gaming machines

The gaming machine uses dynamic display modes with varying pseudo consecutive performances to enhance player engagement and excitement by influencing the probability of winning, addressing the need for further engagement in gaming machines with pseudo consecutive effects.

JP7814724B2Active Publication Date: 2026-02-17TAKAO KK
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Patent Information

Application Number
JP2021138823
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-27
Publication Date
2026-02-17
Estimated Expiration
2041-08-27

AI Technical Summary

Technical Problem

Existing gaming machines with pseudo consecutive effects lack mechanisms to further enhance player engagement and excitement.

Method used

The gaming machine implements a dynamic display mode with pseudo consecutive performances, varying the number of unit displays and using different pseudo consecutive displays based on the number of executions, influencing the probability of winning, thereby increasing player interest.

Benefits of technology

This approach enhances player engagement by making the game more exciting and increasing the likelihood of winning, as players anticipate and engage with the varying pseudo consecutive displays.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To further enhance interest in a game in a game machine capable of executing a pseudo-continuous performance.SOLUTION: A game machine dynamically displays a performance pattern on the basis of winning / losing determination. The game machine has a display mode of a pseudo-continuous performance for performing a pseudo unit dynamic display for a predetermined number of times in one dynamic display as a display mode of dynamic display. The game machine includes multiple display modes in which the number of times of pseudo unit dynamic display differs as display modes of the pseudo-continuous performance, and performs pseudo-continuous display for showing execution of the unit dynamic display each time when the second unit dynamic display or thereafter is performed in one pseudo-continuous performance. The game machine includes, as pseudo-continuous display, first pseudo-continuous display using a different mode according to information on the number of times for showing the number of times of unit dynamic display executed in one pseudo-continuous performance and common second pseudo-continuous display used without any relation to information on the number of times. When the second pseudo-continuous display is selected as pseudo-continuous display following the first unit dynamic display, the number of execution times of unit dynamic display is maximized.SELECTED DRAWING: Figure 26
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine, and can be applied to so-called "pinball gaming machines" and "slot machine type gaming machines." [Background technology]

[0002] For example, a pinball game machine (pachinko machine) has a start port and a big prize port (big prize device), and executes a win / loss determination based on the winning of the ball into the start port. When this win / loss determination is executed, a special symbol display device (identification information display means) displays a variable special symbol (displays variable identification information). Then, when the special symbol display device displays a fixed symbol (big prize symbol) indicating that the result of the win / loss determination is a big prize, a big prize game is executed in which the big prize port is changed to an open state. In this type of gaming machine, in addition to a special pattern display device that displays special patterns as a means of notifying the result of the win / loss judgment, it is common for a performance pattern display device to be equipped, and to execute a variable performance corresponding to the changing display of the special patterns.

[0003] In addition, with this type of gaming machine, it was common for each win / loss determination to involve a single apparent change presentation (a change presentation in which the presentation pattern is displayed in a changing manner) and then the result of the win / loss determination was announced. However, in recent years, a gaming machine has been proposed that is capable of executing "an effect (pseudo consecutive effect) involving pseudo fluctuations, which involves repeatedly fluctuating the effect symbols for a predetermined period of time and temporarily stopping (pausing) the fluctuations" in response to a single win / loss determination (see Patent Document 1). In this gaming machine, the fluctuation effect executed in response to a single win / loss determination can be made to appear as if multiple fluctuation effects are being executed. In a gaming machine capable of executing this pseudo consecutive effect, the more pseudo consecutive fluctuations executed in response to a single win / loss determination, the higher the likelihood of a jackpot occurring. Therefore, by appearing the pseudo consecutive effect as a fluctuation effect, the excitement of playing can be increased. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-187989 Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, it is desirable to make improvements to gaming machines capable of executing pseudo consecutive effects in this way in order to further increase the enjoyment of the game.

[0006] The present invention has been made in consideration of the above viewpoints, and aims to further increase the enjoyment of gaming in gaming machines capable of executing pseudo consecutive performances. [Means for solving the problem]

[0007] The gaming machine of the present invention comprises: A gaming machine that executes a hit / miss judgment based on the establishment of a predetermined condition, and dynamically displays a performance symbol based on the hit / miss judgment, As a display mode of the dynamic display, a display mode of a pseudo consecutive effect is provided in which a pseudo unit dynamic display is performed a predetermined number of times in one dynamic display executed based on a hit / miss determination, As a display mode of the pseudo consecutive performance, a plurality of display modes are provided in which the number of times of the pseudo unit dynamic display is different, In one pseudo consecutive performance, each time the unit dynamic display is performed for the second or subsequent times, a pseudo consecutive display indicating the execution of the unit dynamic display is performed; As the pseudo consecutive display, a first pseudo consecutive display is used in a different manner depending on the number of times information indicating how many times the unit dynamic display is executed in one pseudo consecutive performance, and a common second pseudo consecutive display is used regardless of the number of times information, The second pseudo consecutive display is characterized in that it is selected in a display mode in which the number of unit dynamic displays executed in one pseudo consecutive performance is a specific number or more.

[0008] According to the gaming machine of the present invention, the probability of winning in the win / loss judgment changes depending on which pseudo consecutive display is executed during the pseudo consecutive performance. Therefore, the player will pay close attention to "which pseudo consecutive display will be executed" during the pseudo consecutive performance. In other words, according to the present invention, when the second pseudo consecutive display is displayed as the pseudo consecutive display, it is determined that the number of unit dynamic displays is equal to or greater than a specific number, so the probability of the result of the win / loss judgment being a win is high. Therefore, the pseudo consecutive display can increase the interest in the game. The "specific number of times" of the present invention can be exemplified as "three times." Normally, when a "pseudo consecutive performance in which the number of unit dynamic displays is three or more" is executed, the result of the win / loss judgment is considered to have a high possibility of being a win (expected win rate), so it is preferable to set the "specific number of times or more" to "three or more times."

[0009] Here, the special symbol starts to change each time a win / loss judgment is made, and when the change time determined each time the win / loss judgment is made has expired, the result symbol indicating the result of the win / loss judgment is displayed. Also, the above-mentioned "dynamic display" is a presentation display (display presentation using presentation symbols) that is executed in response to the change of the special symbol each time the win / loss judgment is made, and is executed until the change time determined each time the win / loss judgment is made has expired.

[0010] The "pseudo consecutive performance" is executed as one aspect of such "dynamic display" and is characterized by performing a "unit dynamic display (hereinafter sometimes simply referred to as "pseudo consecutive") a predetermined number of times (a predetermined number of times of two or more). More specifically, the "pseudo consecutive performance" is a performance in which, during "one dynamic display", a unit dynamic display made up of a dynamic display using performance symbols is performed a predetermined number of times, accompanied by a "pseudo consecutive display".

[0011] Furthermore, a "pseudo consecutive display" is a display related to a subsequent unit dynamic display (a display accompanying the execution of a subsequent unit dynamic display) when a preceding unit dynamic display (hereinafter referred to as a preceding unit dynamic display) and a unit dynamic display following the preceding unit dynamic display (hereinafter referred to as a subsequent unit dynamic display) are executed sequentially. This "display related to a subsequent unit dynamic display" may be (1) one executed when the preceding unit dynamic display ends (hereinafter referred to as a "former pseudo consecutive display"), (2) one executed during the subsequent unit dynamic display (hereinafter referred to as a "latter pseudo consecutive display"), or (3) one composed of both the former pseudo consecutive display and the latter pseudo consecutive display.

[0012] The "former pseudo-continuous display" can be exemplified by a mode in which the pseudo-continuous display appears when the preceding unit dynamic display ends. For example, the pseudo-continuous display can appear when the preceding unit dynamic display temporarily stops, or when the dynamic display speed (described later) of the preceding unit dynamic display slows down. Examples of "pseudo consecutive displays" include those that are composed of "pseudo consecutive patterns" that appear when the preceding unit dynamic display temporarily stops, those that are composed by the performance patterns temporarily stopping in a predetermined sequence (for example, those that are composed of a combination pattern (such as "7.7.7") that indicates the occurrence of a jackpot and a combination pattern (such as "7.7.6") that is slightly different), and those that are composed of a count display that appears in the subsequent unit dynamic display (a display of the number of times that the subsequent unit dynamic display is the unit dynamic display in one pseudo consecutive performance).

[0013] The "predetermined condition" of the present invention can be exemplified by (1) "a game ball entering the starting hole" in a pinball game machine, and (2) "operating a lever" in a slot machine. [Effects of the Invention]

[0014] As described above, according to the present invention, it is possible to further increase the enjoyment of gaming in a gaming machine capable of executing pseudo consecutive performances. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. [Figure 2] Front view of the game board 1. [Figure 3] 1 is a rear view of the pachinko machine 50. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine 50. [Figure 5] 1 is a diagram showing the operation of pachinko machine 50. [Figure 6] A diagram showing the relationship between the jackpot pattern, the type of jackpot, and the game status after the jackpot game is executed on the pachinko machine 50. [Figure 7] 4 is a flowchart showing an outline of a main routine executed by a main control device 80 of a pachinko machine 50. [Figure 8] A flowchart of the start-up winning confirmation process for special patterns executed by the main control unit 80. [Figure 9] 10 is a first flowchart of the process of determining whether a special symbol is a winning or losing symbol, which is executed by the main control device 80. [Figure 10] 10 is a second flowchart of the process of determining whether a special symbol is a winning or losing symbol, which is executed by the main control unit 80. [Figure 11] 10(a) is a diagram showing the relationship between the game state and the fluctuation pattern table, and FIG. 10(b) is a third flowchart of the win / loss determination process executed by the main control unit 80. [Figure 12] 4 is a fourth flowchart of the process of determining whether a special symbol is a winning or losing symbol, which is executed by the main control unit 80. [Figure 13] 10 is a first flowchart of the jackpot game processing executed by the main control device 80. [Figure 14] 10 is a second flowchart of the jackpot game processing executed by the main control device 80. [Figure 15] 10 is a third flowchart of the jackpot game processing executed by the main control device 80. [Figure 16] An explanatory diagram showing the contents of the variable performance (performance display). [Figure 17] An explanatory diagram showing the contents of the variable performance (performance display). [Figure 18](a) to (d) are explanatory diagrams showing the contents of the pseudo-continuous pattern. [Figure 19] An explanatory diagram showing how the first pseudo-continuous display temporarily stops. [Figure 20] An explanatory diagram showing how the first pseudo-continuous display temporarily stops. [Figure 21] An explanatory diagram showing how the second pseudo-continuous display temporarily stops. [Figure 22] An explanatory diagram showing the contents of development performance A. [Figure 23] An explanatory diagram showing the contents of development performance B. [Figure 24] 10 is a flowchart showing the performance start processing executed by the sub-integrated control device 83. [Figure 25] 10 is a diagram showing a fluctuation pattern table. [Figure 26] 10 is a diagram showing a performance pattern table. [Figure 27] 10 is a diagram showing a performance pattern table. [Figure 28] 10 is a flowchart showing the effect stop processing executed by the sub-integrated control device 83. [Figure 29] 1A is an explanatory diagram showing the features of a pachinko machine 50 according to a second embodiment, and FIGS. 1B and 1C are explanatory diagrams showing the features of a pachinko machine 50 according to a third embodiment. [Figure 30] FIG. 10 is an explanatory diagram showing the features of a pachinko machine 50 according to a fourth modified example. DETAILED DESCRIPTION OF THE INVENTION

[0016] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings. The present invention is not limited to the following embodiments, and various modifications are possible within the scope of the present invention.

[0017] (1) Example 1 As shown in Figure 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each component is held by an outer frame 51, which forms a vertically long fixed outer holding frame. Hinges 53 are provided on the top and bottom left sides of the outer frame 51, and an inner frame 70 shown in Figure 4 is attached to the other side of the hinge 53, and the inner frame 70 is configured to be able to open and close relative to the outer frame 51. A glass plate 61 is provided in the front frame 52 so that it can be removed, and a game board 1 shown in Figure 2 is attached to the inner frame 70 behind the glass plate 61.

[0018] The front frame 52 is configured to be openable and closable relative to the inner frame 70, with upper and lower hinges (not shown) on the left side as fulcrums. When the inner frame 70 is closed relative to the outer frame 51 and the front frame 52 is closed relative to the inner frame 70, a game can be played. When the front frame 52 is opened relative to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums, the front surface 1a of the game board 1 is exposed, allowing a pachinko parlor staff member or the like to perform work to resolve any malfunctions that have occurred on the front surface 1a (such as work to resolve ball jams in the game board 1). In the following description, the front frame 52 may also be referred to as a glass frame.

[0019] Speakers 66 are provided on the upper left and right sides of the front frame 52, and output game sounds generated by the pachinko machine 50, enhancing the player's enjoyment. In addition, to enhance the player's enjoyment, the front frame 52 is also provided with a plurality of frame-side decorative lamps 65 that light up depending on the game status. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A launch handle 64 is attached to the right side of the lower tray 63, and by rotating the launch handle 64 clockwise, a launch device (not shown) is operated, and game balls supplied from the upper tray 55 are launched toward the game board 1. In addition, an effect button 67 that can be operated by the player is provided at approximately the center of the top of the upper tray 55.

[0020] The effect button 67 can be operated by the player during the valid period to change the game effects (the effect display by the effect symbol display device 6, the game sounds output from the speaker 66 in accordance with the progress of the game, the light-emitting effects executed using the frame-side decorative lamps 65, the driving effects executed by the movable role objects, etc.). Note that in this embodiment, a button-type (press-type) effect button 67 is exemplified as the operation means, but the mode of the operation means is not limited to this. For example, it may be a non-contact type operation means (sensor, etc.) that is operated by the player holding out his / her hand, etc.

[0021] The effect button 67 is provided with a jog dial 68 around it, and is configured so that the effect image can be changed by rotating the jog dial 68. The pachinko machine 50 is a so-called CR machine, and is equipped with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and the pachinko machine 50 is equipped with a CR settlement display device having a loan button 57, a settlement button 58, and a balance display 59.

[0022] Figure 2 is a front view of the game board 1 of the pachinko machine of this embodiment. The overall configuration of this pachinko machine follows known technology, so illustrations and explanations are omitted. As shown in Figure 2, the game board 1 is provided with a substantially circular game area 3 surrounded by known guide rails 2a and 2b. A center case 5 is located in the approximate center of the game area 3. The center case 5, like known ones, is equipped with a warp entrance, a warp passage, a stage, and a window overlooking the screen 6a of a performance symbol display device 6 (a liquid crystal display device that displays performance symbols).

[0023] A normal symbol activation gate 17 for normal symbols (hereinafter also referred to as normal symbols) through which gaming balls can pass (enter) is provided on the left side of the center case 5. When a gaming ball enters and passes through the normal symbol activation gate 17, a lottery for determining whether the normal symbol will be won or lost is executed.

[0024] Also, directly below the center case 5, a first start hole 11 and a second start hole 12 are arranged side by side, one above the other, and a jackpot lottery is held with a variable display of a special symbol (also referred to as a special symbol) when a gaming ball enters the hole. This pachinko machine 50 is equipped with two types of special symbols: a first special symbol (hereinafter also referred to as a first special symbol) that changes when a ball enters the first start hole 11, and a second special symbol (hereinafter also referred to as a second special symbol) that changes when a ball enters the second start hole 12. Also, the first start hole 11 is configured to allow gaming balls to enter at all times, but the second start hole 12 is configured as a normal electric device that is opened when a winning normal symbol lottery is won, and balls can enter only when it is open.

[0025] When a gaming ball enters the first starting hole 11, multiple types of random numbers such as a random number for determining a jackpot for the first special symbol, a random number for determining a jackpot symbol, and a random number for determining a variation pattern of the first special symbol are extracted and stored as a first reserved memory. In addition, a hit / miss determination of the first special symbol is performed according to these random numbers, and the result is determined as a hit or miss. When the ball enters the second starting hole 12, multiple types of random numbers are extracted, such as a random number for determining a jackpot for the second special symbol, a random number for determining a jackpot symbol, and a random number for determining the variation pattern of the second special symbol, and these are stored as second reserved memory. In addition, a hit / miss determination of the second special symbol is performed according to these random numbers, and the result is determined to be either a hit or a miss.

