the third (NO in S4307), the performance control unit 300 determines by lottery (for example, with a probability of 1 / 2) whether or not to execute the clear denial performance (S4308). The clear denial performance is a performance that indicates that a RAM clear has not been performed. If it is determined not to execute the clear denial performance (NO in S4308), the specific time-saving related performance processing is terminated. If it is decided to execute the clear denial animation (YES in S4308), the animation control unit 300 executes the clear denial animation and the remaining number of spins notification animation (S4309). The remaining number of spins notification animation is an animation that notifies the number of spins required to reach a specific time-saving game state.

[0281] Furthermore, if the number of fluctuations is the third (YES in S4307), the performance control unit 300 determines whether or not the clear denial performance has already been executed (S4310). If the clear denial performance has not been executed (NO in S4310), the performance control unit 300 executes the clear denial performance and the remaining count notification performance (S4311).

[0282] On the other hand, if a RAM reset has been performed during the most recent power recovery from a state where the power to the pachinko game machine 100 was cut off (YES in S4304), the performance control unit 300 determines whether the most recent reset of the number of spins was a reset based on a jackpot (S2004 in Figure 20) (S4312). If it is not a reset based on a jackpot (NO in S4312), the performance control unit 300 determines whether the number of spins since the most recent power recovery from a state where the power to the pachinko game machine 100 was cut off is the fourth spin or higher (S4313). The fourth spin is a spin count that is greater than the first spin count. In this embodiment, the fourth spin is 100. However, the fourth spin may be any value as long as it is a spin count that is greater than the first spin count. If the number of spins is less than the fourth spin (NO in S4313), the specific time-saving related performance processing is terminated. Furthermore, the performance control unit 300 may determine that the number of variations is the fourth or later by setting the condition for determining that the fourth variation has ended, or by setting the condition for determining that the fourth variation has started.

[0283] Furthermore, if the number of fluctuations is the fourth or higher (YES in S4313) or if the most recent reset was a reset based on a big win (YES in S4312), the performance control unit 300 determines whether or not the remaining count notification performance has already been executed (S4314). If the remaining count notification performance has not been executed (NO in S4314), the performance control unit 300 executes the remaining count notification performance (S4315). Furthermore, if the answer to S4306 is YES, if the answer to S4310 is YES, after the execution of S4309, after the execution of S4311, if the answer to S4314 is YES, or after the execution of S4315, the performance control unit 300 executes the remaining count update performance (S4316). The remaining count update performance is a performance that notifies the number of updated variation performances required to reach a specific time-saving game state.

[0284] On the other hand, if the game is not in a normal game state (NO in S4301), the performance control unit 300 determines whether the current game state of the pachinko game machine 100 is a specific time-saving game state (S4317). If it is not a specific time-saving game state (NO in S4317), the special time-saving related performance processing is terminated. If the game is in a specific time-saving game state (YES in S4317), the performance control unit 300 determines whether or not the first variation performance in the specific time-saving game state has not yet started (S4318). If it has not yet started the first variation performance (YES in S4318), the performance control unit 300 determines whether or not there are any reserved balls (S4319). If there are reserved balls (NO in S4319), the specific time-saving related performance processing is terminated. Furthermore, if there are no pending shots (YES in S4319), the performance control unit 300 starts a right-hand shot notification (S4320). More specifically, the performance control unit 300 starts a notification to prompt the player to shoot the game ball toward the right side of the game area 111.

[0285] On the other hand, if the first variation animation in the specific time-saving game state has already started (NO in S4318), the animation control unit 300 determines whether or not the right-hand shooting notification has not yet started (S4321). If the right-hand shooting notification has already started (NO in S4321), the specific time-saving related animation processing is terminated. If the right-hand shooting notification has not yet started (YES in S4321), the performance control unit 300 starts the right-hand shooting notification (S4322). Furthermore, the performance control unit 300 executes a specific time-saving notification performance (S4323). The specific time-saving notification performance is a performance that notifies that the pachinko game machine 100 is in a specific time-saving game state.

