gaming machines

The gaming machine enhances entertainment value through dynamic visual and auditory cues using movable bodies, sound, and light-emitting means to suggest advantageous game states, addressing the lack of effective special image presentation in existing machines.

JP7824451B2Active Publication Date: 2026-03-04SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-02-20
Publication Date
2026-03-04

AI Technical Summary

Technical Problem

Existing gaming machines lack effective enhancements in the use of special images for presentation, which can enhance the entertainment value.

Method used

A gaming machine equipped with movable bodies, sound output, display, and light-emitting means, controlled by a light emission control system, to execute various suggestion effects and special performances, enhancing the player's experience through dynamic visual and auditory cues.

Benefits of technology

The system improves the entertainment value by providing dynamic visual and auditory cues that suggest advantageous game states, maintaining player engagement and enhancing the commercial value.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing amusement properties of a performance using a special image.SOLUTION: A game machine includes: suggestive performance execution means that can suggest that a game state is controlled to an advantageous state and can execute suggestive performances of a plurality of kinds in which degrees of expectation differ according to performance modes; particular image display performance execution means that can display a particular image; and special performance execution means that can execute a special performance for changing the suggestive performance executed in one performance mode to a performance mode with a degree of expectation higher than that of the one performance mode by using the particular image being displayed. The special performance execution means displays a particular correspondence image when the suggestive performance is executed, and executes the special performance in a mode that the particular image acts on the particular correspondence image.SELECTED DRAWING: Figure 287-1
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Description

Technical Field

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state advantageous to a player.

Background Art

[0002] Some gaming machines launch game balls, which are the game medium, into the game area using a launching device. When a game ball enters a prize area, such as a prize entry slot, a predetermined number of prize balls are paid out to the player. Furthermore, some machines are equipped with a variable display device that can variably display (also called "variable") identification information. When the display result of the variable display of identification information on the variable display device becomes a specific display result, the game state (the state of the gaming machine; specifically, the state in which the gaming machine is controlled) is changed to give the player a predetermined game value (so-called pachinko machine). Game value refers to the state of the variable prize ball device installed in the game area of ​​the gaming machine becoming advantageous to the player, such as when the ball is easier to enter a prize slot, when the player gains the right to become advantageous, or when the conditions for prize ball payout become easier to meet. In pachinko machines, a "jackpot" occurs when a specific predetermined display pattern is derived and displayed as a result of the variable display of special symbols (identification information) initiated by a variable display device based on a game ball entering the starting prize slot. The derived display refers to the final stopping display of the symbol (final stopping symbol). When a jackpot occurs, for example, the large prize slot opens a predetermined number of times, and the game transitions to a jackpot game state where it is easier for the ball to enter. During each opening period, the large prize slot closes when a predetermined number of balls (for example, 10) enter it. The number of times the large prize slot opens is fixed to a predetermined number (for example, 15 rounds). A set opening time (for example, 29 seconds) is set for each opening, and the large prize slot closes when the opening time has elapsed, even if the number of balls entered has not reached the predetermined number. Hereafter, each opening period of the large prize slot may be referred to as a round. The game played during a round may be referred to as a round game. Furthermore, in a variable display device, a performance that occurs when a symbol other than the final stopping symbol (for example, the middle symbol among the left, middle, and right symbols) remains stopped, swaying, enlarged, reduced, or deformed for a predetermined time in a state that matches a specific display result, or when multiple symbols move synchronously as the same symbol, or when the positions of the displayed symbols are swapped, and the possibility of a big win continues before the final result is displayed (hereinafter, these states are referred to as "reach states") is called a reach performance.Furthermore, the reach state and its appearance are called reach patterns. In addition, the variable display including the reach animation is called a reach variable display. If the display result of the variable display on the variable display device is not a specific display result, it is a "miss" and the variable display state ends. Players enjoy playing the game while trying to trigger a big win. In such gaming machines, it is possible to execute multiple types of suggestive animations that indicate that the game is controlled to an advantageous state and have different levels of expectation depending on the animation pattern, and the suggestive animation can be changed to an animation pattern with a higher level of expectation using the displayed special image. For example, Patent Document 1 describes that when a present box of the same pattern is opened and a present image is displayed, a pseudo-consecutive animation, a development destination animation, or an active reserve animation is executed. Also, for example, Patent Document 2 describes that when information called "mechanism stock" is displayed on the screen, the player is informed that an animation in which a movable object falls will be executed as a strong animation. [Prior art documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2015-134097 [Patent Document 2] Japanese Patent Publication No. 2018-50980 [Overview of the project] [Problems that the invention aims to solve]

[0004] However, the gaming machines described in Patent Documents 1 and 2 have room for improvement in their use of special images for presentation.

[0005] Therefore, the present invention aims to provide a gaming machine that can enhance the entertainment value of special image-based presentations. [Means for solving the problem]