[0026] In addition, the second starting hole 12 configured as a normal electric device is opened for a predetermined time when a normal symbol lottery is won. And, below the second starting hole 12, there is arranged a large prize opening 14 consisting of a special electric device that is opened when a jackpot game is played when a jackpot is won in the jackpot lottery. In addition, there are arranged a plurality of normal prize openings 13 in the lower left area of ​​the game area 3 (below the left hitting area where the game ball will reach when the shooting strength of the game ball in the game area 3 is equal to or less than a predetermined value).

[0027] In the area on the lower right of the game board 1, there are installed a first special symbol display device 9 made up of 7 segments, a second special symbol display device 10 made up of 7 segments, a first special symbol reserve number display device 18 made up of 4 LEDs, a second special symbol reserve number display device 19 made up of 2 LEDs, a normal symbol display device 7 made up of 2 LEDs, and a normal symbol reserve number display device 8 made up of 4 LEDs.

[0028] In addition, an LCD panel for a performance pattern display device 6 is arranged in the center of the center case 5 of the game board 1, and on the screen of the LCD panel (front surface 6a of the performance pattern display device 6), a pattern display is performed to announce the results of the jackpot lottery corresponding to the first and second special charts by displaying changes in the performance patterns, etc. A large number of game nails 4 are planted in the game area 3 of the game board 1, and an outlet 2s is provided at the bottom of the board surface.

[0029] As shown in Figure 3, the back of the pachinko machine 50 has an inner frame 70, which is detachably attached to the game board 1, housed in the outer frame 51. From above, this inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73. With this configuration, if a game ball enters a winning slot on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 via the tank rail 72 to the upper tray 55 by the payout device 73. Also, on the back of the pachinko machine 50, a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided. The performance symbol control device 82 and the sub-integrated control device 83 correspond to sub-controllers.

[0030] The main control device 80, the effect symbol control device 82, and the sub-integrated control device 83 are mounted on the gaming board 1, while the payout control device 81, the launch control device 84, and the power supply board 85 are mounted on the inner frame 70. Although the launch control device 84 is not shown in FIG. 4, it is mounted below the payout control device 81. An external connection terminal 78 is mounted on the right side of the ball tank 71, and signals indicating game status and game results are sent from this external connection terminal 78 to a hall computer (not shown). Conventionally, two types of external connection terminals 78 are used to transmit signals to the hall computer: one for the board (a terminal for outputting signals output from the gaming board to the hall computer) and one for the frame (a terminal for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). However, in this embodiment, signals indicating game status and game results are transmitted to the hall computer via a single external connection terminal 78.

[0031] Furthermore, detection signals are input to the main control device 80 from the glass frame opening switch 35 and the inner frame opening switch 36. Although specific illustration is omitted, the glass frame opening switch 35 is a retractable switch that can protrude from the front of the inner frame 70 and move forward and backward (in front of and behind the pachinko machine 50). When the front frame 52 is opened relative to the inner frame 70, the front end of the glass frame opening switch 35 is released, increasing the amount of protrusion of the glass frame opening switch 35 and turning the glass frame opening switch 35 to the OFF state. On the other hand, when the front frame 52 is closed relative to the inner frame 70, the front end of the glass frame opening switch 35 is pressed backward by the back surface of the front frame 52, reducing the amount of protrusion of the glass frame opening switch 35 and turning the glass frame opening switch 35 to the ON state. In this pachinko machine 50, even if the front frame 52 is actually opened, the glass frame opening switch 35 can be turned ON by pressing the front end of the glass frame opening switch 35 (towards the rear of the pachinko machine 50) with a finger (the finger of a pachinko parlor employee) or the like.

[0032] Furthermore, when the inner frame 70 is closed relative to the outer frame 51, the inner frame switch 36 (see FIG. 4) is turned on, and when the inner frame 70 is open relative to the outer frame 51, the inner frame switch 36 is turned off. Furthermore, a glass frame opening switch 35 can be provided on the back side of the inner frame 70.

[0033] The electrical configuration of this pachinko machine 50 is centered around the main control device 80, as shown in the block diagram of Figure 4. Although detailed illustrations are omitted, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 are all equipped with a CPU, ROM, RAM, input port, output port, etc., but in this embodiment, the firing control device 84 is not provided with a CPU, ROM, or RAM. However, this is not limited to this, and the firing control device 84 may be provided with a CPU, ROM, RAM, etc.

[0034] This pachinko machine 50 is equipped with a backup power supply and is configured to retain the contents of the RAMs provided in at least the main control device 80 and the payout control device 81. Note that in the pachinko machine 50, the contents of the RAM provided in the sub-integrated control device 83 are not retained.

[0035] The main control device 80 receives detection signals from a first start port switch 11a that detects game balls that have entered the first start port 11, a second start port switch 12a that detects game balls that have entered the second start port 12, a normal pattern activation switch 17a that detects game balls that have entered the normal pattern activation gate 17 that activates the normal pattern, a count switch 14a that counts game balls that have entered the big prize port 14, and a general prize port switch 13a that detects game balls that have entered the general prize port 13.

[0036] The main control unit 80 operates according to the installed program, and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs them to the payout control unit 81 and the sub-integrated control unit 83. In addition, the main control device 80 controls the display of the first special pattern display device 9 and the second special pattern display device 10, which are connected via the pattern display device relay terminal board 90, and the lighting of the first special pattern reserved number display device 18, the second special pattern reserved number display device 19, the normal pattern display device 7, and the normal pattern reserved display device 8.

[0037] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the normal electric device (second starting opening 12) by controlling the normal electric device solenoid 12b. The output signal from the main control device 80 is also output to the test signal terminal, and signals for managing symbol fluctuations, jackpots (also called special games), etc. are output to the external connection terminal 78 and sent to the hall's main computer 87. The main control device 80 and the payout control device 81 are capable of two-way communication.

[0038] The payout control device 81 operates the payout motor 20 to pay out prize balls in response to commands sent from the main control device 80. In this embodiment, a detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. Alternatively, a configuration may be used in which the detection signal from the payout switch 21 is input to both the main control device 80 and the payout control device 81, and the counting of prize balls is performed by both the main control device 80 and the payout control device 81.

[0039] The payout control device 81 stops the payout motor 20 and stops the payout operation of prize balls when signals are input from the full switch 22 and the out-of-ball switch 23, and when the full switch 22 inputs a signal indicating that the lower tray 63 is full, or when the out-of-ball switch 23 inputs a signal indicating that there are few or no game balls in the ball tank. The full switch 22 and the out-of-ball switch 23 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 resumes driving the payout motor 20 when the signal is no longer output.

[0040] The payout control device 81 also communicates with the prepaid card unit (CR unit) 56 via the CR unit terminal board 24 to activate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 so as to be able to communicate bidirectionally, and the settlement display board 25 is connected to a ball lending button for requesting the lending of game balls, a return button for requesting settlement, and a balance display.

[0041] In addition, the payout control device 81 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer 87 via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. Although this embodiment is configured to pay out game balls, it may also be configured to store game balls generated in response to winning or the like without paying them out.

[0042] The launch control device 84 controls the launch motor 30 to launch the gaming balls into the gaming area 3. In addition to the payout control device 81, the launch control device 84 also receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and when the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.

[0043] The sub-integrated control device 83 corresponds to the sub-control device, and receives data and commands sent from the main control device 80, sorts them into data for performance display control, sound control, and lamp control, and sends the commands for performance display control to the performance pattern control device 82, and distributes the commands for sound control and lamp control to each control part contained in itself (functional parts as sound control device and lamp control device).

[0044] The functional unit as a sound control device (denoted as sound control unit 83a in FIG. 4) controls sound output from the speaker 66 by operating a sound LSI based on sound control data, i.e., controls the volume and type of sound (for example, the type of notification sound).The functional unit as a lamp control device (denoted as lamp control unit 83b in FIG. 4) controls various LEDs and lamps 26 by operating a lamp driver based on lamp control data.

[0045] In addition, the sub-integrated control device 83 is connected to the effect button 67 and the jog dial 68, and when the player operates the effect units 67, 68, the operation signal is input to the sub-integrated control device 83. The jog dial 68 may be configured to be connected to the effect symbol control device 82.

[0046] The sub-integrated control device 83 and the performance symbol control device 82 are capable of two-way communication. The performance pattern control device 82 controls the performance pattern display device 6 based on the data and commands received from the sub-integrated control device 83 (both of which are sent from the main control device 80 and generated by the sub-integrated control device 83), and displays performance images such as performance patterns on the screen 6a of the performance pattern display device 6. In this embodiment, the sub-integrated control device 83 and the performance symbol control device 82 are separated into separate devices, but they may also be configured to be integrated into one device.

[0047] Next, the operation of the pachinko machine 50 will be described. In the pachinko machine 50, a hit / miss determination of the first special symbol is made in response to a ball entering the first starting hole 11, and a hit / miss determination of the second special symbol is made in response to a ball entering the second starting hole 12. Then, depending on the hit / miss determination, the first special symbol display device 9, the second special symbol display device 10, and the effect symbol display device 6 start changing their symbols based on the determined change time. After that, when the change time for the first or second special symbol has passed and the confirmed symbol of the first or second special symbol is displayed on the first or second special symbol display device 10, the effect symbol display device 6 displays a confirmed effect symbol corresponding to the special symbol (first special symbol, second special symbol), and notifies the result of the hit / miss determination of the special symbol.

[0048] When the result of the judgment of whether the first special pattern or the second special pattern is a jackpot and the special pattern (first special pattern, second special pattern) is displayed as a confirmed jackpot pattern, the condition device is activated, which activates the device for continuously operating the special device, and the jackpot game is executed in which the jackpot opening 14 is opened in a predetermined manner that is advantageous for winning prize balls.

[0049] If the confirmed jackpot pattern is a probability variable jackpot pattern, the game state of the pachinko machine 50 after the jackpot game ends is set to a high probability game state (high probability state) and an extended open state. This high probability game state (high probability state) and extended open state continues until the next jackpot occurs. Here, a probability variable jackpot pattern is a jackpot pattern that, when confirmed and displayed, will set the game state of the pachinko machine 50 to a high probability game state (high probability state) after the jackpot game ends.

[0050] Furthermore, if the confirmed jackpot symbol is a normal jackpot symbol, the game state of the pachinko machine 50 after the jackpot game ends will be the normal probability game state (normal probability state), and the extended open state. In this normal probability state, and in the extended open state, the variable display will end a predetermined number of times (100 times) without producing a jackpot.

[0051] Here, the high probability game state (high probability state or probability variable game state) refers to a state in which a probability variation function is activated that increases the probability of a jackpot being determined based on the hit / miss determination of the first special symbol and the hit / miss determination of the second special symbol (jackpot determination probability), and the normal probability state refers to a state in which the probability variation function is not activated. Also, the extended opening state (time-shortening state) refers to a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the time-shortening function that shortens the average fluctuation time of the special symbol and the normal symbol is activated, and the non-extended opening state (non-time-shortening state) refers to a state in which the opening extension function and the time-shortening function are not activated.

[0052] The basic specifications of the pachinko machine 50 of this embodiment will be described with reference to FIG. The pachinko machine 50 of this embodiment is a so-called "probability variable machine," and the probability of a jackpot for the first special symbol and the second special symbol in the high probability state is about 10 times the probability of a jackpot for the first special symbol and the second special symbol in the normal probability state (where the jackpot determination probability is normal). In other words, the jackpot determination probability in the normal probability state is "1 / 300," and the jackpot determination probability in the high probability state is "1 / 30."

[0053] The number of winning balls that can be won by a ball entering the first starting hole 11 and the second starting hole 12 is four, and the number of winning balls that can be won by a ball entering the other winning hole 13 is ten. The number of winning balls that can be won by a ball entering the large winning hole 14 is also ten. Furthermore, the specified number of winning balls that can be won by the large winning hole 14 is ten, and the specified number of winning balls that can be won by the normal electric device (second starting hole 12) is nine (not shown in Figure 5).

[0054] The probability of winning a normal pattern is set to "1 / 6" in the non-extended open state (non-time-saving state), and "5 / 6" in the extended open state (time-saving state). The opening time of the normal electric device (second starting port 12) is "once every 0.3 seconds" in the non-open extension state (non-time-saving state), and "twice every 1 second" in the open extension state (time-saving state). The normal pattern change time is an average of 5 seconds in the closed extended state and 1 second in the open extended state.

[0055] 6(a) and (b), the content of the jackpot game executed by the present pachinko machine 50 and the game state after the jackpot game ends will be explained. Here, in the following explanation, the hit / miss judgment executed based on the ball entering the first starting hole 11 will be referred to as the "first hit / miss judgment," and the hit / miss judgment executed based on the ball entering the second starting hole 12 will be referred to as the "second hit / miss judgment."

[0056] There are two types of jackpot games that are executed when the jackpot pattern is confirmed and displayed as a result of the first hit / miss judgment. One jackpot game is a jackpot game that is executed when a probability variable jackpot symbol is confirmed as a result of the first hit / miss judgment, and after the jackpot game ends, the game enters a probability variable game state (high probability state) and an extended open state (time-shortened state). This probability variable game state (high probability state) continues until the number of hit / miss judgments reaches 10,000 or the result of the hit / miss judgment is a jackpot.

[0057] In addition, the other jackpot game is a jackpot game that is executed when a normal jackpot pattern is confirmed as a result of the first hit / miss judgment, and after the jackpot game ends, the game does not enter a probability variable game state, but transitions to an extended open state (time-shortened state). This extended open state (time-shortened state) continues until a jackpot occurs or the number of hit / miss judgments reaches 100.

[0058] The jackpot game that is executed when a probability variable jackpot pattern is confirmed and displayed as a result of the first hit / miss judgment is the so-called "8R jackpot game", in which a round game (a maximum of 30 seconds of opening per round or 10 counts) to open the jackpot hole 14 is played eight times. Also, the jackpot game that is executed when a normal jackpot pattern is confirmed and displayed as a result of the first hit / miss judgment is the so-called "8R jackpot game", in which a round game (a maximum of 28 seconds of opening per round or 10 counts) to open the jackpot hole 14 is played eight times. If the result of the first hit / miss judgment is a hit, the hit symbols to be displayed are divided into probability hit symbols and normal hit symbols at a ratio of 50%.

[0059] There are also two types of jackpot games that are executed when the jackpot pattern is confirmed and displayed as a result of the second hit / miss judgment. One jackpot game is a jackpot game that is executed when the probability variable jackpot pattern is confirmed as a result of the second hit / miss judgment, and after the jackpot game ends, the game enters a probability variable game state (high probability state) and also transitions to an extended open state (time-shortened state). This probability variable game state (high probability state) also continues until the number of hit / miss judgments reaches 10,000 or the result of the hit / miss judgment is a jackpot.

[0060] In addition, the other jackpot game is a jackpot game that is executed when the normal jackpot pattern is confirmed as a result of the second hit / miss judgment, and after the jackpot game ends, it does not transition to a probability variable game state, but transitions to an extended open state (time-shortened state). This extended open state (time-shortened state) continues until a jackpot occurs or the number of hit / miss judgments reaches 100.

[0061] The jackpot game that is executed when the second hit / miss judgment is a jackpot is a "10R jackpot game," in which a round game (a maximum of 30 seconds per round or 10 counts) that opens the large prize opening 14 is played 10 times. Also, when the result of the second hit / miss judgment is a jackpot, the jackpot symbols that are confirmed and displayed are divided into probability jackpot symbols and normal jackpot symbols at a 50% ratio. In the following explanation, a jackpot in which a special jackpot pattern is definitely displayed will be referred to as a "special jackpot," and a jackpot in which a normal jackpot pattern is definitely displayed will be referred to as a "normal jackpot."