[0286] Figure 44 is a flowchart showing the contents of the action button processing (S3613 in Figure 36(b)). In this effect button processing, the effect control unit 300 first determines whether the player has operated the effect button 161 or other operating means during a predetermined reception period (operation validity period described later) (S4401). Here, operation of the operating means includes pressing the effect button 161 so that it is displaced from the non-operation position (reference position) when not being operated to a predetermined position and turns ON, and pressing the center key or surrounding keys of the effect key 162 and turning ON. Furthermore, if the pachinko game machine 100 is provided with operating devices other than the effect button 161 and effect key 162, such as a touch panel, it also includes detecting the operation of those devices. The effect control unit 300 receives operation signals from the controllers of these devices and detects that an operation has been performed. If the control means such as the performance button 161 is not operated (No in S4401), the performance button processing is terminated.

[0287] Furthermore, if an operating means such as the performance button 161 is operated (Yes in S4401), the performance control unit 300 sets a performance button command containing information indicating the content of the operation of the operating means into the RAM 303 and terminates the performance button processing (S4402).

[0288] After this, the performance control unit 300 performs the command transmission process (S3614) shown in Figure 36(b) and transmits the commands set in RAM 303 during the command reception process and performance button processing to the image / sound control unit 310 and the lamp control unit 320. The image / sound control unit 310 and the lamp control unit 320 then control the image display on the image display unit 114, sound output, operation of the movable prop 115, illumination of various lamps, etc., based on the received commands, to execute the set performance.

[0289] [Information displayed on the information display in each gaming section] Next, Figure 45 will be used to explain the information displayed on the information display unit 230 in each game section. The table of display information in Figure 45 shows the correspondence between the section counter value (type of game section), the number of normal outs, the data selection counter value, and the content displayed on the information display unit 230. In the following, the current game section may be referred to as the first game section. The previous game section may be referred to as the second game section. The game section two sections ago may be referred to as the third game section. The game section three sections ago may be referred to as the fourth game section.

[0290] Here, the first game section shown in Figure 45 begins when the power is first turned on. The setting of 60,000 total payouts is a value that roughly guarantees the daily operation of a pachinko machine that produces 100 balls per minute. The normal base value is always displayed as two digits on the numerical segment. Also, if the normal payout count is "0", or if the normal base value is 100 or more, "99." is displayed on the numerical segment.

[0291] The identification information displayed on the identification segment of the information display unit 230 includes "bL." indicating the normal base value for the current game section, "b1." indicating the normal base value for the game section one round ago, "b2." indicating the normal base value for the game section two rounds ago, and "b3." indicating the normal base value for the game section three rounds ago.

[0292] The numerical information displayed on the numerical segment of the information display unit 230 includes "--" indicating that there is no calculated normal base value, "00" indicating that the normal base value is "0" or the normal number of outs is "0", "01" to "99" indicating that the normal number of outs is "1" or more and the normal base value is between "1" and "99", respectively, and "99." indicating that the normal base value is "100" or more. Note that if the normal base value is less than "10", the tens digit of the numerical information will always be "0", and it will be displayed as a two-digit number.

[0293] Furthermore, the numerical information displayed on the numerical segment does not change in its display mode (it remains lit) regardless of the game section or the number of normal outs, but the identification information displayed on the identification segment changes in its display mode (it flashes or remains lit) depending on the game section, the number of normal outs, etc. (whether or not a normal base value has been calculated and whether or not the calculated normal base value is reliable).

[0294] Specifically, in the first to fourth game sections, if the identification information for a game section for which there is no calculated normal base value is displayed, the identification information will flash. Also, in game sections from the second section onward, if the identification information for the current game section ("bL.") is displayed, the identification information will flash if the reliability of the calculated normal base value is low (normal number of outs is 0 to 5999). In all other cases, the identification information will be lit up.

[0295] To give an example of the display on the information display unit 230, if the interval counter value is "1", the normal middle output is within the range of 0 to 5999, the data selection counter value is "0", and the normal base value stored in the first area of ​​the base memory area is "35", then "bL." will blink on the identification segment of the information display unit 230, and "35" will light up on the numeric segment.