[0006] (A) A gaming machine that can be controlled to be in a favorable state for the player, Movable body and, Sound output means, A display means capable of displaying special images, Multiple light-emitting means, A light emission control means for controlling the light emission means, A suggestion effect execution means capable of executing multiple types of suggestion effects, including at least a first suggestion effect and a second suggestion effect, which suggest that the system is controlled to the aforementioned advantageous state and which have different levels of expectation depending on the presentation method, A special performance execution means capable of executing a special performance that changes the suggestive performance being performed in one performance mode to a performance mode with a higher expectation level than the one performance mode, by using the special image that is displayed, The system includes a special suggestion performance execution means capable of executing a first special suggestion performance that suggests the execution of the aforementioned special performance and after the performance the aforementioned special performance is executed, and a second special suggestion performance that suggests the execution of the aforementioned special performance and after the performance the aforementioned special performance is not executed, The light emission control means controls the light emission means using a luminance data table composed of luminance data, It is possible to perform a notification effect that indicates whether or not the system is controlled to the aforementioned advantageous state. The aforementioned news production is 、 Including the first Hochi production and the second Hochi production, It comprises an introductory part until the result of whether or not the system is controlled to the advantageous state is announced, a result notification part in which the result is announced, and an epilogue part which is executed after the result notification and when it has been decided that the system will be controlled to the advantageous state. Up to the part where the success or failure is notified, the scene change is notified when the movable body moves from the first position to the second position on the front side of the display means. The display means displays an effect for the movement of the movable body when the movable body moves forward to the second position, and terminates the effect display when the movable body is moving back from the second position to the first position. The display corresponding to the epilogue part is shown, and after the movable body has moved to the first position, dialogue subtitles are displayed for the dialogue sounds spoken by the character. The light emission control means controls the light emission means using a movable body movement luminance data table when the movable body moves forward to the second position, and while the movable body is moving back from the second position to the first position, it uses the movable body movement luminance data table Epilogue part Switch to the corresponding brightness data table, Epilogue part The light-emitting means is controlled using a corresponding luminance data table. The luminance data table for the movable body used in the first notification effect and the luminance data table for the movable body used in the second notification effect are common to both. The sound output means outputs a sound for the movement of the movable body when the movable body moves forward to the second position, and while the movable body is retracting from the second position to the first position, Epilogue part It outputs the corresponding sound, The aforementioned light emission control means is When an error occurs, the light-emitting means is controlled using an error brightness data table. If the error occurs while the light-emitting means is being controlled using the brightness data table for the movable body, the light-emitting means is controlled using the error brightness data table, and the timer value corresponding to the brightness data table for the movable body is updated. The display means displays the special image in a manner that moves through the display position of the suggestive presentation that is the target of the special presentation during a period prior to the execution of the special presentation. The special performance execution means is capable of performing the special performance by a predetermined pattern which performs the special performance in which the performance mode of the first suggestion performance is changed after the special image is stopped at a specific position, and a specific pattern which performs the special performance in which the performance mode of the second suggestion performance is changed after the special image has passed the specific position without being stopped at the specific position. The proportion of being controlled to the advantageous state differs depending on whether the special performance is executed according to the predetermined pattern or according to the specific pattern. If the performance mode of the suggestive performance changes due to the special performance, there are multiple performance modes after the change, and the proportion of the performance controlled to the advantageous state differs depending on which performance mode it changes to. It is characterized by the following: Furthermore, the gaming machine described in means 1 is A gaming machine that, based on the fulfillment of the starting conditions, displays variable information of the first or second identification information and can be controlled to a favorable state for the player, A state control means capable of controlling between a non-special state in which the starting conditions of the first identification information are more likely to be met than those of the second identification information, and a special state in which the starting conditions of the second identification information are more likely to be met than those of the first identification information, A variable display pattern determination means for determining the variable display pattern of a variable display, A means for executing a performance that can carry out a performance, Equipped with, The aforementioned performance execution means is A suggestion performance execution means that suggests the state is controlled to be advantageous and can execute multiple types of suggestion performances with different levels of expectation depending on the performance mode, A special image display effect execution means capable of displaying special images, The system includes a special performance execution means capable of executing a special performance that changes the suggestive performance, which is being performed in one performance mode, to a performance mode with a higher expectation level than the one performance mode, by using the special image that is displayed, The special performance execution means displays a special corresponding image when the suggestive performance is being executed, and executes the special performance in a manner in which the special image acts on the special corresponding image. The special state includes a post-advantageous-state special state which is controlled when the advantageous state controlled from the non-special state ends, and a post-specific-number special state which is controlled on the condition that a specific number of variable displays have been performed. The advantage is greater when the system is controlled based on the variable display of the second identification information than when it is controlled based on the variable display of the first identification information. The aforementioned performance execution means is In the variable display of the first identification information, when the activation condition is met during the special state after reaching the specified number of times, a warning notification is executed. During the non-special state, if the starting condition is met a specific number of times, and then during the special state, the variable display of the first identification information does not execute the warning notification. The variable display pattern determination means is capable of determining multiple types of variable display patterns as the variable display patterns in the variable display of the first identification information during the special state after reaching a specific number of times. The attention call notification can be executed at a common execution time even when different types of variable display patterns are determined as the variable display patterns in the variable display of the first identification information during the special state after the specific number of times has been reached. According to such a configuration, in the special state after the specific number of times when the start condition of the second identification information is likely to be satisfied, an attention call notification is given regarding the variable display of the first identification information, which has a lower advantage level than the second identification information, so as to prevent the player from suffering disadvantages. Further, regarding the variable display of the first identification information for which the start condition is unavoidably satisfied in the non-special state before being controlled to the special state after the specific number of times, the player's mood can be prevented from being spoiled by not giving an attention call notification. When a special effect using a special image is executed, the storytelling related to the special image can be given to enhance the effect of the production, and the appeal can be improved, and the commercial value of the gaming machine can be enhanced.