[0062] Furthermore, this "state in which normal play is possible" refers to a state in which a player can play normal games, and refers to a state in which a player can play games using the pachinko machine 50, regardless of whether the game state of the pachinko machine 50 is a "non-time-saving state and normal probability game state," a "time-saving state and normal probability game state," or a "high probability game state," etc.

[0063] In this pachinko machine 50, the game proceeds as follows. First, the main routine executed by the main control device 80 of the pachinko machine 50 will be described using the flowchart in Figure 7. This main routine is executed periodically by a hardware interrupt approximately every 2 ms. In this embodiment, the processing from S10 to S65, which is executed only once, is referred to as "main processing," and the processing of S70, which is executed repeatedly as long as time permits within the time remaining after executing this main processing, is referred to as "residual processing." The "main processing" is executed periodically by the above interrupt.

[0064] When a hardware interrupt is executed by the microcomputer, it is first determined whether or not the interrupt is normal (S10). This determination process is performed by determining whether or not a value in a predetermined area of ​​RAM (memory) is equal to a predetermined value, and is intended to determine whether or not normal processing can be executed when the processing executed by the microcomputer transitions to this processing. Possible cases of an abnormal interrupt include microcomputer runaway due to power-on or noise, but microcomputer runaway is considered to be almost uncommon due to recent technological advances, so it usually occurs when the power is turned on. When the power is turned on, the value in a predetermined area of ​​RAM is different from the predetermined value. If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a predetermined value to a predetermined area of ​​the memory, writing each initial value to the working area of ​​the memory, etc., setting the special and normal patterns as the initial patterns, etc.) are made (S15), and the process moves to the remaining processing (S70).

[0065] If a positive determination is made that the interrupt is normal (S10: yes), the initial value random number update process is executed (S20). This process is an increment process that increments the value of the initial value random number by +1 each time this process is executed, and increments the value of the initial value random number before this process is executed by +1. However, if the random number value before this process is executed is the maximum value "3966", it will return to the initial value "0" in the next process, and 3967 integers from "0" to "3966" will be repeatedly generated in ascending order. The random number update process for determining a jackpot (S25) following S20 is an increment process that adds +1 each time the process is executed, just like the initial value random number update process. When the maximum value, "3966," is reached, the next process returns to the initial value, "0," and 3967 integers from "0" to "3966" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set in the initial value random number setting process. If this value is 250, the random number for determining a jackpot will be updated as follows: "250," "251," "252," "3966," "0," "1," and so on.

[0066] When the random number for determining a jackpot completes one cycle (updated 3967 times), the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot, and the random number for determining a jackpot is incremented by +1 from its initial value. Then, when the random number for determining a jackpot completes another cycle, the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot. In other words, this series of operations continues to be repeated. In the example above, when the random number for determining a jackpot becomes "249," it is the first cycle, so the value after "249" will be the value of the initial random number. If the value of the initial random number was "87," it would change to "249," "87," "88," "3966," "0," "1," "86," and after "86" it would become a new value of the initial random number. The random number update process (S30) for determining the winning symbol is configured as a counter that repeatedly generates 100 integers from "0" to "99," and is incremented by +1 for each process, and when it exceeds the maximum value, it returns to the initial value of "0."

[0067] The random number update process for determining a win (S35) following S30 is configured as a counter that repeatedly generates 997 integers from "0" to "996", and is incremented by +1 for each process, returning to the initial value of "0" when the maximum value is exceeded. The random number update process for determining a win is used to draw normal patterns, while the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for reaching a reach, and random numbers for determining a variation pattern are used to draw special patterns.

[0068] The random number update process for reach determination (S40) following S35 is configured as a counter that repeatedly generates 229 integers from "0" to "228", and is incremented by 1 for each process, returning to the initial value of "0" when the maximum value is exceeded. Note that the number of values ​​that constitute a reach when the variable time shortening function is not activated in the normal probability state is 21, with values ​​between "0" and "20", the number of values ​​that constitute a reach when the variable time shortening function is activated in the normal probability state is 5, with values ​​between "0" and "4", and the number of values ​​that constitute a reach when the high probability state is 6, with values ​​between "0" and "5".

[0069] The random number update process for determining the variation pattern (S45) following S40 is configured as a counter that repeatedly creates 1021 integers from "0" to "1020", and is incremented by 1 for each process, returning to the initial value of "0" when it exceeds the maximum value.

[0070] In the subsequent winning confirmation process (S50), winnings at the first start port 11, the second start port 12, winnings at the large winning port 14, the general winning port 13, and balls entering the normal pattern activation gate 17 are confirmed, and input processing of each switch provided in the pachinko machine 50 and connected to the main control unit 80 is carried out. The process of confirming whether a ball has entered each starting port and operating port (starting winning process) will be described later.

[0071] In this embodiment, when a game ball enters the first start port 11 or the second start port 12, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a variation pattern, and a random number for determining whether or not there is a reach.However, the number of numbers that can be reserved and stored is limited to four for each of the first start port 11 and the second start port 12, and even if a game ball enters the first start port 11 or the second start port 12 when the reserved memory is full of four balls, only the prize balls (four balls) are paid out, and the multiple random numbers are not reserved and stored.

[0072] Next, a hit / miss determination process (S55) is performed as a condition establishment determination means for determining whether or not a jackpot has occurred. When this hit / miss determination process (S55) is completed, various output processes such as image output process (S60) are subsequently performed. In each output process (S60), the main control device 80 executes output processes for the effect symbol control device 82, payout control device 81, launch control device 84, sub-integrated control device 83, large prize opening solenoid 14b, etc., depending on the progress of the game. That is, when the winning confirmation process (S50) detects that a game ball has entered each winning opening on the game board 1, it executes a process of outputting prize ball data to the payout control device 81 to pay out game balls as prize balls, a process of outputting sound data corresponding to the game status to the sub-integrated control device 83, and a process of outputting an error signal to the effect symbol control device 82 to notify that an error is occurring when there is an abnormality in the pachinko machine 50. The subsequent fraud monitoring process (S65) is a process for monitoring whether or not fraud has been committed against the normal winning opening 13, and is a process for determining whether or not the number of game balls entering the winning opening within a predetermined time is more than a predetermined number, and if so, it is determined to be fraud and a notification to that effect is issued. In other words, the fraud determination means is provided in the main control device 80.

[0073] The residual process following this process consists of the initial random number update process (S70), which is identical to the aforementioned S20. This process forms an infinite loop and is executed repeatedly as long as time allows until the next interrupt is executed. The time required to execute the aforementioned processes from S10 to S65 varies for each interrupt, depending on whether or not a jackpot process is executed and the display mode of the special symbol. As a result, the number of times the residual process is executed also varies for each interrupt, and the value updated to the initial random number by one execution of the interrupt process shown in Figure 7 is not uniform. This minimizes the possibility of the initial random number synchronizing with the jackpot random number. If the values ​​of the initial random number (3967 combinations from 0 to 3966) are generated equally frequently after one cycle of the jackpot random number, the probability of synchronization is only 1 in 3967. The aforementioned jackpot random number update process (S35) may also be configured to be executed within the residual process.

[0074] Next, the winning confirmation process for the special symbol (hereinafter referred to as the special symbol winning confirmation process) will be described with reference to Fig. 8. This special symbol winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 7. When the special symbol start winning confirmation process is started, the main control device 80 determines whether a game ball has entered the first start port 11 based on the detection signal of the first start port switch 11a (S200). If the determination is affirmative (S200: yes), the random numbers for determining a jackpot, for determining a jackpot symbol, for reaching a win, for determining a variation pattern, etc. are read from the corresponding counters, and it is determined whether the first reserved memory is full (four in this embodiment) (S202). Also, if it is determined that a game ball has entered the first start port 11 (S200: yes), the main control device 80 outputs a signal to the payout control device 81 instructing it to pay out four prize balls.

[0075] If the first reserved memory is not full (S202: no), the random numbers are stored in the memory area as the first reserved memory, the number of lights on the first special symbol reserved number display device 18 is increased by 1, "1" is added to the counter indicating the number of first reserved memories, and the number of lights on the first special symbol reserved number display device 18 is increased (S204). Then, a reserved number command (first reserved number command) corresponding to the added number of first reserved memories is generated and sent to the sub-integrated device 83 (S206), and the process proceeds to S210. On the other hand, if there are four first reserved memories (S202: yes), no reserved memories are stored, and the process proceeds to S210 without increasing the counter indicating the number of first reserved memories or the number of lights on the first special pattern reserved number display device 18.

[0076] If it is determined that a gaming ball has not entered the first starting hole 11 (S200: no), the process also proceeds to S210, where it is determined whether a gaming ball has entered the second starting hole 12 based on the detection signal of the second starting hole switch 12a. If the determination is affirmative (S210: yes), the random numbers for determining a jackpot, for determining a jackpot symbol, for determining a reach, for determining a variation pattern, etc. are read from the corresponding counters, and it is determined whether the second reserved memory is full (four in this embodiment) (S212). Also, if it is determined that a gaming ball has entered the second starting hole 12 (S210: yes), the main control device 80 outputs a signal to the payout control device 81 instructing it to pay out four prize balls.

[0077] If the second reserved memory is not full (S212: no), the above random numbers are stored as second reserved memories, "1" is added to the counter indicating the number of second reserved memories, "1" is added to the counter indicating the number of second reserved memories, and the number of lights on the second special symbol reserved number display device 19 is increased (S214). Then, a reserved number command (second reserved number command) corresponding to the added number of second reserved memories is generated and sent to the sub-integrated device 83 (S216), and this process ends. On the other hand, if there are four second reserved memories in S212 (S212: yes), the second reserved memories are not stored, and this process is terminated (returned) without increasing the number of second reserved memories or the number of lights on the second special symbol reserved number display device 19. Also, if no game ball has entered the second starting hole 12 (S210: no), this process is terminated.

[0078] Furthermore, prior to the judgment process performed in S200 and the judgment process performed in S210, the main control unit 80 outputs a signal to the payout control unit 81 instructing it to pay out prize balls (4 balls), so prize balls will be paid out even if the first reserve memory and the second reserve memory are full. Furthermore, when the sub-integrated control device 83 receives the first hold number command or the second hold number command (second hold memory number instruction command), it sends an instruction signal to the performance pattern control device 82 to change the number of hold memories displayed on the performance pattern display device 6 according to the hold memory number indicated by the received command.

[0079] Next, the winning / losing determination process for the special symbol (special symbol winning / losing determination process) will be described with reference to Figures 9 to 12. This special symbol winning / losing determination process is one of the subroutines of the winning / losing determination process (S55) of the main routine shown in Figure 7. When the special symbol hit / miss determination process is started, the main control device 80 determines whether the special electric device is operating based on the jackpot flag (S320). If the special electric device is operating (S320: yes), the process proceeds to the jackpot game process. If the determination in S320 is negative (S320: no), the special symbol is not changing (S322: no), and the fixed symbol is not being displayed (S324: no), the process proceeds to S330 in Figure 10, where it is determined whether or not there is a second reserved memory (reserved memory by S214 in Figure 8 above) (S330).

[0080] If this reserved memory exists (S330: yes), the second reserved memory number is decremented (S332), and the process proceeds to S338. On the other hand, if there is no second reserved memory (S330: no), it is determined whether there is a first reserved memory (reserved memory according to S204 in FIG. 8) (S334). If there is a first reserved memory (S334: yes), the number of first reserved memories is decremented (S336), and the process proceeds to S338.

[0081] If there is no first reserved memory (S334: no), a standby command is sent to the sub-integrated control device 83 (S345), and then the process proceeds to the jackpot game process. This standby command is a command indicating that the special symbol has not changed and the pachinko machine 50 is in a "standby state (a so-called "state waiting for customers")." In addition, in this pachinko machine 50, when neither the first reserved memory nor the second reserved memory is "zero," the second reserved memory is processed preferentially.

[0082] In S338, it is determined whether or not the probability variable flag is set (i.e., 1). Here, the probability variable flag being 1 means that the current pachinko machine 50 is in a high probability state. If the result of the processing of S338 is affirmative (S338: yes), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the probability change table (S340). On the other hand, if the determination in the process of S338 is negative (S338: no), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the normal table (S344). Then, based on the determination in S340 or S344, it is determined whether or not a jackpot has occurred (S350).

[0083] If it is determined in S350 that a jackpot has occurred (S350: yes), the jackpot symbol is determined by random number lottery using the random numbers for determining the jackpot symbol (S352). Here, the main control device 80 compares the random number for determining a jackpot read by decrementing the first reserved memory with the winning value to determine whether or not a jackpot has occurred, which corresponds to the "first hit / miss determination." Also, the main control device 80 compares the random number for determining a jackpot read by decrementing the second reserved memory with the winning value to determine whether or not a jackpot has occurred, which corresponds to the "second hit / miss determination."

[0084] If the result of the "first hit / miss judgment" is a hit, the hit symbol is determined by random number lottery using the hit symbol determination random number read by decrementing the first reserved memory. In this case, as shown in Figure 6(a), the hit symbol is determined to be either the normal hit symbol (symbol B) or the probability hit symbol (symbol A) with a 50% probability of each. If the result of the "second hit / miss judgment" is a hit, the hit symbol is determined by random number lottery using the hit symbol determination random number read by decrementing the second reserved memory. In this case, as shown in Figure 6(b), the hit symbol is determined to be either the normal hit symbol (symbol D) or the probability hit symbol (symbol C) with a 50% probability of each.

[0085] Then, when the winning symbol is determined in the process of S352, the process proceeds to the variation pattern determination process (S354). In this variation pattern determination process (S354), a jackpot variation pattern is determined by a variation pattern determination random number. Here, the variation pattern specifies the variation time (variation time of the special symbol) until the jackpot symbol is stopped and displayed, but in the effect display (variation display of the effect symbol) corresponding to the variation (hereinafter referred to as the jackpot variation) that is executed when the result of the hit / miss judgment is a jackpot, a reach (a reach display followed by a reach performance) is uniformly performed. Therefore, regardless of the game state (open extension state, non-open extension state) of the pachinko machine 50, there is a high possibility that a longer variation time (longer than when the result of the hit / miss judgment is a miss) will be determined.

[0086] Then, after the fluctuation pattern determination process, the jackpot setting process is performed (S356), and then the process proceeds to S364. Here, the jackpot setting process is a process of obtaining the game state after the jackpot game is executed (whether it will be a high probability state or a time-saving state, etc.) and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) based on the determined jackpot pattern (see Figures 6(a)(b)).

[0087] If it is determined that the winning combination is a miss in S350 (S350: no), a losing symbol is determined (S358). Then, when the losing symbol is determined, a variation pattern is determined based on the reach determination random number and the variation pattern determination random number (S360). When the variation pattern is set in this way, a loss setting process is performed (S362), and then the process proceeds to S364.

[0088] Here, in S360, when "the random number for reach judgment is judged to be a value that generates a reach," a fluctuation pattern is determined using a fluctuation pattern table for reach misses that takes into account the game state at that time and the random number for determining the fluctuation pattern. Here, when the result of the hit / miss judgment is a miss, if a reach (reach display and the subsequent reach performance) is performed in the variable display of the performance pattern, it will be called a "reach miss," and if a reach is not performed, it will be called a "no reach miss." As shown in Figure 11(a), if the result of the hit / miss judgment is a miss and no reach is made (miss without reach), and the game state is in a non-open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for miss without reach and non-open extension," and if the game state is in an open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for miss without reach and open extension."

[0089] If the result of the hit / miss judgment is a miss and a reach is made (in the case of a reach miss) and the game state is in a non-open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for reach miss and non-open extension", and if the game state is in an open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for reach miss and open extension". In this case as well, as in the case where the result of the hit / miss judgment is a jackpot, the fluctuation time determined by referring to the fluctuation pattern table for open extension is made shorter than the fluctuation time determined by referring to the fluctuation pattern table for non-open extension. Generally, when there is a miss without a reach (when there is no reach display and a reach performance that follows), the fluctuation pattern determined by referring to the "fluctuation pattern table for miss without a reach and non-opening extension" specifies a fluctuation time that is shorter than the fluctuation pattern determined by referring to the "fluctuation pattern table for miss without a reach and non-opening extension" when there is a miss in a reach (when there is a reach display and a reach performance that follows).