[0296] Thus, when the normal base value is "99" or less, performance information that does not use the decimal point DP of the 7-segment display, such as "00" to "99", is displayed in the numerical segment. On the other hand, when the normal base value is "100" or more, performance information that uses the decimal point DP of the 7-segment display, such as "99.", is displayed in the numerical segment, making it easier to recognize that the normal base value is abnormal.

[0297] Furthermore, when the base value is normally less than "10", a "0" is always displayed in the tens digit of the numeric segment, resulting in a two-digit display (for example, "01"). This makes it possible to effectively use two 7-segment displays as numeric segments to create an easy-to-understand display.

[0298] Furthermore, when displaying the normal base value for the current game section, if the number of normal outs in the current game section is between 0 and 5999, which is not a sufficient number to calculate the normal base value, the identification information "bL." displayed on the identification segment will flash, making it easier to understand that the currently displayed normal base value is unreliable information.

[0299] Furthermore, if there is no calculated normal base value, the numerical segment will display a non-numerical "--", making it easier to understand that a normal base value has not been calculated for the game section corresponding to the identification information displayed in the identification segment.

[0300] Furthermore, instead of executing the counting process, base value identification process, and performance information setting process as information programs, one or two of them may be executed as game programs (for example, the counting process may be executed within an input control process that monitors the presence or absence of signal inputs from various switches), while the remaining ones are executed as information programs.

[0301] Furthermore, the process of outputting display data for displaying performance information on the information display unit 230 may be performed in a performance program rather than in the output control process, which is a game program.

[0302] Alternatively, instead of the out ball detection switch 227 detecting out balls consisting of game balls that have entered the normal prize entry port 127, the first start port 121, the second start port 122, the large prize entry port 125, and game balls that have flowed into the discharge port 117, the out ball detection switch 227 may be configured to detect only game balls that have flowed into the out ports. In that case, the number of outs (total number of outs, normal number of outs) should be increased by 1 each time a game ball is detected by the out ball detection switch 227, the normal prize entry port switch 217, the first start port switch 211, the second start port switch 212, and the large prize entry port switch 215.

[0303] (Main processing of the control unit) The main processing of the image / sound control unit 310 will be explained using Figure 46. Figure 46 is a flowchart of the main processing of the image / sound control unit 310. This main processing is performed when a system reset, which occurs when a power supply voltage is supplied from the power supply board (not shown), is input to the CPU 311.

[0304] First, in step T1, CPU311 disables all interrupts, and in step T2, it performs initialization processing. Specifically, it performs initial CPU settings such as setting internal registers, grants permission to access RAM313, initializes the entire RAM area of ​​RAM313 (clears to 0), and starts the CTC (Counter Timer Circuit) to generate timer interrupts, and then in step T3, it enables all interrupts.

[0305] In step T4, the CPU 311 performs adjustment mode switching processing. Specifically, it refers to input signals from a changeover switch (not shown) that can be operated by a game store employee to adjust the volume (value) of the sound output from the speaker 156 and the brightness (value) of the backlight of the image display unit 114, and performs processing to switch the adjustment mode related to volume and brightness adjustment (whether volume can be adjusted, whether brightness can be adjusted, initial value of volume (any of 0 to 5) and initial value of brightness (any of 0 to 5), adjustment range of volume (0 to 5 or 1 to 5) and adjustment range of brightness (0 to 5 or 1 to 5)).

[0306] Here, a changeover switch (not shown) is provided on the game control board, which serves as the main board, and switches the adjustment mode related to the volume of the sound effects output from speaker 156, the display device (image display unit 114, sub-display device (a display device that displays images related to the effects separately from image display unit 114)) and the light intensity of various lighting devices (various lamps). Furthermore, the volume and light intensity values ​​can be set (adjusted) using a toggle switch (not shown) at any time as long as the pachinko machine 100 is powered on (after the image / sound control unit 310 is activated).