Brief Explanation of Drawings

[0007] [Figure 1] It is a front view of the pachinko gaming machine according to the present embodiment. [Figure 2] It is a rear perspective view of the pachinko gaming machine according to the present embodiment. [Figure 3] It is a diagram for explaining the frame lamp. [Figure 4] It is a diagram for explaining the special figure LED board, the fourth symbol unit, and the relationship between the fourth symbol unit and the game effect lamp. [Figure 5] It is a diagram for explaining the display mode of the screen in the image display device. [Figure 6] It is a diagram for explaining various boards and the like mounted on the pachinko gaming machine. [Figure 7] It is a diagram for explaining the winning type. [Figure 8] It is a diagram for explaining each random number. [Figure 9] It is a diagram for explaining the big win determination table and the big win type determination table. [Figure 10] This is a diagram illustrating an example of a performance control command. [Figure 11] This diagram illustrates an example of a pre-variation pattern on the main side. [Figure 12] This diagram illustrates an example of a post-variation pattern on the main side. [Figure 13] This diagram illustrates the table for determining the subsequent variation pattern when a loss occurs. [Figure 14] This diagram illustrates the table for determining the post-win pattern during a big win. [Figure 15] This diagram illustrates the previous variation pattern determination table. [Figure 16] This diagram illustrates an example of all possible variation patterns on the main side. [Figure 17] This diagram illustrates an example of how performance patterns are randomly selected on the sub-system. [Figure 18] This flowchart shows an example of the main game control process. [Figure 19] This flowchart shows an example of timer interrupt processing for game control. [Figure 20] This is a flowchart showing an example of the special pattern processing. [Figure 21] This is a flowchart showing the process for determining whether a prize is awarded at the start of the race. [Figure 22] This flowchart shows an example of the normal processing of special symbols. [Figure 23] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 24] This is a flowchart showing an example of special symbol variation processing. [Figure 25] This is a flowchart showing an example of the special symbol stopping process. [Figure 26] This flowchart shows an example of the pre-bonus processing before a big win is achieved. [Figure 27] This flowchart shows an example of the processing during a jackpot release. [Figure 28]This flowchart shows an example of post-jackpot processing. [Figure 29] This is a flowchart showing an example of the process that ends after a big win. [Figure 30] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 31] This flowchart shows an example of the performance control process. [Figure 32] This flowchart shows an example of the variable display start setting process. [Figure 33] This is a diagram to explain the sequence of events in the production. [Figure 34] This diagram explains the relationship before and after the decision on whether the outcome is correct, the SP first half reach A jackpot, and the SP final reach jackpot. [Figure 35] This is a diagram to explain the scenario of the opening part. [Figure 36] This is a diagram to explain the scenario for the taunting part (SP first half reach A). [Figure 37] This diagram illustrates the scenarios for the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). [Figure 38] This is a diagram to explain the scenario for the taunting part (SP first half reach B). [Figure 39] This diagram illustrates the scenarios for the winning epilogue part (SP first half reach B) and the losing epilogue part (SP first half reach B). [Figure 40] This is a diagram to explain the scenario for the special effect animation part (when the SP develops into the second half). [Figure 41] This is a diagram to explain the scenario for the hype segment (SP second half reach A). [Figure 42] This diagram illustrates the scenarios for the winning epilogue part (SP second half reach A) and the losing epilogue part (SP second half reach A). [Figure 43] This is a diagram to explain the scenario for the hype segment (SP second half reach B). [Figure 44]This diagram illustrates the scenarios for the winning epilogue part (SP second half reach B) and the losing epilogue part (SP second half reach B). [Figure 45] This is a diagram to explain the scenario for the build-up part (SP final reach). [Figure 46] This is a diagram to explain the scenario for the build-up part (SP final reach). [Figure 47] This diagram illustrates the scenarios for the winning epilogue part (SP final reach) and the losing epilogue part (SP final reach). [Figure 48] This is a diagram to explain the scenario for each rescue part. [Figure 49] This diagram illustrates the scenario for the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 50] This diagram explains the scenario for the re-draw part (where odd-numbered symbols are derived after button operation) and the fanfare part. [Figure 51] This diagram explains the scenario for the re-draw part (even-numbered symbols are derived after button operation) and the fanfare part. [Figure 52] This diagram explains the mechanism of output to the LED driver. [Figure 53] This is a diagram illustrating the lighting patterns of the game effect lamp. [Figure 54] This is a diagram illustrating the lighting patterns of the game effect lamp. [Figure 55] This is a diagram illustrating the presentation style in the opening section. [Figure 56] This is a diagram illustrating the presentation style in the opening section. [Figure 57] This is a diagram illustrating the presentation style in the opening section. [Figure 58] This is a diagram illustrating the presentation style in the opening section. [Figure 59] This is a diagram illustrating the presentation style in the opening section. [Figure 60]This is a diagram illustrating the presentation style in the opening section. [Figure 61] This is a diagram illustrating the presentation style in the opening section. [Figure 62] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 63] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 64] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 65] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 66] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 67] This diagram illustrates the presentation style during the build-up segment (SP first half reach A). [Figure 68] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach A). [Figure 69] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach A). [Figure 70] This diagram illustrates the presentation style in the losing epilogue part (SP first half reach A). [Figure 71] This diagram illustrates the presentation style in the losing epilogue part (SP first half reach A). [Figure 72] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 73] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 74] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 75] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 76]This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 77] This diagram illustrates the presentation style during the build-up segment (SP first half reach B). [Figure 78] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach B). [Figure 79] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach B). [Figure 80] This diagram illustrates the presentation style in the winning epilogue part (SP first half reach B). [Figure 81] This diagram illustrates the presentation style in the losing epilogue part (SP first half reach B). [Figure 82] This diagram illustrates the presentation style in the losing epilogue part (SP first half reach B). [Figure 83] This diagram illustrates the presentation style during the special effects animation phase (when the SP mode develops into its later stages). [Figure 84] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 85] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 86] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 87] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 88] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 89] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 90] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 91] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 92] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 93] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 94] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 95] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 96] This diagram illustrates the presentation style during the build-up segment (SP second half reach A). [Figure 97] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 98] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 99] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 100] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 101] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 102] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 103] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 104] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 105] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 106] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 107]This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 108] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 109] This diagram illustrates the presentation style during the build-up segment (SP second half reach B). [Figure 110] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 111] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 112] This diagram illustrates the presentation style in the winning epilogue part (SP second half reach B). [Figure 113] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 114] This diagram illustrates the presentation style in the losing epilogue part (SP second half reach B). [Figure 115] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 116] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 117] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 118] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 119] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 120] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 121] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 122] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 123] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 124] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 125] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 126] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 127] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 128] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 129] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 130] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 131] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 132] This diagram illustrates the presentation style during the build-up segment (SP final reach). [Figure 133] This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 134] This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 135] This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 136] This diagram illustrates the presentation style in the winning epilogue part (SP final reach). [Figure 137] This diagram illustrates the presentation style in the losing epilogue part (SP final reach). [Figure 138] This diagram illustrates the presentation style in the losing epilogue part (SP final reach). [Figure 139] This is a diagram illustrating the presentation style in the rescue sequence. [Figure 140] This is a diagram illustrating the presentation style in the rescue sequence. [Figure 141] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 142] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 143] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 144] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 145] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 146] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 147] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 148] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 149] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 150] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 151] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 152]This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 153] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 154] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 155] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 156] This diagram illustrates the presentation patterns during the re-draw phase (where an odd or even symbol is generated after a button press). [Figure 157] This diagram illustrates the presentation style during the re-draw phase (where odd-numbered symbols are derived after button operation). [Figure 158] This diagram illustrates the presentation style during the re-draw phase (where odd-numbered symbols are derived after button operation). [Figure 159] This diagram illustrates the presentation style during the re-draw phase (where odd-numbered symbols are derived after button operation). [Figure 160] This is a diagram illustrating the staging techniques used in the fanfare section. [Figure 161] This diagram illustrates the presentation patterns in the re-draw phase (where even-numbered symbols are derived after button operation). [Figure 162] This diagram illustrates the presentation patterns in the re-draw phase (where even-numbered symbols are derived after button operation). [Figure 163] This diagram illustrates the presentation patterns in the re-draw phase (where even-numbered symbols are derived after button operation). [Figure 164] This is a diagram illustrating the staging techniques used in the fanfare section. [Figure 165] This is a detailed explanatory diagram of section (b11) to (b13). [Figure 166] This is a diagram to explain volume levels. [Figure 167]This is a diagram to explain volume levels. [Figure 168] This is a detailed explanatory diagram of section (r24) to (r27). [Figure 169] This is a detailed explanatory diagram of section (r28) to (r31). [Figure 170] This is a detailed diagram of section (r32) to (r35). [Figure 171] This is a detailed diagram illustrating the operation of the special features in (b18) to (i1). [Figure 172] This is a detailed diagram illustrating the operation of the special features in (b18) to (i1). [Figure 173] This is a detailed diagram illustrating the operation of the special features in (r54) to (s4). [Figure 174] This is a detailed diagram illustrating the operation of the special features in (r54) to (s4). [Figure 175] This diagram illustrates the relationship between the number of subtitles and the number of lines of dialogue. [Figure 176] This is a detailed explanatory diagram of section (A1) to (A23). [Figure 177] This is a detailed diagram of section (A24) to (A46). [Figure 178] This is a detailed explanatory diagram of sections (b4) to (b6) and a comparison diagram of the jackpot rounds. [Figure 179] This is an explanatory diagram showing the relationship between the transparency of subtitles relative to dialogue and the sound output. [Figure 180] These are detailed explanatory diagrams for sections (b4) to (b6) and sections (o3) to (o5). [Figure 181] This is a diagram illustrating a comparative example of subtitles. [Figure 182] This is a detailed diagram of section (B4) to (B11). [Figure 183] This diagram illustrates variations in the pattern display process. [Figure 184] This is a diagram illustrating a variation of the redraw. [Figure 185] This is a diagram illustrating a variation of the redraw. [Figure 186] This is a diagram illustrating a variation of the redraw. [Figure 187] This is a diagram illustrating a variation of the redraw. [Figure 188] This is a detailed diagram explaining the period for determining the design. [Figure 189] This is a detailed diagram explaining the blackout. [Figure 190] This diagram provides a detailed explanation of the game effect lamp when a loss occurs, and also illustrates a variation of the loss scenario. [Figure 191] This is a detailed diagram of section (r48). [Figure 192] This diagram illustrates an example of a parent table in the luminance data table used in the starting part. [Figure 193] This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the starting part. [Figure 194] This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of SP first half reach A. [Figure 195] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP first half reach A. [Figure 196] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP first half reach A. [Figure 197] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP first half reach A. [Figure 198] This diagram illustrates an example of a parent table in the brightness data table used in the hype segment of SP first half reach B. [Figure 199] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP first half reach B. [Figure 200]This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP first half reach B. [Figure 201] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP first half reach B. [Figure 202] This diagram illustrates an example of a subtable for frame lamps in the brightness data table used in the mechanism operation part during the latter half of the SP development. [Figure 203] This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of SP's second half reach A. [Figure 204] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP second half reach A. [Figure 205] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP second half reach A. [Figure 206] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP second half reach A. [Figure 207] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP second half reach A. [Figure 208] This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of SP's second half reach B. [Figure 209] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up part of SP second half reach B. [Figure 210] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the winning epilogue part of SP second half reach B. [Figure 211]This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the losing epilogue part of SP second half reach B. [Figure 212] This diagram illustrates an example of a parent table in the luminance data table used in the hype segment of the final reach in SP. [Figure 213] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up segment of the final reach in SP. [Figure 214] This diagram illustrates an example of a subtable for the frame lamp in the brightness data table used in the build-up segment of the final reach in SP. [Figure 215] This diagram illustrates an example of a parent and child table for frame lamps in the brightness data table used in the epilogue part of the final reach of the SP. [Figure 216] This diagram illustrates an example of a parent and child table for frame lamps in the luminance data table used in the losing epilogue part of the final reach of the SP. [Figure 217] This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the relief portion. [Figure 218] This diagram illustrates an example of a parent table in the luminance data table used in the re-drawing part. [Figure 219] This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the re-drawing part (before operation acceleration). [Figure 220] This diagram illustrates an example of a subtable for frame lamps in the brightness data table used in the re-draw part (symbol upgrade after operation prompt). [Figure 221] This diagram illustrates an example of a subtable for frame lamps in the luminance data table used in the re-drawing part (maintaining the pattern after prompting operation). [Figure 222]This diagram illustrates an example of a subtable for frame lamps in a luminance data table used in the fanfare section. [Figure 223] This is a diagram illustrating an example of a parent table in the Smooth Rainbow Brightness Data Table. [Figure 224] This is a diagram illustrating an example of a child table in the Smooth Rainbow Brightness Data Table. [Figure 225] This is a diagram illustrating an example of a sub-table for frame lamps in the smooth rainbow luminance data table. [Figure 226] This diagram illustrates an example of a sub-table for the bonus lamps and the sub-table for the left-hand lamp in the smooth rainbow brightness data table. [Figure 227] This diagram illustrates an example of a sub-table for attacker lamps in a smooth rainbow luminance data table. [Figure 228] This diagram illustrates an example of a sub-table for frame lamps in the data table for the red flashing brightness of a special feature. [Figure 229] This diagram illustrates an example of a sub-table for frame lamps in a yellow haze luminance data table. [Figure 230] This diagram illustrates an example of a sub-table for frame lamps in a white flashing (white blink) brightness data table. [Figure 231] This diagram illustrates an example of a parent table in a common red cut-in luminance data table. [Figure 232] This diagram illustrates an example of a subtable in a common red cut-in luminance data table. [Figure 233] This diagram