[0090] Following S356 or S362, data indicating the result of the lottery is output to the sub-integrated control device 83 (S364), and the process moves to jackpot game processing. Here, the data sent to the sub-integrated control device 83 in S364 are "data indicating the result of hit / miss judgment (data indicating a hit or a miss)", "data indicating the type of jackpot if the result of hit / miss judgment is a jackpot (data indicating that the jackpot that occurs is a normal jackpot, or data indicating that it is a probability variable jackpot)", "data indicating whether the miss is a reach miss or a no-reach miss if the result of hit / miss judgment is a miss", and "a fluctuation start command (display control command) that includes data on the fluctuation pattern (fluctuation pattern command) that specifies the fluctuation time". Furthermore, the processing of S364 causes the effect pattern display device 6 to start displaying the changing effect patterns, and almost at the same time, the main control device 80 also starts changing the special patterns.

[0091] If it is determined in S322 of FIG. 9 that the special symbol is changing (S322: yes), the process proceeds to S370 of FIG. 11(b), where it is determined whether the symbol change time (based on the change pattern of S354 or S360) has elapsed. If the determination is negative (S370: no), the process proceeds directly to the jackpot game processing. On the other hand, if the determination is positive (S370: yes), the jackpot game processing is performed after the fixed symbol display processing (S372). In the fixed symbol display processing, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the special symbol display devices 9, 10 to stop them at the fixed symbol.

[0092] 9, if it is determined that the fixed symbol is being displayed (S324: yes), the process proceeds to S374 in Fig. 12, where it is determined whether the display time of the fixed symbol has ended. If the determination is negative (S374: no), a jackpot game process is performed. On the other hand, if the determination in S374 is affirmative (S374: yes), the display of the fixed symbols is terminated (S376), and it is determined whether the fixed and displayed special symbols are symbols that will result in a jackpot (S378).

[0093] If it is determined in S378 that the symbol will result in a jackpot (S378: yes), it is determined whether the probability variable flag is 1 or not (S380). If the probability variable flag is 1 (S380: yes), the probability variable flag is set to 0 in S382, and the process proceeds to S384. On the other hand, if the probability variable flag is not 1 (S380: no), the process proceeds directly to S384. Then, in S384, it is determined whether the time-saving flag is 1. If the time-saving flag is 1 (S384: yes), the time-saving flag is set to 0 in S386, and the process proceeds to S390. On the other hand, if the time-saving flag is not 1 (S384: no), the process proceeds directly to S390.

[0094] In this S390, a state designation command is transmitted. In this case, a command indicating that the gaming state is "normal probability non-open extended state", that is, the normal gaming state (a command indicating that the high probability non-open extended state will end) is transmitted to the sub-integrated control device 83. As a result, the gaming state becomes the normal probability non-open extended state (normal gaming state) during the execution of the jackpot game. Then, if the winning symbol displayed in S376 is a guaranteed winning jackpot, the winning game is executed based on the guaranteed winning jackpot, and then the game state shifts from a normal probability / non-open extension state to a high probability / open extension state.

[0095] Following S390, in S392, a jackpot flag is set by the conditional device activation start process, and in the following S394, the device for continuously operating the special device is activated. After S394 is performed, the jackpot game start process is performed in the following S396. In the jackpot game start process, a command to start the jackpot game (hereinafter referred to as the jackpot start command) and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are sent to the sub-integrated control device 83. When the jackpot game start process is completed, the jackpot game process is performed.

[0096] In S378, if it is determined that the special symbol that has been confirmed is not a symbol that will result in a jackpot (S378: no), it is determined in S400 whether the probability flag is "1" or not. If the probability change flag is "1" in S400 (S400: yes), it is determined whether the probability change count is "0" or not (S404). If the number of chance changes is "0" (S404: yes), the chance change flag is set to "0" in S406 and the process proceeds to S410. On the other hand, if the chance change flag is not "1" (S400: no) or the number of chance changes is not "0" (S404: no), the process proceeds directly to S410.

[0097] In S410, it is determined whether the time-saving flag is "1", and if it is "1" (S410: yes), it is determined whether the number of time-saving times is "0" (S412). Then, if the number of time-saving times is "0" (S412: yes), the time-saving flag is set to "0" in S414, and the process proceeds to S416. Also, if the time-saving flag is not "1" (S410: no) or the number of time-saving times is not "0" (S412: no), the process proceeds directly to S416.

[0098] In S416, the main control unit 80 sends a state designation command indicating whether the current game state is in a special bonus state or a time-saving state, etc. to the sub-integrated control unit 83 after the special pattern determination time (600 ms), and then transitions to jackpot game processing. In this embodiment, the timing for sending a state designation command from the main control unit 80 to the sub-integrated control unit 83 in the special pattern win / loss determination process is after the special pattern is determined, but the configuration may also be such that the state designation command is sent when the special pattern starts to change and when the power is restored.

[0099] When the special probability flag is released in S406 and the time-saving flag is released in S414, a command (hereinafter referred to as the special probability end command) is sent in S416 indicating that the game state has transitioned from a high probability / extended open state (advantageous game state) to a normal probability / non-extended open state (normal game state).

[0100] Next, the big win game process will be described with reference to FIGS. 13, in the jackpot game processing, the main control device 80 determines whether the accessory continuous operation device is operating based on the jackpot flag (S500). If the accessory continuous operation device is operating (S500: yes), it determines whether the large prize opening 14 is open (S502). If it is determined that the large prize opening 14 is closed (S502: no), it determines whether the large prize opening 14 is closed due to the interval between rounds of play (S506).

[0101] If it is not during the interval between rounds of play (S506: no), it is determined whether the jackpot end presentation is in progress (S508). If this is also a negative determination (S508: no), it is determined whether the time required for the presentation to start the jackpot game has elapsed (S510). If the jackpot start presentation time has elapsed (S510: yes), the jackpot opening process (S512) is performed, and the jackpot game process is terminated (returned). In addition, if the accessory continuous operation device is not operating in S500 (S500: no), the jackpot game process ends. Also, in S510, if the jackpot start performance time has not elapsed (S510: no), the jackpot game process ends.

[0102] If it is determined that the large prize opening 14 is open (S502: yes), the process proceeds to S514 in Fig. 14 to determine whether or not 10 prizes have been won in the large prize opening 14. In this embodiment, the specified number of prizes that can be won in the large prize opening 14 is 10, but it may also be 8 or 9, and is not particularly limited. If 10 balls have not been won in the special prize opening 14 (S514: no), the process proceeds to S516, where it is determined whether the opening time of the special prize opening 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. If the opening time of the special prize opening 14 has not ended (S516: no), the special prize game process ends (returns) as is. In S514, if 10 game balls enter the big prize opening 14 (S514: yes), the big prize opening closing process (S518) is performed, the big prize interval process (S520) is performed, and the big prize game process is ended (returned).

[0103] Returning to FIG. 13. If it is determined in S506 of FIG. 13 that an interval is in progress (S506: yes), the process proceeds to S522 of FIG. 14, where it is determined whether or not the interval time between rounds of play has elapsed. If the interval time between rounds of play has elapsed (S522: yes), it is determined whether or not the last round in which the jackpot opening 14 was opened was the final round (S524). If the interval time between rounds of play has not elapsed (S522: no), the jackpot game processing is terminated (returned). If it is the final round in S524 (S524: yes), a jackpot end effect process (S526) is performed, and the jackpot game processing is terminated (returned).

[0104] In S524, if it is not the final round (S524: no), the process of opening the special prize opening 14 (S528) is performed, and the special prize opening 14 is ended (returned). In the process of opening and closing the special prize opening 14, a signal is also sent to the sub-integrated control device 83. Based on the signal, the sub-integrated control device 83 determines the current round and performs an effect according to the round.

[0105] Returning to Fig. 13. If it is determined in S508 of Fig. 13 that the jackpot end presentation is in progress (S508: yes), the process proceeds to S530 of Fig. 15, where it is determined whether the jackpot end presentation time has elapsed. If the jackpot end presentation time has not elapsed (S530: no), the jackpot game process is terminated (returned). On the other hand, if the jackpot end presentation time has elapsed (S530: yes), the operation of the accessory continuous operation device is stopped (S532), and the operation of the condition device is stopped (S534).

[0106] Then, in S536, the main control device 80 determines whether or not to transition to a probability variable mode in the next game state. If the determination is affirmative (S536: yes), the number of probability variable modes is set (S538), and the probability variable mode flag is set to 1 (S540). In this embodiment, when the probability variable mode flag is set to 1, the probability of winning the special symbol increases. The number of probability variable modes is set to 10,000.

[0107] If a negative determination is made in S536 (S536: no), or if S540 is executed, the process proceeds to S544, where it is determined whether or not to transition to time-shortening mode in the next game state. In this embodiment, a positive determination is made across the board in S544, and then the process proceeds to S554 after performing a process to set the number of time-saving times (S546) and setting the time-saving flag to 1 (S548). In addition, when the time-saving flag is set to 1, the average fluctuation time of special symbols is shortened, the average fluctuation time of normal symbols is shortened, and an opening extension function that extends the opening time of normal electric devices is set.

[0108] Here, if the jackpot game that has ended is based on the confirmed display of a special jackpot pattern, the number of time-saving times is set to 10,000 in S546, and if it is based on the confirmed display of a normal jackpot pattern, the number of time-saving times is set to 100 in S546. In S554, the main control device 80 performs processing to send a jackpot end command to the sub-integrated control device 83, and in the following S556, sends a state designation command to the sub-integrated control device 83. Then, the jackpot game processing is returned.

[0109] Next, an outline of the game effects executed in the pachinko machine 50 will be described with reference to FIGS. In the pachinko machine 50 of this embodiment, the sub-integrated control device 83 controls the performance pattern control device 82, etc. based on each command sent from the main control device 80, performs dynamic display (hereinafter also referred to as variable performance or performance display) on the screen 6a of the performance pattern display device 6, controls the sound effects emitted from the speaker 66, and controls the light emission mode of the LED lamp 26 for electric decoration.

[0110] Here, we will explain the dynamic display (presentation display) that is executed in response to the variation of the special symbols. The display mode of this dynamic display is determined according to the presentation pattern that is selected each time the sub-integrated control device 83 receives a variation start command (see S364 in FIG. 10) transmitted from the main control device 80 (each time the variation of the special symbols is started). In this embodiment, the display mode of the dynamic display (presentation display) is provided with a "pseudo consecutive presentation display mode that performs pseudo unit dynamic displays (pseudo consecutive) a predetermined number of times (in this embodiment, 2 to 4 times is exemplified)." In this "pseudo consecutive presentation display mode," the first unit dynamic display (pseudo consecutive) starts at the timing when the dynamic display (presentation display) starts (the timing when the variation start command is received), and the final unit dynamic display (pseudo consecutive) ends when the dynamic display (presentation display) ends.

[0111] FIG. 16(a) is a schematic front view showing the screen 6a of the performance symbol display device 6. Regardless of the game status, when a game ball enters the first starting hole 11 or the second starting hole 12 and a determination is made as to whether the special pattern is a hit or a miss, the special pattern begins to change on the first special pattern display device 9 or the second special pattern display device 10.

[0112] Then, in response to the start of the special pattern change, a display area 6H appears on the effect pattern display device 6, as shown in Figure 16(a), and the effect patterns on the left, right, and center begin to change vertically (scroll) in this display area 6H. In this appearing display area 6H, a middle pattern changing area 6HC located approximately in the center when viewed from the front, a left pattern changing area 6HL located to the left of the middle pattern changing area 6HC when viewed from the front, and a right pattern changing area 6HR located to the right of the middle pattern changing area 6HC when viewed from the front can appear.

[0113] In addition, in any of the pattern changing areas 6HC, 6HL, and 6HR, the performance patterns consisting of the Arabic numerals "1" to "9" are displayed (circularly displayed) in a scrolling and changing state in the order of "1" to "9." In other words, in any of the pattern changing areas 6HC, 6HL, and 6HR, the individual Arabic numerals appear in order at the top of the screen 6a, move to the bottom of the screen 6a, and then disappear from the screen 6a.

[0114] In any of the pattern varying regions 6HC, 6HL, and 6HR, when a predetermined Arabic numeral (for example, "5") appears on the upper side of the screen 6a, it moves to the lower side of the screen 6a (after varying) and then disappears from the screen 6a. In this way, before the predetermined Arabic numeral moves to the lower side of the screen 6a and disappears from the screen 6a, the predetermined Arabic numeral (for example, Arabic numeral "5") is followed by an Arabic numeral (for example, Arabic numeral "6") that appears on the upper side of the screen 6a, and a dynamic display (circular display) is executed in this manner. Note that at the pseudo consecutive timing described later, a pseudo consecutive pattern 6V may be displayed instead of the performance pattern composed of Arabic numerals (described later using Figures 18(a) to (d)).

[0115] However, in any of the pattern changing areas 6HC, 6HL, 6HR, when the corresponding effect patterns start to change, the speed of the changing effect patterns is so high that it is difficult to identify the changing effect patterns. Moreover, since the pattern changing areas 6HC, 6HL, 6HR are all displayed in a semi-transparent state, the player can recognize the background pattern 6f behind the pattern changing areas 6HC, 6HL, 6HR and the ground color of the screen 6a. In addition, in Figure 16(a) etc., the "downward arrow Y" written inside the pattern changing areas 6HC, 6HL, 6HR indicates that the direction in which the performance pattern changes is downward on the screen 6a, and that the change in the performance pattern is so fast that it cannot be recognized from a visual angle.

[0116] In addition, a first reserved pattern display area 6D and a second reserved pattern display area 6E can appear on the screen 6a of the performance pattern display device 6. The first reserved symbol display area 6D is an area capable of displaying up to four reserved symbols (hereinafter referred to as first reserved symbols) 6d corresponding to reserved memories (first reserved memories) acquired based on the game ball entering the first starting hole 11. The second reserved symbol display area 6E is an area capable of displaying up to four reserved symbols (hereinafter referred to as second reserved symbols) 6e corresponding to reserved memories (second reserved memories) acquired based on the game ball entering the second starting hole 12. In Figure 16 etc., a "black circle" indicates that a reserved pattern is displayed in the reserved memory number display areas 6D and 6E, and a "white circle" indicates that a reserved pattern is not displayed.

[0117] Hereinafter, the performance pattern that scrolls and changes in the middle pattern changing area 6HC will be referred to as middle performance pattern 6C (see Figure 17(b) or (e)), the performance pattern that scrolls and changes in the left pattern changing area 6HL will be referred to as left performance pattern 6L (see Figure 16(c)), and the performance pattern that scrolls and changes in the right pattern changing area 6HR will be referred to as right performance pattern 6R (see Figure 17(a)). In addition, the vertically middle positions (hereinafter referred to as "display positions") 6TC, 6TL, 6TR of each pattern changing area 6HC, 6HL, 6HR are the positions where the scrolling and changing performance patterns 6C, 6L, 6R will stop (see Figure 16(b)).

[0118] Then, in the pattern changing areas 6HC, 6HL, and 6HR, the speed of the effect patterns that are scrolling and changing at high speed gradually slows down, and the changing (moving from top to bottom) effect patterns become recognizable.Furthermore, the speed of the effect patterns slows down, and the effect patterns stop at the corresponding display positions 6TC, 6TL, and 6TR. The stopping (stopping display) of these performance symbols 6C, 6L, and 6R includes "stopping in a provisional state (hereinafter referred to as provisional stop state)" and "stopping in a confirmed state."