[0307] In step T5, the CPU 311 performs volume adjustment processing. Specifically, based on detection signals (left button detection signal, right button detection signal) from the detection switch that detects the operation of the performance key 162 that can be operated by the player, it performs processing to adjust the volume (value) of the performance sound output from the speaker 156.

[0308] In step T6, the CPU 311 performs a light intensity adjustment process. Specifically, it performs a process to adjust the light intensity (value) of the backlight of the image display unit 114 based on detection signals (down button detection signal, up button detection signal) from the detection switch that detects the operation of the performance key 162 that can be operated by the player.

[0309] Furthermore, the setting (adjustment) of volume and brightness values ​​using the performance key 162 is restricted at the start and end of the variable performance (when the decorative symbols 41 stop). In addition, it is restricted from the time the power of the pachinko machine 100 is turned ON until the start of game progress control (specifically, during setting change mode, RAM clear preparation mode, setting confirmation mode, initial operation of various drive sources, etc., until a timer interrupt is started on the game control board), and also during the notification (output of notification sound) of important (high security level) abnormalities (power on, power restoration, fraudulent winning, abnormal winning, magnetic error, radio wave error, door open error) that should be notified with higher priority than tray full errors or payout abnormalities.

[0310] Furthermore, while an abnormality notification sound is being output, even if the current volume level is lower than the maximum volume level, the volume of various sound effects (BGM, etc.) output from speaker 156 will be reduced from the previous volume level, and when the abnormality notification sound output ends, the volume of the various sound effects will be restored to the volume level before the reduction.

[0311] In step T7, the CPU 311 performs eco-mode control processing. Specifically, it performs processing to control the start and end of eco-mode, which reduces power consumption by lowering the light intensity of the backlight of the image display unit 114.

[0312] In step T8, the CPU 311 determines whether or not it has received a performance instruction command or a notification instruction command transmitted from the performance control unit 300. If it has not received a performance instruction command or a notification instruction command, it proceeds to step T11; if it has received a performance instruction command or a notification instruction command, it proceeds to step T9.

[0313] In step T9, the CPU 311 performs animation pattern setting processing. Specifically, it determines an animation pattern from the type of animation group corresponding to the received animation instruction command or notification instruction command and sets it in a predetermined area of ​​the RAM 313.

[0314] In step T10, the CPU 311 performs sound pattern setting process...

Claims

[Claim 1] a game control means capable of controlling the progress of the special game; a performance control means for controlling the performance, The game control means Determination information can be acquired based on the establishment of the start condition, A variable display of the pattern can be executed based on the determination information, The performance control means The performance mode can be controlled, A variable effect can be executed in which a plurality of rows of effect symbols are varied along a predetermined path in the display means in accordance with the variable display, During the execution of the variable performance, a specific performance can be executed, When the specific effect is executed, a specific sound can be output, The presentation mode includes: There is a first presentation mode and a second presentation mode different from the first presentation mode, The specific sound includes: There is a first specific sound and a second specific sound different from the first specific sound, When the specific performance is executed during the execution of the variable performance in the first performance mode, at least the first specific sound can be output, When the specific performance is executed during the execution of the variable performance in the second performance mode, at least the second specific sound can be output, The above-mentioned variable performance includes: A first variable performance in which the predetermined path is a first path in the first performance mode; In the second performance mode, the predetermined path is a second path different from the first path. The designs include a first design and a second design different from the first design, It is possible to make the specific sound output or the specific performance executed when the first symbol stops in the first variation performance different from the specific sound output or the specific performance executed when the second symbol stops in the second variation performance, It is possible to make the specific sound output or the specific performance executed when the second symbol stops in the first variable performance common to the specific sound output or the specific performance executed when the second symbol stops in the second variable performance, When the variable performance is started, a start performance can be executed, The opening performance includes: There is a first aspect and a second aspect different from the first aspect, The start performance can be different in the first variation performance and the second variation performance, In the first variable performance, a predetermined performance that makes it possible to expect a big win is more likely to be executed when the start performance of the second mode is executed than when the start performance of the first mode is executed.

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