illustrates an example of a sub-table for frame lamps in a common red cut-in luminance data table. [Figure 234] This diagram illustrates an example of a sub-table for frame lamps in a common red cut-in luminance data table. [Figure 235]This diagram illustrates an example of a sub-table for frame lamps in a common red cut-in luminance data table. [Figure 236] This diagram illustrates an example of a sub-table for a special feature lamp in a common red cut-in brightness data table. [Figure 237] This diagram illustrates an example of a sub-table for the left panel lamp in the common red cut-in brightness data table. [Figure 238] This diagram illustrates an example of a sub-table for attacker lamps in a common red cut-in luminance data table. [Figure 239] This diagram illustrates an example of a sub-table for attacker lamps in a common red cut-in luminance data table. [Figure 240] This figure illustrates an example of a parent table in a common green cut-in luminance data table. [Figure 241] This diagram illustrates an example of a subtable in the common green cut-in luminance data table. [Figure 242] This diagram illustrates an example of a sub-table for frame lamps in a common green cut-in luminance data table. [Figure 243] This diagram illustrates an example of a sub-table for frame lamps in a common green cut-in luminance data table. [Figure 244] This diagram illustrates an example of a sub-table for frame lamps in a common green cut-in luminance data table. [Figure 245] This diagram illustrates an example of a sub-table for a special feature lamp in a common green cut-in brightness data table. [Figure 246] This diagram illustrates an example of a sub-table for the left panel lamp in the common green cut-in brightness data table. [Figure 247] This diagram illustrates an example of a sub-table for attacker lamps in a common green cut-in luminance data table. [Figure 248]This diagram illustrates an example of a sub-table for attacker lamps in a common green cut-in luminance data table. [Figure 249] This diagram illustrates an example of a sub-table for frame lamps in a brightness data table without operation prompting. [Figure 250] This figure illustrates an example of a sub-table for frame lamps in the trigger display brightness data table and the operation acceleration brightness data table. [Figure 251] This diagram illustrates an example of a sub-table for frame lamps in a shutter brightness data table. [Figure 252] This diagram illustrates an example of a sub-table for frame lamps in a luminance data table for non-existent lamps. [Figure 253] This diagram illustrates an example of a sub-table for frame lamps in the luminance data table per relief. [Figure 254] This diagram illustrates an example of a sub-table for frame lamps in the luminance data table per relief. [Figure 255] This diagram illustrates an example of a sub-table for frame lamps in a hit-confirming brightness data table. [Figure 256] This diagram illustrates an example of a sub-table for frame lamps in a hit-confirming brightness data table. [Figure 257] This diagram illustrates an example of a sub-table for frame lamps in the re-draw effect brightness data table. [Figure 258] This diagram illustrates an example of a sub-table for frame lamps in the re-draw effect brightness data table. [Figure 259] This diagram illustrates an example of a child table in a background brightness data table. [Figure 260] This diagram illustrates an example of a sub-table for frame lamps in a background brightness data table. [Figure 261] This diagram illustrates a comparison of lamp control during winning and losing situations. [Figure 262]This diagram illustrates a comparison of lamp control during winning and losing situations. [Figure 263] This diagram illustrates a comparison of lamp control during winning and losing situations. [Figure 264] This is a diagram illustrating the way the pattern moves. [Figure 265] This is a diagram illustrating variations of the re-draw animation. [Figure 266] This is a diagram illustrating variations of the re-draw animation. [Figure 267] This is a diagram illustrating variations of the re-draw animation. [Figure 268] This is a diagram illustrating the reference of the luminance data table. [Figure 269] This is a diagram illustrating the reference of the luminance data table. [Figure 270] This is a diagram illustrating the reference of the luminance data table. [Figure 271] This is a diagram illustrating the reference of the luminance data table. [Figure 272] This diagram illustrates an example of lamp control using a luminance data table. [Figure 273] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 274] This is a front view of the pachinko game machine in this embodiment. [Figure 275] This is a rear perspective view of the pachinko game machine in this embodiment. [Figure 276] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 277] This flowchart shows an example of the main game control process. [Figure 278] This flowchart shows an example of timer interrupt processing for game control. [Figure 279] This is a flowchart showing an example of the special pattern processing. [Figure 280] This is an explanatory diagram showing the display result determination table. [Figure 281] This diagram shows the numerical range for a jackpot and the numerical range for a miss with time reduction in the variable display of the first special symbol in normal or time-reduced state. [Figure 282] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 283] This flowchart shows an example of the performance control process. [Figure 284-1] This is a front view showing a pachinko game machine in feature section 069SG. [Figure 284-2] This is a configuration diagram showing various control boards and other components installed in the pachinko game machine in feature section 069SG. [Figure 284-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing the display result determination table, (C1) and (C2) are explanatory diagrams showing the jackpot type determination table, and (D) is an explanatory diagram showing the contents of each jackpot. [Figure 284-4] This is an explanatory diagram showing a table that determines the number of time reductions for each transition trigger. [Figure 284-5] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 284-6] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 284-7] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 284-8] This is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 284-9] This diagram illustrates the effects control commands. [Figure 284-10] This flowchart shows an example of the main game control process. [Figure 284-11] This flowchart shows an example of the normal processing of special symbols. [Figure 284-12] This flowchart shows an example of the normal processing of special symbols. [Figure 284-13] This is a flowchart showing an example of the special symbol stopping process. [Figure 284-14] This is a flowchart showing an example of the special symbol stopping process. [Figure 284-15] This is a state transition diagram used to explain state transitions. [Figure 284-16] This is an explanatory diagram for explaining the "Playtime" (relief time reduction) feature. [Figure 284-17] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 284-18] This is also an explanatory diagram for explaining the "Playtime" (rescue time reduction) feature. [Figure 284-19] (A) is an explanatory diagram showing specific examples of presentation methods related to Battle Rush, and (B) is an explanatory diagram showing specific examples of presentation methods related to Playtime. [Figure 284-20] This is an explanatory diagram showing specific examples of presentation methods related to Extreme Battle Rush. [Figure 284-21] This is an explanatory diagram illustrating specific examples of presentation methods related to variable display count and special display count. [Figure 284-22] This is a time chart showing the timing of the animations that occur when the relief time reduction is reached after the RAM is cleared. [Figure 284-23] This is an explanatory diagram illustrating specific examples of the presentation patterns when a relief time reduction is reached after a RAM clear. [Figure 284-24] (A) is a time chart showing the timing of the execution of the special effects when the relief time-saving mode is reached after 900 variable displays following a big win, and (B) is a time chart showing a modified version of the time-saving mode entry effect B. [Figure 284-25] This is an explanatory diagram illustrating a specific example of the presentation patterns when a relief time-saving feature is reached after a big win, with a variable display of 900 spins. [Figure 284-26] This is an explanatory diagram showing an example of the animation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 284-27] This is an explanatory diagram showing an example of the animation sequence when the number of reserved memories is 1 or more when the relief time reduction is reached. [Figure 284-28] This is an explanatory diagram illustrating specific examples of presentation methods for the customer waiting screen. [Figure 284-29] This figure shows an example of a performance operation related to the transition to the customer waiting screen, as a modified example of feature section 069SG. [Figure 284-30]It is a diagram showing a modified example of a production operation example regarding the transition to a customer waiting screen as a modified example 1 of the feature part 069SG. [Figure 284-31] It is a flowchart showing a game control timer interrupt process as a modified example 2 of the feature part 069SG. [Figure 284-32] It is a flowchart showing a special symbol stop process as a modified example 2 of the feature part 069SG. [Figure 284-33] It is a flowchart showing a special symbol stop process as a modified example 2 of the feature part 069SG. [Figure 284-34] It is a flowchart showing a display process as a modified example 2 of the feature part 069SG. [Figure 284-35] It is a diagram showing a modified example 3 of the feature part 069SG. [Figure 284-36] It is a diagram for explaining the contents of various productions. [Figure 284-37] It is a diagram showing an example of a production operation of a countdown notice. [Figure 284-38] Similarly, it is a diagram showing an example of a production operation of a countdown notice. [Figure 284-39] It is a diagram showing an example of a production operation of a reserved change notice. [Figure 284-40] It is a diagram showing an example of a production operation of a symbol chance eye notice. [Figure 