[0119] Here, the temporary stop is a state in which the target effect patterns 6C, 6L, 6R (any of the "number patterns" from "1" to "9" that make up the effect patterns 6C, 6L, 6R) are stopped at the display positions 6TC, 6TL, 6TR while slightly moving (for example, a state in which they are shaking up and down). Also, this temporary stop is a state in which the effect patterns 6C, 6L, 6R are stopped at the display positions 6TC, 6TL, 6TR for the time being, but leave the possibility that they will start to change again (hereinafter referred to as "re-change").

[0120] In this embodiment, as shown in FIG. 16(a), a count display section 6n may appear in the corner of the screen 6a of the effect symbol display device 6. This count display section 6n appears on the screen 6a only when the display mode of the pseudo consecutive effect is selected (executed) as the display mode of the variable effect (dynamic display). It then displays how many times the unit dynamic display (pseudo consecutive) is being executed in one pseudo consecutive effect. Here, the display indicating "how many times the unit dynamic display (pseudo consecutive)" is being executed in the count display section 6n constitutes one specific example of the pseudo consecutive display. The pseudo consecutive effect and the unit dynamic display (pseudo consecutive) will be described later.

[0121] In this embodiment, in response to the start of the special symbol variation, the middle symbol variation area 6HC, the left symbol variation area 6HL, and the right symbol variation area 6HR simultaneously start scrolling and varying the effect symbols. However, these scrolling and varying effect symbols are temporarily stopped in the order of the effect symbol in the left symbol variation area 6HL (left effect symbol 6L), the effect symbol in the right symbol variation area 6HR (right effect symbol 6R), and the effect symbol in the middle symbol variation area 6HC (middle effect symbol 6C).

[0122] When the variation of the special pattern stops in the determined state, the left performance pattern, the right performance pattern and the center performance pattern simultaneously stop in the determined state. Here, Figure 16(b) shows a state in which the corresponding effect pattern (middle effect pattern 6C) in the middle pattern changing area 6HC is scrolled at high speed, and the corresponding effect pattern (middle effect pattern 6R) in the right pattern changing area 6HR is scrolled at high speed, and the speed of change of the corresponding effect pattern (left effect pattern 6L) in the left pattern changing area 6HL is slowed down. In other words, Figure 16(b) is a schematic diagram showing the state just before the scrolling speed of the left effect pattern 6L consisting of the "number patterns" from "1" to "9" slows down (the scrolling speed approaches zero), and the number pattern consisting of the "Arabic numeral" "7" of the left effect pattern 6L is temporarily stopped at the corresponding display position 6TL.

[0123] 16(c) shows a state in which the corresponding effect patterns (middle effect pattern 6C, right effect pattern 6R) in the middle and right pattern changing areas 6HC and 6HR are scrolled at high speed, and the left effect pattern 6L is temporarily stopped at the corresponding display position 6TL. In this temporarily stopped state, a predetermined number pattern (shown as a "number pattern" consisting of the "Arabic numeral 7") is stopped at the corresponding display position 6TL while slightly moving (for example, swaying up and down).

[0124] Also, after the state shown in Figure 16(c) is reached, the corresponding effect pattern (middle effect pattern 6C) scrolls and changes at high speed in the middle pattern change area 6HC, while the change speed of the right effect pattern 6R slows down in the right pattern change area 6HR (detailed illustration omitted). Then, as shown in Figure 17(a), the right effect pattern 6R is temporarily stopped and displayed at the corresponding display position 6TR. Even in this temporarily stopped state, a predetermined number pattern (shown as a "number pattern" consisting of the "Arabic numeral 7") remains stopped at the corresponding display position 6TR, but moves slightly (for example, swings up and down).

[0125] 17(a) shows a case where the left effect symbol 6L and the right effect symbol 6R are temporarily stopped and the reach display is executed. The reach display triggers the execution of the reach display. Here, there are two types of reach effects: (1) normal reach effects, in which the effect content currently being executed does not develop (the effect content does not change), and (2) super reach effects, in which the effect content that started as a normal reach effect develops (the effect content changes) midway through the effect (for example, within 10 seconds after the start of the reach effect).

[0126] After the state shown in Figure 17(a), the speed of change of the middle performance pattern 6C slows down in the middle pattern change area 6HC. Then, the middle performance pattern 6C is temporarily stopped at the corresponding display position 6TC (see Figures 17(b) and (e)). Even in this temporarily stopped state, the predetermined number pattern is stopped at the corresponding display position 6TC while moving slightly (for example, swinging up and down).

[0127] Then, as shown in Figure 17(b) or (e), the temporarily stopped effect symbols 6C, 6L, and 6R stop moving slightly up and down after a certain time has passed, and are stopped in a fixed state. In other words, after the change time (change time of the special symbol) specified by the change pattern has passed, they transition from a temporarily stopped state to a fixed state. In this way, the combination of effect symbols 6C, 6L, and 6R is stopped in a fixed state, and the result of the win / loss judgment is announced. This stop in a fixed state continues for a predetermined time (approximately 0.6 seconds).

[0128] 17(b), the number pattern consisting of the same numbers as the left effect pattern 6L and the right effect pattern 6R is temporarily stopped as the center effect pattern 6C, and then stopped and displayed in a fixed state, thereby announcing that the result of the hit / miss judgment is a jackpot (i.e., winning). In this way, when the combination pattern (jackpot pattern) indicating that the result of the hit / miss judgment is a jackpot stops in a fixed state, the fixed display period (about 0.6 seconds) is waited for, and then the jackpot game is executed (FIGS. 17(c), (d)).

[0129] 17(e), a number pattern consisting of numbers different from the left effect pattern 6L and the right effect pattern 6R is temporarily stopped as the center effect pattern 6C, and then stopped and displayed in a confirmed state, thereby announcing that the result of the win / loss judgment is a miss (i.e., a loss). In this way, when the combination pattern (missing pattern) indicating that the result of the win / loss judgment is a miss stops in a confirmed state, a confirmation display period (about 0.6 seconds) is waited for, and a new variable performance can be executed (FIG. 17(g)).

[0130] However, when the effect display (dynamic display) starts (when the special symbol starts to fluctuate), if the pseudo consecutive effect display mode is selected as the display mode of the effect display (dynamic display), the unit dynamic display is performed multiple times until the fluctuating time (the fluctuating time of the special symbol) specified by the fluctuating pattern has elapsed. Note that in the present specification, the unit dynamic display may be referred to as a "pseudo consecutive" hereinafter.

[0131] Then, when the pseudo-series (hereinafter referred to as the previous pseudo-series) except for the pseudo-series (hereinafter referred to as the final pseudo-series) executed last in one pseudo-series performance ends, the pseudo-series pattern 6V is temporarily stopped as the middle performance pattern 6C. Here, the pseudo-series pattern 6V constitutes another specific example of the pseudo-series display. Then, in the previous pseudo-series, when the pseudo-series pattern 6V is temporarily stopped as the middle performance pattern 6C, a re-change (subsequent pseudo-series) is started as shown in Figure 17 (h). This re-change is performed a predetermined number of times until the final pseudo-series is completed. Note that when the pseudo-series pattern 6V is temporarily stopped, it does not matter whether or not a reach display is being performed with the left performance pattern 6L and the right performance pattern 6R.

[0132] Then, in the pseudo-series performance, when the fluctuation time (fluctuation time of the special symbol) specified in the aforementioned fluctuation pattern has elapsed, the final pseudo-series ends, and the center performance symbol 6C, the left performance symbol 6L, and the right performance symbol 6R are temporarily stopped, and then the state where they are stopped in a confirmed state is transitioned to. As a result, the combination of the performance symbols 6C, 6L, and 6R is displayed, and the result of the hit / miss judgment is announced. In this embodiment, if the result of the hit / miss judgment is a jackpot or a miss, a reach display is displayed and a reach effect is executed in the final pseudo-sequence. At that time, the possibility that the result of the hit / miss judgment is notified as a jackpot (expected jackpot probability) differs depending on the content of the reach effect. In addition, if the result of the hit / miss judgment is no reach, no reach display or reach performance will be executed in the final pseudo-consecutive win.

[0133] Next, the pseudo consecutive effects and the pseudo consecutive symbol V will be further explained with reference to Figs. In this embodiment, as a display mode of "one dynamic display (variation of performance symbols)" executed each time a win / loss judgment is made, a display mode is provided in which a pseudo unit dynamic display (pseudo consecutive) is performed a predetermined number of times (two or more times). The dynamic display (variation of performance symbols) according to such a display mode is the pseudo consecutive performance.

[0134] In addition, in this embodiment, there is a possibility that pseudo-consecutive hits may be executed more than twice in one pseudo-consecutive hit performance, but the more times pseudo-consecutive hits are executed, the higher the possibility that the result of the hit / miss judgment will be notified as a jackpot (winning). Furthermore, when the dynamic display with the pseudo consecutive performance starts, the first pseudo consecutive (pseudo unit dynamic display) is performed. Then, when each pseudo consecutive (pseudo unit dynamic display) ends, in order to execute the pseudo consecutive (pseudo unit dynamic display) following the pseudo consecutive that has ended, the pseudo consecutive pattern V is temporarily stopped and displayed.

[0135] In this embodiment, the pseudo consecutive symbols V (pseudo consecutive display) include a common symbol P (second pseudo consecutive display) and exclusive symbols Q1 to Q3 (first pseudo consecutive display). Among these, the "common symbol P" shown in Figure 18(a) is a pseudo-series symbol V that is used in the pseudo-series performance that the pseudo-series to be started is the target, regardless of the number of times the pseudo-series is started. In other words, it is a pseudo-series symbol V that is displayed in the same manner regardless of the number of times the pseudo-series is started. In this embodiment, the character "Tatsuji the Bear" is displayed as the "common design P" to indicate a premium feel.

[0136] 18(b) to 18(d) are pseudo consecutive symbols V that are displayed in different modes depending on the number of times information about the number of times the pseudo consecutive symbol is started in the pseudo consecutive effect that is the target of the pseudo consecutive symbol to be started. In other words, they are pseudo consecutive symbols V that are displayed in different modes depending on the number of times the pseudo consecutive symbol is started. Here, in this embodiment, each of the "dedicated symbols Q1 to Q3" is defined as "a symbol that is displayed in a different mode (distinguishable display mode) depending on the number of times unit dynamic display (pseudo consecutive symbol) executed in one pseudo consecutive effect (according to the number of times information about the number of times the pseudo consecutive symbol is)."

[0137] The "exclusive symbol Q1" is a pseudo-series symbol V that indicates the start of the second pseudo-series when the first pseudo-series ends. This "exclusive symbol Q1" is temporarily stopped as a medium performance symbol 6C at the end of the first pseudo-series. Therefore, the second pseudo-series begins when the "exclusive symbol Q1" is temporarily stopped. In addition, the "exclusive symbol Q2" is a pseudo-series symbol V that indicates the start of the third pseudo-series when the second pseudo-series ends. This "exclusive symbol Q2" is temporarily stopped as a medium performance symbol 6C at the end of the second pseudo-series. Therefore, the third pseudo-series begins when the "exclusive symbol Q2" is temporarily stopped.

[0138] Furthermore, the "exclusive symbol Q3" is a pseudo-series symbol V that indicates the start of the fourth pseudo-series when the third pseudo-series performance ends. This "exclusive symbol Q3" is temporarily stopped as a medium performance symbol 6C at the end of the third pseudo-series. Therefore, the fourth pseudo-series starts when the "exclusive symbol Q3" is temporarily stopped. The "dedicated symbols Q1" to "dedicated symbols Q3" have different appearances from each other, and when they are displayed, the player can identify which pseudo consecutive symbol V (any of the dedicated symbols Q1 to Q3) has been displayed.

[0139] In addition, the possibility of announcing that the result of the hit / miss judgment is a jackpot (winning) (expected jackpot) is higher when the "common pattern P" is displayed in one pseudo-consecutive performance than when only the "exclusive patterns Q1 to Q3" are displayed. In addition, the "common pattern P" has different chances of being a jackpot (winning) as a result of the hit / miss judgment depending on the number of times it is displayed.

[0140] In the following explanation, the first pseudo-consecutive hit in one pseudo-consecutive hit performance will be referred to as "pseudo-consecutive hit 1," and the pseudo-consecutive hit performed after "pseudo-consecutive hit 1" will be referred to as "pseudo-consecutive hit 2." The pseudo-consecutive hit performed after "pseudo-consecutive hit 2" will be referred to as "pseudo-consecutive hit 3." In addition, if four pseudo-consecutive hits are performed in one pseudo-consecutive hit performance, the fourth pseudo-consecutive hit will be referred to as "pseudo-consecutive hit 4."

[0141] Next, a case where the "exclusive symbol Q1" is temporarily stopped at the end of the first pseudo consecutive win (hereinafter referred to as case 1) will be described with reference to FIG. Although illustration is omitted, in case 1, when the first pseudo consecutive (pseudo consecutive 1) starts in one pseudo consecutive performance, all the pattern variable areas 6HC, 6HL, 6HR start scrolling (variable display) at high speed. At this time, the first unit dynamic display (pseudo consecutive 1) starts, and the pseudo consecutive performance starts.

[0142] Here, FIG. 19(a) is a schematic diagram showing the state just before the end of the pseudo consecutive 1. The speed of the scroll change in the middle symbol change area 6HC decreases just before the end of the pseudo consecutive 1. Then, in the middle symbol change area 6HC, the exclusive symbol Q1 appears in the part above the display position 6TC.

[0143] As shown in Figure 19 (b), the appeared exclusive symbol Q1 moves downward in the middle symbol variable region 6HC and temporarily stops at the display position 6TC. This indicates (notifies) the start of the subsequent pseudo consecutive (pseudo consecutive 2). In this case, the exclusive symbol Q1 that appeared in the middle symbol variable region 6HC is slightly zoomed in.

[0144] In this way, the pseudo consecutive symbol 6V (dedicated symbol Q1) temporarily stops at the display position 6TC, which triggers the start of the next pseudo consecutive symbol (pseudo consecutive symbol 2), as shown in Figure 19 (c). Note that the start of the subsequent pseudo consecutive symbol (pseudo symbol 2) triggered by the pseudo consecutive symbol 6V (dedicated symbol Q1) temporarily stopping at the display position 6TC is sometimes referred to as "the performance symbol changing again."

[0145] In other words, instead of the temporarily stopped left, center, and right performance patterns (6L, 6C, 6R) being displayed in a fixed state, they resume scrolling (dynamic display) at high speed in the entire pattern change area 6HC, 6HL, 6HR. In this way, by resuming the scrolling (variation display) of all the symbol-changing areas 6HC, 6HL, and 6HR at high speed, a pseudo-consecutive (pseudo-consecutive 2) following pseudo-consecutive 1 is started. When pseudo-consecutive 1 is executed, the count display unit 6n of the screen 6a displays a display (display of "x1") indicating that pseudo-consecutive 1 is being executed, but when pseudo-consecutive 2 (re-variation) starts, the count display unit 6n of the screen 6a displays a display (display of "x2") indicating that pseudo-consecutive 2 is being executed. In this regard, when pseudo-consecutive 3 is executed, the count display unit 6n displays a display (display of "x3") indicating that pseudo-consecutive 3 is being executed, and when pseudo-consecutive 4 is executed, the count display unit 6n displays a display (display of "x4") indicating that pseudo-consecutive 4 is being executed.

[0146] Next, a case where the "exclusive symbol Q2" is temporarily stopped at the end of pseudo consecutive 2 (hereinafter referred to as case 2) will be described with reference to FIG. FIG. 20(a) is a schematic diagram showing the state just before the end of pseudo consecutive 2. The speed of the scroll change in the middle symbol change area 6HC decreases just before the end of the pseudo consecutive 2. Then, in the middle symbol change area 6HC, the exclusive symbol Q2 appears in the part above the display position 6TC.

[0147] As shown in Figure 20 (b), the appeared dedicated symbol Q2 moves downward in the middle symbol variable region 6HC and temporarily stops at the display position 6TC. This indicates (notifies) the start of the following pseudo consecutive wins (called pseudo consecutive wins 3). In this case, the dedicated symbol Q2 that appeared in the middle symbol variable region 6HC is slightly zoomed in.

[0148] In this way, when the pseudo consecutive symbol 6V (exclusive symbol Q2) temporarily stops at the display position 6TC, the next pseudo consecutive symbol (pseudo consecutive symbol 3) starts, as shown in FIG. 20(c). After the final pseudo-consecutive wins have started, there are cases where a reach display is made (i.e., when the reach display is made based on the result of the hit / miss judgment being a jackpot, or when the reach display is made based on the random number for reach judgment being a "reach value"), and cases where a reach display is not made (when the reach display is not made based on the random number for reach judgment not being a reach value).

[0149] Then, if the number of pseudo consecutive wins is the final one (if the number of pseudo consecutive wins is 2, it is pseudo consecutive win 2, if the number of pseudo consecutive wins is 3, it is pseudo consecutive win 3, if the number of pseudo consecutive wins is 4, it is pseudo consecutive win 4), when the variation time specified by the variation pattern ends, the combination pattern indicating the result of the win / loss judgment is temporarily stopped. After this, when a predetermined time (for example, 0.6 seconds) has passed, the state in which the combination pattern indicating the result of the win / loss judgment is confirmed and displayed is completed.

[0150] Next, a case where the "common symbol P" is temporarily stopped when the previous pseudo consecutive wins are ended (hereinafter referred to as case 3) will be described with reference to FIG. Figure 21(a) is a schematic diagram showing the state just before the end of the previous pseudo-series. Note that Figure 21(a) shows the appearance of "common symbol P" just before the end of pseudo-series 2, but in the present invention, "common symbol P" may appear just before the end of pseudo-series 1 or just before the end of pseudo-series 3.

[0151] In this case 3, the speed of the scroll change in the middle symbol change area 6HC decreases before the end of the previous pseudo consecutive win. Then, in the middle symbol change area 6HC, the common symbol P appears in the area above the display position 6TC. As shown in Figure 21 (b), this appeared common pattern P moves downward in the middle pattern variable area 6HC and temporarily stops at the display position 6TC. This suggests (notifies) that the following pseudo consecutive win will start. In this case, the common pattern P that appeared in the middle pattern variable area 6HC is slightly zoomed in.

[0152] Next, a specific example of the reach effect executed during the third pseudo consecutive win will be described with reference to FIGS. In this embodiment, the pseudo consecutive performance (pseudo consecutive performance with a large number of pseudo consecutive performances) in which pseudo consecutive performance 3 or pseudo consecutive performance 4 is the final pseudo consecutive performance is executed when there is a high expectation that the result of the hit / miss judgment will be notified of a jackpot (winning). In the embodiment, in Figures 22 and 23, a case in which pseudo consecutive performance 3 is the final pseudo consecutive performance is illustrated, but in the present invention, even when pseudo consecutive performance 4 is the final pseudo consecutive performance, a reach performance similar to the reach performance shown in Figures 22 and 23 can be made to appear.

[0153] When a reach display is performed in the final pseudo-series, a super reach effect is executed, which takes longer than a normal reach effect (normal reach effect), until the final pseudo-series ends. This super reach effect is executed as an effect in which the content of the reach effect changes midway (hereinafter referred to as an advanced effect).

[0154] The pachinko machine 50 of this embodiment has a plurality of executable development effects. Different development effects are executed depending on the likelihood that the result of the hit / miss determination will be notified as a jackpot (a win). In this embodiment, when the probability of announcing that the result of the hit / miss judgment is a jackpot (a win) (hereinafter referred to as the jackpot expectation) is the highest, the development effect A is executed. In addition, development effects B, C, etc. are executed as development effects with a lower jackpot expectation than the development effect A. Below, we will explain development effects A and B as specific examples of development effects.

[0155] First, the development effect A will be explained using Fig. 22. This development effect A is executed only when the "common symbol P (second pseudo consecutive display)" is temporarily stopped as the pseudo consecutive display in the pseudo consecutive display that constitutes one pseudo consecutive display. In this embodiment, when three pseudo consecutive wins are executed in one pseudo consecutive win, the development performance is performed in the reach performance executed in the third pseudo consecutive win. Therefore, the pseudo consecutive win display is performed twice before the development performance, and the development performance A is executed when the "common symbol P (second pseudo consecutive win display)" is temporarily stopped at least once during these two pseudo consecutive win displays. In this regard, if four pseudo consecutive wins are executed in one pseudo consecutive win, the extended win will be executed in the reach win executed in the fourth pseudo consecutive win. In this case, the extended win A will be executed if the "common symbol P (second pseudo consecutive win)" is temporarily stopped at least once among the three pseudo consecutive wins.

[0156] 22(a) shows a state in which the exclusive symbol P is temporarily stopped at the display position 6TC in the previous pseudo consecutive win. As a result, as shown in FIG. 22(b), the subsequent pseudo consecutive win is started. Then, the final pseudo-series starts, and when a predetermined time has passed, the left effect symbol 6L and the right effect symbol 6R, which are composed of the same numbers, are temporarily stopped, as shown in Figure 22(c), and a reach display is executed. This reach display triggers the start of the reach display.

[0157] When this reach effect starts, the content of the reach effect that has started develops (the content of the effect switches) during the effect (for example, after 5 seconds have passed since the reach effect started). Hereinafter, in the final pseudo-series that starts after the dedicated symbol P is temporarily stopped in the previous pseudo-series (pseudo-series 3 is used as an example), the development effect that starts during the reach effect is called "development effect A." This "development effect A" is a "reach effect with a premium feel" that changes the appearance of the background screen in the middle of the reach effect, and is an effect with the following content.

[0158] Specifically, in the middle of the reach effect, a cut-in effect is executed in which the screen 6a suddenly splits and a rare character appears from inside (see FIG. 22(d)). Then, after the change time (change time of the special symbol) specified by the change pattern has elapsed, the center effect symbol 6C is temporarily stopped at the corresponding display position 6TC. After a certain time (for example, 0.3 seconds) has elapsed, the center effect symbol 6C, which has been temporarily stopped, is stopped in a confirmed state together with the left effect symbol 6L, which has been temporarily stopped earlier, and the right effect symbol 6R, which has been temporarily stopped earlier (Figure 22(e)). As a result, the combination symbol (effect symbol) indicating the result of the win / loss judgment is displayed in the display area 6H.

[0159] When the jackpot pattern is displayed as a confirmed combination pattern (performance pattern) that indicates the result of this hit / miss judgment, the jackpot game is executed after waiting for the confirmation display period (approximately 0.6 seconds). After a jackpot game is executed, the game state of the pachinko machine 50 becomes a high probability state or a normal probability state (low probability state). On the other hand, when a losing symbol is displayed as a final combination symbol (performance symbol) indicating the result of the hit / miss judgment, a final display period (approximately 0.6 seconds) is waited for, and the machine enters a state in which a new variable performance can be executed.

[0160] Next, the extended performance B will be explained using Fig. 23. This extended performance B is executed when, in one pseudo consecutive performance, only the "exclusive symbols Q1 to Q3" are displayed (temporarily stopped) as the pseudo consecutive display, and the "common symbol P" is not displayed (temporarily stopped). For example, in a mode in which three pseudo-consecutive hits are performed in one pseudo-consecutive hit performance, the "special symbol Q1" is displayed (temporarily stopped) in the first of two pseudo-consecutive hits, and the "special symbol Q2" is temporarily stopped in the second, and development performance B is executed. In this embodiment, development effects other than development effect A include development effects other than development effect B (development effects C, D, etc.), but development effect B will be described as a development effect other than development effect A.

[0161] 23(a) shows the state in which the exclusive symbol Q2 is temporarily stopped at the display position 6TC in the previous pseudo-continuous (pseudo-continuous 2). As a result, pseudo-continuous 3 starts as shown in FIG. 23(b). Then, after the pseudo-series 3 is started and a predetermined time has passed, as shown in Figure 23(c), the left effect symbol 6L and the right effect symbol 6R, which are composed of the same number, are temporarily stopped, and a reach display is executed. This reach display triggers the start of the reach display. In addition, in a mode in which four pseudo consecutive wins are performed in one pseudo consecutive win performance, in pseudo consecutive win 4, development performance B is executed.

[0162] When the reach effect starts in the final pseudo-sequence, the content of the reach effect that has started develops during the effect (for example, after 5 seconds have passed since the reach effect started). Hereinafter, in the final pseudo-sequence that starts after only the dedicated symbols Q1 to Q3 are temporarily stopped in the previous pseudo-sequence, the development effect that starts during the reach effect is called "development effect B, C...". In other words, in this case, a development effect (B, C...) that is seemingly different from development effect A is executed.

[0163] Below, we will explain ``Developmental Performance B'' as a concrete example of a developmental performance that is different at first glance from Developmental Performance A. This "Development Effect B" also has a "reach effect rich in a premium feel" in the middle of the reach effect, and is an effect with the following content.

[0164] Specifically, as shown in FIG. 23(d), in the middle of the reach effect, a character 6A representing an ally and a character 6B representing an enemy appear, and a battle begins. Then, after the change time (change time of the special symbol) specified by the change pattern has elapsed, the center effect symbol 6C will be temporarily stopped at the corresponding display position 6TC. After a certain time (for example, 0.3 seconds) has elapsed, the center effect symbol 6C, which has been temporarily stopped, will be stopped in a confirmed state together with the left effect symbol 6L, which was previously temporarily stopped, and the right effect symbol 6R, which was previously temporarily stopped. As a result, the combination symbol (effect symbol) indicating the result of the win / loss judgment will be displayed in the display area 6H.

[0165] When the jackpot symbol is displayed as a finalized combination of symbols (performance symbols) that indicate the result of this win / loss judgment, the display waits for a finalized display period (approximately 0.6 seconds) before executing the jackpot game. In this case, a display is executed showing that the character 6A representing the ally is victorious. After the jackpot game is executed, the game state of the pachinko machine 50 becomes a high probability state or a normal probability state (low probability state).

[0166] On the other hand, when a losing symbol is displayed as a final combination symbol (performance symbol) indicating the result of the winning / losing judgment, a display is executed in which the character 6A representing the enemy side wins. After waiting for the final display period (about 0.6 seconds) of this losing symbol, a new variable performance (performance display) can be executed.

[0167] In this way, in this embodiment, if the "common symbol P" is temporarily stopped at least once in the previous pseudo consecutive wins that make up one pseudo consecutive win performance, a super reach performance (an advanced reach performance) accompanied by the advanced performance A is executed. In contrast to this, if the "common symbol P" is not temporarily stopped even once in the previous pseudo consecutive wins that make up one pseudo consecutive win performance, a super reach performance (an advanced reach performance) without the advanced performance A is executed.

[0168] Therefore, in this embodiment, the possibility (expected probability of a jackpot) that the result of the hit / miss judgment will be announced as a jackpot (win) can also be determined depending on whether or not development effect A starts in the final pseudo-consecutive win.

[0169] Next, the effect start process executed by the sub integrated control device 83 will be described with reference to the flowchart of Fig. 24. Note that this process is executed by the sub integrated control device 83 periodically (for example, every 2 ms). When the sub-integrated control device 83 starts the effect start process, it determines whether or not a variation start command has been received (S1200). Here, the variation start command is a command sent from the main control device 80 when starting the variation of the special symbols (see S364 in FIG. 10).

[0170] This fluctuation start command includes data indicating the result of the hit / miss judgment regarding the special symbol (jackpot, miss) and data indicating the fluctuation pattern that specifies the fluctuation time. Also, if the result of the hit / miss judgment regarding the special symbol is a hit (a jackpot win), the fluctuation start command includes data that specifies the jackpot symbol (data that indicates the type of jackpot that has occurred in the symbol specification command). Furthermore, if the result of the hit / miss judgment regarding the special symbol is a miss, the fluctuation start command includes miss data (miss information) that indicates that the result of the hit / miss judgment is a miss.

[0171] If a negative judgment is made at S1200 (S1200: no), the performance start processing is terminated, and if a positive judgment is made (S1200: yes), the processing proceeds to S1205, where an allocation random number to be used when allocating the performance pattern (performance mode) is obtained. When the sub-integrated control device 83 executes S1205, it proceeds to S1210 and determines whether or not a jackpot (a jackpot win) has occurred (whether or not jackpot information is included in the fluctuation start command). If the determination in S1210 is affirmative (S1210: yes), the process proceeds to S1215, where a "big win effect pattern" is set as the "effect display pattern (effect pattern) that is started in response to the variable display of the special symbol" (S1215), and the process proceeds to S1230. The effect pattern table referenced in S1215 will be described later.

[0172] If a negative judgment is made at S1210 (S1210: no), that is, if the result of the hit / miss judgment is a miss (S1210: no), the process proceeds to S1220, where a "presentation pattern with a miss presentation" is set, and then the process proceeds to S1230.

[0173] The effect pattern table referenced in S1220 will be described later. The "miss effect" includes an effect related to a miss without a reach (an effect without a reach display and a reach effect that follows it) and an effect related to a miss without a reach (an effect with a reach display and a reach effect that follows it). When the process proceeds to S1230, a process for setting the effect pattern to be displayed (the effect pattern that notifies the result of the win / loss judgment regarding the special pattern) is performed. After this, the effect starts in S1235 (S1235), and the effect start process is returned.

[0174] S1215 and S1220 will be briefly described below with reference to FIGS. In the pachinko machine 50 of this embodiment, each time a win / loss determination is performed, a fluctuation pattern is determined by random number lottery using the result of the win / loss determination, a fluctuation pattern table corresponding to the game state at that time (open extended state, non-open extended state), and the acquired random number for determining the fluctuation pattern. First, with reference to FIG. 25, an outline of the variation pattern table targeted by the pachinko machine 50 of this embodiment will be explained.

[0175] 25(a) is a diagram showing a fluctuation pattern table to be referred to when the game state is in the non-open extended state and the result of the hit / miss judgment is a jackpot. This fluctuation pattern table stores a plurality of (for example, 20) fluctuation patterns A1 to A20 associated with the fluctuation pattern determination random numbers ("0" to "1020").

[0176] Although the illustration of the fluctuation pattern table to be referenced when the game state is in the extended open state and the result of the hit / miss judgment is a jackpot is omitted, the fluctuation pattern table also stores a plurality of (for example, 20) fluctuation patterns associated with the random numbers for determining the fluctuation pattern. Also, the average fluctuation time determined by referring to the fluctuation pattern table to be referenced when the game state is in the extended open state and the result of the hit / miss judgment is a jackpot is shorter than the average fluctuation time determined by referring to the fluctuation pattern table shown in Figure 25(a).

[0177] 25(b) is a diagram showing a fluctuation pattern table to be referred to when the game state is in the non-open extended state and the result of the hit / miss judgment is a reach miss. This fluctuation pattern table stores a plurality of (for example, 30) fluctuation patterns B1 to B30 associated with the fluctuation pattern determination random numbers ("0" to "1020").

[0178] Furthermore, Figure 25 (c) is a fluctuation pattern table (hereinafter referred to as the former fluctuation pattern table) that is referenced when the game state is in the open extended state and the result of the hit / miss judgment is reach miss. This fluctuation pattern table stores multiple (for example, 30) fluctuation patterns C1 to C30 that correspond to the random numbers for determining fluctuation patterns ("0" to "1020"). The average fluctuation time determined by referring to the fluctuation pattern table of FIG. 25(c) is shorter than the average fluctuation time determined by referring to the fluctuation pattern table of FIG. 25(b).

[0179] Furthermore, in this embodiment, when the game state is in the non-open extended state and when the game state is in the open extended state, the illustration of the fluctuation pattern table to be referred to when the result of the hit / miss judgment is determined to be a no-reach miss is omitted. These fluctuation pattern tables also store multiple fluctuation patterns associated with the fluctuation pattern determination random numbers. Each variation pattern table is stored in the ROM of the main control device 80.