284-41] It is a diagram showing an example of a production operation of an effect display notice. [Figure 284-42] (A)~(D) are diagrams showing a pre-reading notice type determination table. [Figure 284-43] (A)~(F) are diagrams showing a pre-reading notice production pattern determination table. [Figure 284-44] It is a flowchart showing an example of a variable display start setting process. [Figure 284-45] It is a flowchart showing an example of a production process during variable display. [Figure 284-46] (A) is a reach notice execution determination table, and (B)~(E) are diagrams showing a button notice production pattern determination table. [Figure 284-47] (A)~(D) are diagrams showing a character notice pattern determination table. [Figure 284-48] Figures (A) to (D) show the movable body motion pattern determination table. [Figure 284-49] Figures (A) to (D) show the movable body warning pattern determination table. [Figure 284-50] (A) to (C) are diagrams illustrating various operation examples for different game states. [Figure 284-51] (A) is a timing chart showing the variable display patterns of symbols in the probability variation state, the shortened time-saving state A, and the non-reach variation pattern of symbols in the shortened time-saving state B. [Figure 284-52] This is an example of the animation and behavior of the shortened non-reach failure variation pattern in the probability variation state and time reduction state A. [Figure 284-53] This is an example of the animation and behavior of the shortened non-reach failure variation pattern in the probability variation state and time reduction state A. [Figure 284-54] This is an example of the animation and behavior of the shortened non-reach failure variation pattern in time-saving state B. [Figure 284-55] These are examples of the animations for SP Reach E and SP Reach D. [Figure 284-56] This diagram compares examples of animation patterns for non-reach misses. [Figure 284-57] This diagram compares examples of animation patterns for non-reach misses. [Figure 284-58] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 284-59] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 284-60] This diagram compares examples of the performance and operation of different Super Reach variation patterns. [Figure 284-61] (A) to (C) are timing charts showing examples of control operations in SP Reach E, C, and D. [Figure 284-62] This diagram compares a super reach with a non-reach miss. [Figure 284-63] (A) to (C) are diagrams showing examples of the introductory sequence for entering the bonus round, and (D) is a diagram showing examples of the sequence for entering the bonus round A. [Figure 284-64](A1) to (A4) are diagrams showing examples of the animations for entering a bonus round, and (B1) to (B4) are diagrams showing examples of the animations for entering a time-saving mode B. [Figure 284-65] This is an explanatory diagram showing a specific example of the variation pattern determination table as Embodiment 2 in feature section 069SG. [Figure 284-66] This figure shows a part of the variable display start setting process as Embodiment 2 in feature section 069SG. [Figure 284-67] This figure shows the variable display effect pattern determination table. [Figure 284-68] This is an example of the animation and actions for SP Reach D. [Figure 284-69] This diagram illustrates the characteristics of different game states. [Figure 285-1] In feature section 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing the jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 285-2] (A) and (B) are explanatory diagrams showing the normal symbol win determination table, (C) is an explanatory diagram of the variable display time of the normal symbols, and (D) is an explanatory diagram of the opening time of the second starting prize entry when a normal symbol win occurs. [Figure 285-3] This is an explanatory diagram of the variation patterns corresponding to the variable display results. [Figure 285-4] This is an explanatory diagram of the data storage area for game control. [Figure 285-5] This is an explanatory diagram of the fluctuation pattern determination table under normal conditions. [Figure 285-6] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 285-7] This is an explanatory diagram of the fluctuation pattern determination table during the probability variation state. [Figure 285-8] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 285-9] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state A. [Figure 285-10] This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 285-11]This is an explanatory diagram of the fluctuation pattern determination table in time-saving state B. [Figure 285-12] This is a diagram illustrating the probability of winning a prize at the starting prize slot and the interval between winning prizes. [Figure 285-13] This is an explanatory diagram of the period values ​​α, β, and γ. [Figure 285-14] This is an explanatory diagram of the period values ​​α', β', and γ'. [Figure 285-15] This is an explanatory diagram of the period values ​​δ, ε, and ζ. [Figure 285-16] This is an explanatory diagram of the period values ​​δ', ε', and ζ'. [Figure 285-17] This is an explanatory diagram of the period values ​​η, θ, and ι. [Figure 285-18] This is an explanatory diagram of the period values ​​η', θ', and ι'. [Figure 285-19] This is an explanatory diagram of the period values ​​κ, λ, and μ. [Figure 285-20] This is an explanatory diagram of the period values ​​κ', λ', and μ'. [Figure 285-21] This is an explanatory diagram of the period values ​​ν, ξ, and π. [Figure 285-22] This is an explanatory diagram of the period values ​​ν', ξ', and π'. [Figure 285-23] This is a diagram illustrating the values ​​for each period. [Figure 285-24] (A) is an explanatory diagram of the actual shooting values ​​for 10 hours of pachinko gaming machines, and (B) is an explanatory diagram of the design values ​​for pachinko gaming machines. [Figure 285-25] This is an explanatory diagram for calculating the average change time under normal conditions. [Figure 285-26] This is an explanatory diagram for calculating the average fluctuation time in time-saving state A. [Figure 285-27] This is an explanatory diagram for calculating the average fluctuation time in time-saving state B. [Figure 285-28] This is an explanatory diagram for calculating the average fluctuation time during a bonus round. [Figure 285-29] This diagram illustrates the average variation time when the second special symbol is affected by the time-saving state A, time-saving state B, and probability variation state. [Figure 285-30] This diagram illustrates the average variation time when the second special symbol displays variations 110 times in the time-saving state A, time-saving state B, and probability variation state. [Figure 285-31] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 3 reserved symbols in the second special symbol in the time-saving state A, time-saving state B, and probability variation state. [Figure 285-32] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 2 reserved symbols in the time-saving state A, time-saving state B, and probability variation state. [Figure 285-33] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with 1 reserved memory in the second special symbol in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with 1 reserved memory in the second special symbol in the time-saving state A, time-saving state B, and probability variation state. [Figure 285-34] (A) is an explanatory diagram of the average variation time when 110 variation displays are performed with the number of reserved memories in the second special symbol being 0 in the time-saving state A, time-saving state B, and probability variation state, and (B) is an explanatory diagram of the average variation time when 1100 variation displays are performed with the number of reserved memories in the second special symbol being 0 in the time-saving state A, time-saving state B, and probability variation state. [Figure 285-35] This is a diagram illustrating the values ​​for each period. [Figure 285-36] This is a diagram illustrating the values ​​for each period. [Figure 286-1] This is an explanatory diagram showing a specific example of the variation pattern in feature section 018SG. [Figure 286-2] (A) is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a low base state, and (B) is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a high base state. [Figure 286-3]It is a diagram showing the execution periods of various effects in the jackpot fluctuation patterns of Super Reach α, β, and γ. [Figure 286-4] It is a diagram showing the execution periods of various effects in the deviation fluctuation patterns of Super Reach α, β, and γ. [Figure 286-5] (A) is a diagram for explaining the content of various effects, and (B) is a diagram for explaining the character types. [Figure 286-6] (A) is a diagram showing the display modes of characters in SP Reach effects A to E, (B) is a diagram showing the LED lighting patterns in SP Reach effects A to E, and (C) is a diagram showing the output patterns of BGM and sound effects in SP Reach effects A to E. [Figure 286-7] (A) is a diagram showing an example of each light emission pattern, and (B) is a diagram showing an example of each sound pattern. [Figure 286-8] It is a tree diagram showing the flow of SP Reach effects A to E. [Figure 286-9] It is a diagram showing an example of the effect operation from the start of the variable display of SP Reach α, β, and γ until it develops into the SP Reach effect. [Figure 286-10] It is a diagram showing an example of the effect operation of SP Reach effect A. [Figure 286-11] It is a diagram showing an example of the effect operation of SP Reach effects B and C. [Figure 286-12] It is a diagram showing an example of the effect operation of SP Reach effects D and E. [[ID="28"]] [Figure 286-13] It is a diagram showing an example of the effect operation of the right / wrong button effect. [Figure 286-14] It is a diagram showing an example of the effect operation of the movable body effect. [Figure 286-15] It is a diagram showing an example of the effect operation of the jackpot notification of SP Reach effects A to E. [Figure 286-16] It is a diagram showing an example of the effect operation of the deviation notification of SP Reach effects A to E. [Figure 286-17] It is a diagram showing an example of the effect operation of post-effect A. [Figure 286-18] It is a diagram showing an example of the effect operation of post-effect B. [Figure 