[0180] Meanwhile, a performance pattern table corresponding to each variation pattern is stored in the ROM constituting the sub-integrated control device 83. Then, every time the sub-integrated control device 83 receives a variation start command (every time a variation pattern is determined by the hit / miss judgment), it refers to the corresponding performance pattern table, performs a random number lottery using the distribution random number extracted in the processing of S1205, and selects a performance pattern to be applied when executing the performance display. Next, the effect pattern table will be described with reference to FIGS.

[0181] Fig. 26 shows a part of the effect pattern table (effect pattern table for big win) referred to in S1215 of Fig. 24, and Fig. 27 shows a part of the effect pattern table (effect pattern table for reach miss) referred to in S1220 of Fig. 24. Also, Fig. 26 and Fig. 27 exemplify the case where pseudo consecutive effects are executed in the effect display (dynamic display).

[0182] Furthermore, the pseudo consecutive performance is a performance display (dynamic display) that executes multiple (two or more) pseudo consecutive performances (unit dynamic display). In Figures 26 and 27, etc., "pseudo consecutive performance 1" refers to the pseudo consecutive performance (unit dynamic display) that is executed the first time, "pseudo consecutive performance 2" refers to the pseudo consecutive performance (unit dynamic display) that is executed the second time, "pseudo consecutive performance 3" refers to the pseudo consecutive performance (unit dynamic display) that is executed the third time, and "pseudo consecutive performance 4" refers to the pseudo consecutive performance (unit dynamic display) that is executed the fourth time.

[0183] In addition, the pseudo consecutive performance is a performance in which multiple pseudo consecutives (unit dynamic display) are executed, and when the previous pseudo consecutive is ended, the pseudo consecutive pattern (pseudo consecutive display) is temporarily stopped. However, in one pseudo consecutive performance, in the pseudo consecutive that is executed last (final pseudo consecutive), the pseudo consecutive pattern (pseudo consecutive display) is not temporarily stopped, and after the performance pattern consisting of number patterns is temporarily stopped, it is displayed in a confirmed state. In Figures 26 and 27, the symbols shown in parentheses in each pseudo-consecutive pattern indicate the type of pseudo-consecutive pattern that will temporarily stop when the pseudo-consecutive pattern ends.

[0184] Furthermore, in one pseudo consecutive performance, in the last pseudo consecutive performance (final pseudo consecutive performance), the type of performance shown in parentheses indicates the type of reach performance to be executed in the "last pseudo consecutive performance (final pseudo consecutive performance)." For example, performance pattern P1 indicates that in the third pseudo consecutive performance (pseudo consecutive performance 3), development performance B (i.e., super reach performance B) is executed as the reach performance (see FIG. 23). Furthermore, performance pattern P2 indicates that in the third pseudo consecutive performance (pseudo consecutive performance 3), development performance A (i.e., super reach performance A) is executed as the reach performance (see FIG. 22). Note that in FIGS. 26 and 27, "with development" indicates that the content of the reach performance will develop midway (develop into a super reach performance), and "no development" indicates that the content of the reach performance will not develop midway (do not develop into a super reach performance).

[0185] 26(a) shows the effect pattern table A1 corresponding to the variation pattern A1 selected when the game state is in the non-open extended state and the result of the hit / miss judgment is a jackpot. This variation pattern A1 is a variation pattern that specifies a variation time of 40 seconds. Here, in this embodiment, if the variation time specified by the variation pattern exceeds a certain time (for example, 20 seconds), an effect pattern with a pseudo-consecutive effect is selected.

[0186] The effect pattern table A1 shown in FIG. 26(a) stores a plurality of (for example, six) effect patterns P1 to P6, each associated with a respective sorting random number. The effect pattern P5 is an effect pattern that specifies an effect display (dynamic display) with a pseudo consecutive effect that performs two pseudo consecutive wins. The effect patterns P1 to P4 are effect patterns that specify an effect display (dynamic display) with a "pseudo consecutive win effect that performs three pseudo consecutive wins." Furthermore, the effect pattern P6 is an effect pattern that specifies an effect display (dynamic display) with a "pseudo consecutive win effect that performs four pseudo consecutive wins."

[0187] As shown in Figure 26(a), when the result of the hit / miss judgment is a jackpot and the fluctuation time is set to a sufficient value (for example, 40 seconds), there is a high probability (for example, selection rate: 95%) that a presentation pattern that performs multiple pseudo-consecutive hits (unit dynamic display) (in this embodiment, three or more times) will be selected as the presentation pattern (presentation pattern for pseudo-consecutive hits).

[0188] The effect pattern P1 is an effect pattern in which, when the pseudo consecutive 1 and pseudo consecutive 2 end, a dedicated symbol is temporarily stopped as a pseudo consecutive symbol, and then a development effect B (Super Reach effect B) is executed in the pseudo consecutive 3. The distribution rate of these effect patterns P1 and P5 is low (a total of 10% is shown as an example). In other words, if the result of the hit / miss judgment is a jackpot, the "common symbol" is not displayed when the previous pseudo consecutive 1 and pseudo consecutive 2 end, and the possibility of only the "dedicated symbol" being displayed is low.

[0189] In addition, the presentation pattern P2 is a presentation pattern in which, when pseudo consecutive 1 and pseudo consecutive 2 end, a common pattern is temporarily stopped as a pseudo consecutive pattern, and then a development presentation A (super reach presentation A) is executed in pseudo consecutive 3. Here, as shown in the effect pattern P2, when a common symbol is displayed in the previous pseudo consecutive symbols, the jackpot expectation rate (the probability that the result of the hit / miss judgment will be notified that the jackpot is a jackpot) is increased. In particular, the effect pattern P2 temporarily stops only the common symbol multiple times as a pseudo consecutive symbol, so the jackpot expectation rate is set to "100% (jackpot confirmed)".

[0190] The presentation pattern P3 is a presentation pattern in which, when pseudo consecutive win 1 ends, a common pattern is temporarily stopped as a pseudo consecutive win pattern, and, when pseudo consecutive win 2 ends, a dedicated pattern is temporarily stopped as a pseudo consecutive win pattern, and then, in pseudo consecutive win 3, a development presentation A (super reach presentation A) is executed. In addition, presentation pattern P4 is a presentation pattern in which a dedicated pattern is temporarily stopped as a pseudo consecutive pattern when pseudo consecutive 1 ends, a common pattern is temporarily stopped as a pseudo consecutive pattern when pseudo consecutive 2 ends, and then a developmental presentation A (super reach presentation A) is executed in pseudo consecutive 3.

[0191] The effect pattern P5 is an effect pattern in which a dedicated symbol is displayed as a pseudo consecutive symbol when the pseudo consecutive streak 1 ends, and a development effect C (Super Reach effect C) is executed in the pseudo consecutive streak 2. Although not shown in the figures, this development effect C (Super Reach effect C) is an effect whose content is different from the development effect A (Super Reach effect A) and the development effect B (Super Reach effect B) (see Figures 22 and 23, etc.).

[0192] In addition, presentation pattern P6 is a presentation pattern in which a dedicated pattern is temporarily stopped as a pseudo-consecutive pattern when pseudo-consecutive 1 and pseudo-consecutive 2 end, a common pattern is temporarily stopped as a pseudo-consecutive pattern when pseudo-consecutive 3 ends, and then a development presentation A (super reach presentation A) is executed in pseudo-consecutive 4. This effect pattern P6 is a "effect pattern that specifies a pseudo consecutive effect with four pseudo consecutive times" and is selected only when the result of the hit / miss judgment is a jackpot. Therefore, effect pattern P6 is a premium effect pattern that suggests that a jackpot symbol will be displayed as a display result of the dynamic display while the dynamic display is being executed.

[0193] As described above, in the effect pattern table A1 shown in Fig. 26(a), the probability that an effect pattern that displays only dedicated symbols as pseudo consecutive symbols will be selected as an effect pattern that specifies an effect display accompanied by a pseudo effect is low (total: 10%). In this regard, the same is true for "other effect pattern tables" that are likely to specify an effect display that performs three or more pseudo consecutive symbols in a pseudo consecutive effect, and when the result of the hit / miss judgment is a jackpot, the probability that an effect pattern that displays only dedicated symbols as pseudo consecutive symbols will be selected as an effect pattern that specifies an effect display accompanied by a pseudo consecutive effect is low (for example, total: 10%).

[0194] 26(b) shows the effect pattern table A3 corresponding to the variation pattern A3 selected when the game state is the non-open extended state and the result of the hit / miss judgment is a jackpot. This variation pattern A3 is a variation pattern that specifies a variation time of 22 seconds. This effect pattern table A3 stores a plurality of (for example, three) effect patterns Q1 to Q3, each associated with a respective distribution random number. In addition, since the fluctuation time specified by the fluctuation pattern A3 is shorter than the fluctuation time specified by the fluctuation pattern A1, the effect pattern table A3 stores an effect display effect pattern with a pseudo consecutive effect having a small number of pseudo consecutive occurrences.

[0195] Presentation pattern Q1 is a presentation pattern in which, when pseudo consecutive wins 1 ends, a dedicated symbol is displayed as a pseudo consecutive win symbol, and then a non-development presentation D (normal reach presentation D) is executed in pseudo consecutive wins 2. Presentation pattern Q2 is a presentation pattern in which, when pseudo consecutive wins 1 ends, a dedicated symbol is displayed as a pseudo consecutive win symbol, and then a non-development presentation E (normal reach presentation E) is executed in pseudo consecutive wins 2, and presentation pattern Q3 is a presentation pattern in which, when pseudo consecutive wins 1 ends, a dedicated symbol is displayed as a pseudo consecutive win symbol, and then a non-development presentation F (normal reach presentation F) is executed in pseudo consecutive wins 2.

[0196] Here, the no-development performance D (normal reach performance D), no-development performance E (normal reach performance E), and no-development performance F (normal reach performance F) are performances that differ only in the background pattern displayed behind the display area 6H. It is possible to understand at a glance that these no-development performances D to F (normal reach performances D to F) are different from the above-mentioned development performances A to C (super reach performances A to C).

[0197] As described above, in the effect pattern table A3 shown in Fig. 26(b), an effect pattern in which a dedicated symbol temporarily stops as a pseudo consecutive symbol is selected as an effect pattern specifying an effect display accompanied by a pseudo consecutive effect. In this respect, the same applies to "other effect pattern tables" specifying an effect display in which two pseudo consecutive effects are performed in a pseudo consecutive effect. Note that in this embodiment, in a pseudo consecutive effect in which a pseudo consecutive effect is performed twice, a common symbol does not temporarily stop as a pseudo consecutive symbol, but in the present invention, even in a pseudo consecutive effect in which a pseudo consecutive effect is performed twice, a common symbol may temporarily stop as a pseudo consecutive symbol.

[0198] 27(a) shows the effect pattern table B1 corresponding to the variation pattern B1 selected when the game state is the non-open extended state and the result of the hit / miss judgment is a reach miss. This variation pattern B1 is a variation pattern that specifies a variation time of 32 seconds. The effect pattern table B1 shown in FIG. 27(a) stores a plurality of (for example, three) effect patterns R1 to R3, each associated with a respective sorting random number.

[0199] In effect pattern R1, a dedicated symbol is temporarily stopped as a pseudo consecutive symbol when pseudo consecutive 1 ends, and a common symbol is temporarily stopped as a pseudo consecutive symbol when pseudo consecutive 2 ends, and then a development effect A (super reach effect A) is executed in pseudo consecutive 3. In this way, when the result of the hit / miss judgment is a reach miss, the probability that an effect pattern displaying a common symbol as a pseudo consecutive symbol will be selected as an effect pattern specifying an effect display accompanied by a pseudo consecutive effect is particularly low (for example, 2%). In this regard, the same is true for the "other effect pattern table" specifying an effect display that is likely to produce three pseudo consecutive hits in a pseudo consecutive effect, and when the result of the hit / miss judgment is a reach miss, the probability that an effect pattern displaying a common symbol as a pseudo consecutive symbol will be selected is low (for example, 2%).

[0200] In addition, the presentation pattern R2 is a presentation pattern in which a special symbol is temporarily stopped as a pseudo consecutive symbol when the pseudo consecutive 1 and pseudo consecutive 2 are ended, and in the pseudo consecutive 3, a developmental presentation B (super reach presentation B) is executed. Furthermore, the performance pattern R3 is a performance pattern in which a dedicated symbol is temporarily stopped as a pseudo consecutive symbol when the pseudo consecutive 1 ends, and a development performance C (super reach performance C) is executed in the pseudo consecutive 2.

[0201] 27(b) shows the effect pattern table B30 corresponding to the variation pattern B30 selected when the game state is the non-open extended state and the result of the hit / miss judgment is a reach miss. This variation pattern B30 is a variation pattern that specifies a variation time of 22 seconds. This effect pattern table B30 stores a plurality of (for example, three) effect patterns S1 to S3, each associated with a respective distribution random number. In addition, since the fluctuation time specified by the fluctuation pattern B30 is shorter than the fluctuation time specified by the fluctuation pattern B1, the effect pattern table B30 stores an effect display accompanied by a pseudo consecutive effect with a small number of pseudo consecutive occurrences.

[0202] The effect pattern S1 is an effect pattern in which, when pseudo consecutive streaks 1 ends, a dedicated symbol is temporarily stopped as a pseudo consecutive symbol, and then a no-development effect D (normal reach effect D) is executed in pseudo consecutive streaks 2. The effect pattern S2 is an effect pattern in which, when pseudo consecutive streaks 1 ends, a dedicated symbol is temporarily stopped as a pseudo consecutive symbol, and then a no-development effect E (normal reach effect E) is executed in pseudo consecutive streaks 2. The effect pattern S3 is an effect pattern in which, when pseudo consecutive streaks 1 ends, a dedicated symbol is temporarily stopped as a pseudo consecutive symbol, and then a no-development effect F (normal reach effect F) is executed in pseudo consecutive streaks 2.

[0203] As described above, in the effect pattern table B30 shown in Fig. 27(b), as an effect pattern specifying an effect display accompanied by a pseudo consecutive effect, there is a high probability (in this embodiment, "100%" is exemplified) that an effect pattern that displays only dedicated symbols as pseudo consecutive symbols will be selected, and there is a low probability (in this embodiment, "0%" is exemplified) that an effect pattern that displays common symbols as pseudo consecutive symbols will be selected. In this regard, the same is true for the "other effect pattern table" that specifies an effect display that performs two pseudo consecutive effects in a pseudo consecutive effect, and there is a high probability that an effect pattern that displays only dedicated symbols as pseudo consecutive symbols will be selected, and there is a low probability that an effect pattern that displays common symbols will be selected, as an effect pattern specifying an effect display accompanied by a pseudo consecutive effect when the result of the hit / miss determination is a miss.

[0204] As shown in FIG. 26 and FIG. 27, in a performance pattern in which a common symbol temporarily stops in one pseudo consecutive performance, a development performance A (super reach performance A) is executed in the final pseudo consecutive performance. Furthermore, in this embodiment, when the pseudo streak 1 ends (when the first pseudo streak 1 ends in one pseudo streak performance), if a common symbol (second pseudo streak display) is displayed (temporarily stopped), it is guaranteed that the pseudo streak 3 (third pseudo streak) will occur (see performance patterns P2 and P3). Therefore, when the first pseudo streak 1 ends in one pseudo streak performance, it turns out that the number of pseudo streaks will be greater if the common symbol (second pseudo streak display) is displayed rather than the dedicated symbol (first pseudo streak display). Therefore, since the expectation of a jackpot is higher (generally, in pseudo streak performances, the more pseudo streaks there are, the higher the expectation of a jackpot), the player's enjoyment will be greater and their interest in the game will be enhanced.

[0205] In other words, as shown in this embodiment, if the common pattern P is temporarily stopped when the first pseudo-consecutive 1 in a single pseudo-consecutive performance ends, the player can have high expectations of a jackpot when the common pattern P appears, without worrying about the number of pseudo-consecutive performances.

[0206] In addition, in the present invention, "in one pseudo consecutive performance, the second pseudo consecutive display (common symbol) is not selected in a display mode where the number of pseudo consecutive times is less than a specific number (less than three times). On the other hand, the first pseudo consecutive display (exclusive symbol) can be selected regardless of the number of pseudo consecutive times.

[0207] Furthermore, in the present invention, "when a pseudo-consecutive series is performed a specific number of times or more in one pseudo-consecutive performance, a first pseudo-consecutive series display (exclusive symbol) is displayed in the preceding pseudo-consecutive series (a pseudo-consecutive series less than a specific number of times), and when the pseudo-consecutive series following the preceding pseudo-consecutive series ends, a second pseudo-consecutive series display (common symbol) may be displayed instead of the first pseudo-consecutive series display (exclusive symbol) (see performance patterns P4, P6, R1).

[0208] In this mode, in one pseudo consecutive performance, a pseudo consecutive pattern (exclusive pattern) with a low jackpot expectation is displayed as a pseudo consecutive pattern (pseudo consecutive display), and then a pseudo consecutive pattern (common pattern) with a high jackpot expectation is displayed. Therefore, in one pseudo consecutive performance, it is possible to perform a performance that gives the player the impression that the jackpot expectation (winning expectation) has increased.

[0209] Therefore, according to this embodiment, during the pseudo consecutive display, the player can play while hoping that the pseudo consecutive display will be changed to the second pseudo consecutive display which has a higher chance of winning, thereby further increasing the player's interest in the game.

[0210] Furthermore, in one pseudo-consecutive performance, if a second pseudo-consecutive display (common pattern) is displayed in the preceding pseudo-consecutive (for example, when the first pseudo-consecutive ends), the second pseudo-consecutive display (common pattern) may always be displayed in the subsequent pseudo-consecutive (for example, when the second pseudo-consecutive ends) (hereinafter referred to as the former), or the first pseudo-consecutive display (exclusive pattern) may be displayed (hereinafter referred to as the latter).

[0211] In the former case, the effect of informing the user of high expectations is improved by displaying the second pseudo consecutive display multiple times, and in the latter case (if the display returns to the first pseudo consecutive display), the display can be made difficult for third parties to understand.

[0212] For example, while a game is in progress on the pachinko machine 50, other players may peek at the content of the effect display (dynamic display of effect symbols) being performed on the pachinko machine 50. If other players are unaware that the second pseudo-consecutive display (common symbol) was displayed in the preceding pseudo-consecutive, they may feel strange when they see that the first pseudo-consecutive display (exclusive symbol) is displayed in the subsequent pseudo-consecutive. For example, even though only the first pseudo-consecutive display (exclusive symbol) is displayed during the pseudo-consecutive, if an effect with a high probability of winning (development effect A) is subsequently executed, it may feel strange.

[0213] In this embodiment, although not shown, there is provided a variation pattern that is selected when the game state is in the extended open state and the result of the hit / miss judgment is a jackpot, and the specified variation time exceeds a certain time. Then, when the game state is in the extended open state and the result of the hit / miss judgment is a jackpot, by referring to the presentation pattern table corresponding to the variation pattern that is selected, the pseudo consecutive presentation is executed with a slightly lower probability than when referring to the presentation pattern table shown in FIG.

[0214] Although not shown, the ROM constituting the sub-integrated control device 83 also stores an effect pattern table corresponding to the variable pattern table to be referenced when the gaming state is in an extended open state and the result of the hit / miss judgment is a reach miss. However, regardless of which effect pattern table is referenced, the probability of an effect pattern accompanied by a pseudo consecutive effect being selected is lower than when the effect pattern table to be referenced when "the gaming state is in a non-extended open state and the result of the hit / miss judgment is a reach miss" is referenced.

[0215] Furthermore, although not shown, the ROM constituting the sub-integrated control device 83 also stores (1) a presentation pattern table corresponding to the variation pattern to be referenced when the game state is in the non-open extended state and the result of the win / loss judgment is a no-reach / miss, and (2) a presentation pattern table corresponding to the variation pattern to be referenced when the game state is in the open extended state and the result of the win / loss judgment is a no-reach / miss. However, this presentation pattern table does not store presentation patterns specified by pseudo consecutive presentations. Note that presentation patterns specifying pseudo consecutive presentations may also be stored in this presentation pattern table.

[0216] Next, a description will be given of the effect stop processing executed by the sub-integrated control device 83 using the flowchart in Fig. 28. Note that this processing is executed by the sub-integrated control device 83 periodically (for example, every 2 ms). When the effect stop process is started, the sub-integrated control device 83 determines whether or not it has received a variation stop command (S1300). Here, the variation stop command is a command sent from the main control device 40 when the variation of the special symbol is stopped and the fixed symbol is displayed (see the process of S372 in FIG. 11(b)).

[0217] If the determination is negative (S1300: no), the effect stop process is terminated. On the other hand, if the determination is affirmative (S1300: yes), in S1305, a process is performed to transmit a performance symbol determination display instruction signal to the performance symbol control device 82. Then, the performance stop process is terminated.

[0218] In addition, in S1305, if the result of the hit / miss judgment is a jackpot, a "jackpot pattern (performance pattern)" is displayed as a confirmed result on the screen 6a of the performance pattern display device 6 as a result of the processing of S1305. In this case, the middle performance pattern 6C is displayed stopped with the same number pattern (performance pattern) as the left performance pattern 6L and the right performance pattern 6R, and the occurrence of a jackpot is announced. On the other hand, if the result of the hit / miss judgment is a miss, the "missing symbol (performance symbol)" is displayed as a confirmed symbol on the screen 6a of the performance symbol display device 6 as a result of the processing of S1305.

[0219] As described above, according to the pachinko machine 50 of the first embodiment, the expectation of winning in the win / loss judgment changes depending on which pseudo consecutive display is executed during the pseudo consecutive performance. For this reason, the player will pay close attention to which pseudo consecutive display is displayed during the pseudo consecutive performance. That is, in the pachinko machine 50 of this embodiment, the player will hold his / her breath and watch whether only the dedicated symbols Q1 to Q3 will be temporarily stopped as pseudo consecutive symbols during the pseudo consecutive performance, or whether the common symbol P will be temporarily stopped and displayed. Therefore, the player will pay attention not only to the number of pseudo consecutive symbols but also to the type of pseudo consecutive symbols that will be displayed, which can increase the interest in the game.

[0220] (2) Example 2 Next, a pachinko machine 50 according to a second embodiment will be described. In Example 1, an example of a pseudo-consecutive performance is given in which a pseudo-consecutive display (pseudo-consecutive pattern 6V) is temporarily stopped in a predetermined pseudo-consecutive, and then a pseudo-consecutive subsequent to the predetermined pseudo-consecutive is executed. However, in the present invention, the pseudo-consecutive performance is not limited to the form shown in Example 1.

[0221] For example, as shown in Example 2 of Figure 29 (a), when a predetermined pseudo-consecutive sequence is being executed, in the middle symbol variable area 6HC, when the variable speed of the performance symbol (middle performance symbol 6C) slows down, a pseudo-consecutive pattern 6V appears at the display position 6TC. Then, with the appearance of this pseudo-consecutive pattern 6V as a trigger, the scrolling variation (variable display) can be resumed at high speed in all symbol variable areas 6HC, 6HL, 6HR, and a pseudo-consecutive sequence following the predetermined pseudo-consecutive sequence can be started. And, Example 2 can also obtain the same effect as Example 1.

[0222] Furthermore, as another variant of Example 2 (hereinafter referred to as Variation 1), an example can be given in which a pseudo consecutive pattern 6V appears at display position 6TC while the performance pattern (middle performance pattern 6C) is rapidly changed in the middle pattern change area 6HC. Unlike Modification 1, a modification (hereinafter referred to as Modification 2) can be exemplified in which the left effect pattern 6C and the right effect pattern 6R are not temporarily stopped, and the pseudo consecutive pattern 6V appears at the display position 6TC in a state where the left effect pattern 6C and the right effect pattern 6R are scrolled (variable display) at high speed in the entire pattern variable area 6HC, 6HL, 6HR. In other words, in the present invention, even if no temporary stop is performed in the entire pattern variable area 6HC, 6HL, 6HR in the preceding pseudo consecutive, the appearance of the pseudo consecutive pattern 6V can be used as an opportunity to start the subsequent pseudo consecutive.

[0223] By doing this, for example, it is possible to start a pseudo consecutive win at any timing (for example, when a specific character appears) that is not bound by the change pattern of the performance pattern.

[0224] (3) Example 3 Next, a pachinko machine 50 according to a third embodiment will be described. In Example 1, in the pseudo consecutive performance, the number displayed on the number display unit 6n when re-changing is performed indicates how many times the pseudo consecutive performance has occurred in one pseudo consecutive performance. In contrast, in Example 3, as shown in Figures 29(b) and (c), the number of pseudo consecutive performances is displayed as a "character" indicating how many times the pseudo consecutive performance has occurred in one pseudo consecutive performance.

[0225] For example, as shown in FIGS. 29(b) and (c), in the pseudo consecutive performance, a number suggestion section 6m (display position similar to that of the number display section 6n in the first embodiment) appears on the screen 6a.

[0226] Then, during the second pseudo-consecutive win (pseudo-consecutive win 2) in one pseudo-consecutive win performance, a character with a first expression (e.g., a crying expression) is displayed as shown in FIG. 29(b). For example, a "Tatsukichi character with a different expression" is displayed as this character, and the expression of the "Tatsukichi character with a different expression" indicates the number of pseudo-consecutive wins. For example, when a "Tatsukichi character with a crying expression T1" appears in the count indication section 6m, it indicates that the second pseudo-consecutive win is being performed, and when a "Tatsukichi character with a smiling expression T2" appears, it indicates that the third pseudo-consecutive win is being performed. Although not shown in the figure, when a "Tatsukichi character with a different expression" appears, it indicates that the fourth pseudo-consecutive win is being performed. In the third embodiment, when the first pseudo-consecutive win is in progress, no character indicating the number of pseudo-consecutive wins is displayed. However, even in this case, a character indicating that the first pseudo-consecutive win is in progress (for example, a character of Tatsukichi with an angry expression) may be displayed.

[0227] The third embodiment can also achieve the same effect as the first embodiment. In addition, the number suggestion section 6m may be configured to display "characters suggesting the number of pseudo consecutive hits." For example, when the third pseudo consecutive hit is executed in one pseudo consecutive hit performance, the character "heat" or the like may be displayed. For example, when the third pseudo consecutive hit is executed in one pseudo consecutive hit performance, the character "super heat" (characters suggesting that there is a high possibility that the result of the hit / miss judgment will be notified as a jackpot) may be displayed.

[0228] In a modified example of Example 3 (hereinafter referred to as Modified Example 3), when the number of pseudo consecutive hits executed in one pseudo consecutive hit performance reaches the maximum (the maximum number of pseudo consecutive hits in one pseudo consecutive hit performance in the pachinko machine 50 (for example, 3 or 4 times)), when the first pseudo consecutive hit is executed in the pseudo consecutive hit performance, a specific character (for example, "Tatsukichi T2 with a smiling expression") appears in the number suggestion section 6m. In this case, the appearance of a specific character indicates that the number of pseudo consecutive wins has reached its maximum, so there is no need to indicate the number of pseudo consecutive wins in subsequent pseudo consecutive wins.

[0229] Although the embodiments of the present invention have been described above, the scope of the present invention is not limited to the scope of the above-described embodiments and modifications, and various modifications can be exemplified within the scope of the present invention.

[0230] In other words, in each embodiment, a predetermined pseudo-consecutive pattern (pseudo-consecutive display) is displayed each time the previous pseudo-consecutive run ends in the pseudo-consecutive run performance, but the performance mode may be changed each time a pseudo-consecutive run begins, as in the modified example shown in Figure 30 (hereinafter referred to as modified example 4). Here, in Modification 4, as shown in FIGS. 30(a) to (c), when the pseudo consecutive performance starts, performance mode display sections 6X appear on both sides of the screen 6a. Although not shown in the figure, when the pseudo consecutive performance is not executed, the performance mode display section 6X will not appear on both ends of the screen 6a.

[0231] In addition, in Modification 4, the display mode of the presentation mode display unit 6X may be changed according to the number of pseudo consecutive wins. For example, as shown in Figures 30(a) to 30(c), the color of the presentation mode display unit 6X may be changed according to the number of pseudo consecutive wins to indicate the number of pseudo consecutive wins.

[0232] That is, FIG. 30(a) shows that in one pseudo consecutive performance, the performance mode display section 6X is colored yellow while pseudo consecutive 1 is being performed. Also, FIG. 30(b) shows how the presentation mode display section 6X is colored blue during the execution of pseudo consecutive 2 presentations in one pseudo consecutive presentation. Furthermore, FIG. 30(c) shows that in one pseudo consecutive performance, the performance mode display section 6X is colored red while pseudo consecutive 3 is being executed.

[0233] In addition to the same effects as in Example 1, the following effects can also be obtained in Modification 4. That is, in Modification 4, it is easy to understand how many times a pseudo-series is being executed in one pseudo-series performance.

[0234] In addition, in the mode in which the second pseudo-consecutive display of each embodiment is displayed, the presentation mode does not change depending on the number of pseudo-consecutive times, but it is also possible to indicate that it is a pseudo-consecutive presentation by transitioning to a presentation mode different from the presentation mode at the time of the pseudo-consecutive display.

[0235] Furthermore, in each embodiment, each embodiment and each modified example has been described as an example of application to a general digital pachinko type pachinko machine 50, but the present invention is not limited to this, and can also be applied to other types of pachinko machines 50, such as a so-called "type 1 / type 2 mixed machine type" pachinko machine 50 and a so-called "V Challenge type pachinko machine 50." Furthermore, the gaming machine of the present invention may be a so-called "enclosed gaming machine" or a "non-enclosed gaming machine."

[0236] In addition, although each embodiment has been described as a pinball gaming machine, the present invention can also be suitably applied to a reel gaming machine (slot gaming machine) that uses medals as a value medium to play a game, and further, to a reel gaming machine (Parrot gaming machine) that uses game balls as a value medium to play a game similar to a slot gaming machine.

[0237] [Correspondence to claims] Next, the correspondence between the terms used in the description of the above embodiments (examples) and the terms used in the claims will be shown. The "pachinko machine 50" corresponds to an example of the "gaming machine." The process from S330 to S350 in FIG. 10 corresponds to an example of "pass / fail determination." [Explanation of symbols]

[0238] 1; game board, 3; game area, 6; performance pattern display device, 11; first start port, 12; second start port, 14; big prize port, 17; normal pattern activation gate, 80; main control device, 82; performance pattern control device, 83; sub-integrated control device.

Claims

[Claim 1] A gaming machine that executes a hit / miss judgment based on the establishment of a predetermined condition, and dynamically displays a performance symbol based on the hit / miss judgment, As a display mode of the dynamic display, a pseudo consecutive effect is provided in which a pseudo unit dynamic display is performed a predetermined number of times in one dynamic display executed based on a hit / miss determination, and a number display effect is provided in which the number of times the unit dynamic display has been performed is displayed at a position different from the pseudo consecutive effect, As the display mode of the pseudo consecutive performance, a plurality of display modes are provided in which the number of times of the pseudo unit dynamic display is different, In one pseudo consecutive performance, when the unit dynamic display is performed for the second or subsequent times, a pseudo consecutive display indicating the execution of the unit dynamic display is performed; The pseudo consecutive display includes a first pseudo consecutive display used according to the number of times information indicating how many times a unit dynamic display is executed in one pseudo consecutive performance, and a second pseudo consecutive display used regardless of the number of times information, The first pseudo consecutive display and the second pseudo consecutive display have different selection rates depending on whether the number of unit dynamic displays executed in one pseudo consecutive performance is a specific number or more. When the second pseudo-continuous display is selected, the number of times the unit dynamic display is performed at the time of selection is determined to be the maximum; The number of times display effect may display a jackpot expectation when the unit dynamic display is performed for a predetermined number of times. A gaming machine characterized by:

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