286-19] It is a diagram showing an example of the effect operation of post-effect B. [Figure 286-20] (A) shows SP reach effect type determination table A, (B) shows SP reach effect type determination table B, and (C) shows SP reach effect type determination table C. [Figure 286-21] It is a diagram for explaining a data table for lighting a frame LED in a smooth rainbow lighting pattern. [Figure 286-22] It is a diagram for explaining a data table for lighting a frame LED in a flash rainbow lighting pattern. [Figure 287-1] It is a diagram for explaining a customer waiting screen in the normal state. [Figure 287-2] It is a diagram for explaining the details of the play time display. [Figure 287-3] It is a diagram for explaining the specification display. [Figure 287-4] It is a diagram for explaining the positional relationship between the play time display and the remaining number of times display until the play time. [Figure 287-5] It is a diagram for explaining the transition of the customer waiting screen in the normal state. [Figure 287-6] It is a diagram for explaining the transition of the customer waiting screen in the normal state. [Figure 287-7] It is a diagram for explaining the transition of the customer waiting screen in the normal state. [Figure 287-8] It is a diagram for explaining a bad example of the transition of the customer waiting screen in the normal state. [Figure 287-9] It is a diagram for explaining a bad example of the transition of the customer waiting screen in the normal state. [Figure 287-10] It is a diagram for explaining the customer waiting screen setting process. [Figure 287-11] It is a diagram for explaining the customer waiting screen in the short time state A. [Figure 287-12] It is a diagram for explaining the customer waiting screen in the sure change state. [Figure 287-13] It is a diagram for explaining the customer waiting screen in the short time state B (play time). [Figure 287-14]This is a diagram for explaining the transition of the customer waiting screen in the short-time state A and the probabilistic variation state. [Figure 287-15] This is a diagram for explaining the transition of the customer waiting screen in the short-time state A and the probabilistic variation state. [Figure 287-16] This is a diagram for explaining the transition of the customer waiting screen in the short-time state B (play time). [Figure 287-17] This is a diagram for explaining the transition of the customer waiting screen in the short-time state B (play time). [Figure 287-18] This is a diagram for explaining the transition of the demo video in the normal state. [Figure 287-19] This is a diagram for explaining the transition of the demo video in the normal state. [Figure 287-20] This is a diagram for explaining the comparison between the explanation of the play time and the production introduction in the demo video. [Figure 287-21] This is a diagram for explaining the comparison between the explanation of the play time and the production introduction in the demo video. [Figure 287-22] This is a diagram for explaining the display time of the play time mounted display. [Figure 287-23] This is a diagram for explaining the switching of the display when touching the touch ring in the demo video. [Figure 287-24] This is a diagram for explaining the customer waiting screen after exiting the play time. [Figure 287-25] This is a diagram for explaining the transition of the demo video after exiting the play time. [Figure 287-26] This is a diagram for explaining the transition of the demo video after exiting the play time. [Figure 287-27] This is a diagram for explaining the transition (variant example) of the demo video after exiting the play time. [Figure 287-28] This is a diagram for explaining the explanation of the short-time state different from the play time in the demo video. [Figure 287-29] This is a diagram for explaining the flow of fluctuations in the normal state. [Figure 287-30] This is a diagram for explaining the flow of fluctuations in the normal state (after exiting the play time). [Figure 287-31]This diagram illustrates the flow of fluctuations in the normal state and the normal state (after the bonus time has ended). [Figure 287-32] This diagram illustrates the flow of fluctuations in the normal state and the normal state (after the bonus time has ended). [Figure 287-33] This diagram illustrates the flow of fluctuations in the normal state and the normal state (after the bonus time has ended). [Figure 287-34] This diagram illustrates the flow of fluctuations in the normal state and the normal state (after the bonus time has ended). [Figure 287-35] This diagram illustrates the flow of fluctuations in the normal state and the normal state (after the bonus time has ended). [Figure 287-36] This diagram illustrates the flow of fluctuations in the normal state and the normal state (after the bonus time has ended). [Figure 288-1] This diagram explains the start of the animation for entering the shortened time state B (using a shutter image). [Figure 288-2] This diagram explains the start of the animation for entering the shortened time state B (without using a shutter image). [Figure 288-3] This is an explanatory diagram of the first special symbol variation pattern determination table in time-saving state B. [Figure 288-4] This is an explanatory diagram of the second special symbol variation pattern determination table in time-saving state B. [Figure 288-5] This is an explanatory diagram of the entry sequence that is triggered by a change in the first special symbol. [Figure 288-6] This is an explanatory diagram of the entry sequence that is triggered by a change in the first special symbol. [Figure 288-7] This is an explanatory diagram showing an example of the performance when a jackpot is triggered by the first variation of the first special symbol in the shortened time state B. [Figure 288-8] This is an explanatory diagram showing an example of the performance when a jackpot is triggered by the first variation of the first special symbol in the shortened time state B. [Figure 288-9] This is an explanatory diagram of the final variation indication effect that is performed after a specific number of variations. [Figure 288-10]This figure shows an example of the animation's behavior when a demonstration display is executed during the execution of the final variation indication animation. [Figure 288-11] This figure shows an example of the animation sequence that occurs when a game ball passes through gate 41 during the execution of the final variation indication animation. [Figure 288-12] This figure shows an example of the performance when decorative patterns are displayed in a special stopping pattern. [Figure 288-13] This diagram explains how, during a specific number of fluctuations, the decorative symbols are not displayed in a special stopping pattern when the entry animation is performed. [Figure 288-14] This is an explanatory diagram for issuing warning notifications in shortened time state B. [Figure 288-15] This diagram shows an example of the animation and behavior for the variation of the first special symbol, which results in a jackpot when the starting conditions are met in time-saving state B. [Figure 288-16] This diagram shows an example of the performance when the conditions for activating the first special symbol are met while a warning notification is being issued. [Figure 289] This is a front view of the pachinko game machine in this embodiment. [Figure 290] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 291] This flowchart shows an example of the main game control process. [Figure 292] This flowchart shows an example of timer interrupt processing for game control. [Figure 293] This is a flowchart showing an example of the special pattern processing. [Figure 294] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 295] This flowchart shows an example of the performance control process. [Figure 296-1] This is an explanatory diagram showing examples of the jackpot determination table and variation pattern table in feature section 030IW. [Figure 296-2] This is an explanatory diagram showing an example of the composition of a variation pattern and the breakdown of variation time. [Figure 296-3]This is a timing chart showing the execution timing of each effect during a Super Reach. [Figure 296-4] This is an explanatory diagram showing the execution time of each effect in the first and second halves of a Super Reach. [Figure 296-5] This flowchart shows the process for setting the variable display start. [Figure 296-6] This is an explanatory diagram showing an example of a stock animation pattern determination table. [Figure 296-7] This is an explanatory diagram showing an example of a table for determining chance-up effect patterns. [Figure 296-8] This is an explanatory diagram showing examples of title display change pattern determination tables, active display change pattern determination tables, dialogue display change pattern determination tables, and decorative pattern change pattern determination tables. [Figure 296-9] This is an explanatory diagram showing a specific example of stock animation. [Figure 296-10] This is an explanatory diagram showing a specific example of stock animation. [Figure 296-11] This is an explanatory diagram showing other specific examples of stock production. [Figure 296-12] This is an explanatory diagram showing an overview of the first and second halves of the Super Reach sequence. [Figure 296-13] This is an explanatory diagram showing an overview of the first and second halves of the Super Reach sequence. [Figure 296-14] This is an explanatory diagram showing specific examples of chance-up effects that target the active display. [Figure 296-15] This is an explanatory diagram showing specific examples of chance-up effects that target the active display. [Figure 296-16] This is an explanatory diagram showing specific examples of chance-up effects that target decorative patterns. [Figure 296-17] This is an explanatory diagram showing specific examples of chance-up effects that target decorative patterns. [Figure 296-18] This is an explanatory diagram showing specific examples of chance-up effects that target decorative patterns. [Figure 296-19] This is an explanatory diagram showing a specific example of a (fake) chance-up hype effect. [Figure 296-20] This is an explanatory diagram showing specific examples of keyhole (suggestive) images and keyhole (actual) images for each type of performance that is a chance-up performance. [Modes for carrying out the invention]

[0008] <Composition of a pachinko game machine, etc.> Figure 1 is a front view of a pachinko game machine according to this embodiment. Figure 1 shows the arrangement layout of the main components in a pachinko game machine 1, which is an example of a game machine. The pachinko game machine 1, which is an example of a game machine, is broadly composed of a game board (gauge board) 2 that constitutes the game surface and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which are the game medium, are launched from a predetermined ball launching device and fired into this game area.

[0009] In pachinko game machine 1, the game is played by displaying special symbols in a variable manner. "Variable display" of special symbols means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scroll or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol flashing. At the end of the variable display, a predetermined special symbol is displayed as the display result (also called derived or derived display, etc.) (the same applies to the variable display of other symbols described later). Note that variable display may also be expressed as variable display or simply variable.

[0010] In addition, there are two types of special symbols that are displayed variably in the pachinko game machine 1. For example, one of the special symbols is also called the "first special symbol" or "first special symbol," and the other special symbol is also called the "second special symbol" or "second special symbol." Furthermore, a special symbol game using the first special symbol is called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game."

[0011] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.

[0012] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling or updating) in the "left," "center," and "right" decorative symbol display areas. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.

[0013] The screen of the image display device 5 may include display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.

[0014] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is also called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is also called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.

[0015] On the left side of the image display device 5, on the game board 2, is a character named Yumeyume-chan, who appears in the performances executed by the pachinko game machine 1. Yumeyume-chan is the main character in the content used by the pachinko game machine 1. Also, on the lower right side of the image display device 5, on the game board 2, is a character named Jam-chan, who appears in the performances executed by the pachinko game machine 1. Jam-chan is a character that appears in the content used by the pachinko game machine 1.

[0016] Below the image display device 5 is a prize ball device 6A, and to the right of the prize ball device 6A is a variable prize ball device 6B.

[0017] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number (for example, 3) of prize balls are dispensed, and the first special game may be started.

[0018] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening (electric chu) that changes between a closed state and an open state by a solenoid 81 (see Figure 6). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, resulting in a closed state where no game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces of the variable prize ball device 6B are in the tilted position, resulting in an open state where game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B only needs to be capable of changing between a closed state and an open state, and is not limited to being equipped with an electric tulip-shaped mechanism.

[0019] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.

[0020] Between the prize ball entry device 6A and the variable prize ball entry device 6B, a special variable prize ball entry device 7A having a large prize entry opening is provided. The special variable prize ball entry device 7A is equipped with a large prize entry opening door that is opened and closed by a solenoid 82 (see Figure 6), and the large prize entry opening door forms a large prize entry opening (hereinafter referred to as the normal large prize entry opening) as a specific area that changes between an open state and a closed state.

[0021] For example, the special variable prize ball device 7A is equipped with a large prize opening door in the space between the game board 2 located at the back of the pachinko game machine 1 and the glass door frame 3a (see Figure 2) located at the front (player side) of the pachinko game machine 1. This large prize opening door slides open and closed horizontally between the back and front of the pachinko game machine 1, opening the path for game balls to the normal large prize opening. Specifically, when the solenoid 82 is in the off state, the large prize opening door slides to the front of the pachinko game machine 1, closing the normal large prize opening and preventing game balls from entering (passing through) it. On the other hand, when the solenoid 82 is in the on state, the large prize opening door slides to the back of the pachinko game machine 1, opening the normal large prize opening and making it easier for game balls to enter it.

[0022] Normally, when a game ball enters the large prize slot, it passes through a designated area inside the slot and is detected by the count switch 23. When a game ball is detected by the count switch 23 (see Figure 6), the player receives a prize ball corresponding to the detection (for example, 10 balls per detection). When a game ball enters the large prize slot, more prize balls are paid out than when a game ball enters the first starting prize slot, the second starting prize slot, or the general prize slot 10. Furthermore, when the number of game balls detected by the count switch 23 reaches the upper limit (for example, 10 balls), one round ends and the large prize slot is controlled to a closed state.

[0023] In the pachinko game machine 1, a V-variable prize ball device 7B is provided next to the special variable prize ball device 7A. The V-variable prize ball device 7B is equipped with a large prize opening door that is opened and closed by a solenoid 83 (see Figure 6), and the large prize opening door forms a large prize opening (hereinafter referred to as the V-large prize opening) that changes between an open state and a closed state.

[0024] For example, the special variable prize ball device 7B is equipped with a large prize opening door in the space between the game board 2 and the glass door frame 3a. This large prize opening door slides open and closed horizontally between the back and front of the pachinko game machine 1, opening the path for the game balls to the V large prize opening. Specifically, when the solenoid 83 is in the off state, the large prize opening door slides to the front of the pachinko game machine 1, closing the V large prize opening and preventing the game balls from entering (passing through) it. On the other hand, when the solenoid 83 is in the on state, the large prize opening door slides to the back of the pachinko game machine 1, opening the V large prize opening and making it easier for the game balls to enter it.

[0025] When a game ball enters the V-prize slot, it passes through a specific area (also called the V-prize area) located inside the V-prize slot and is detected by the V-prize switch 24 (see Figure 6). When the game ball is detected by the V-prize switch 24, the game state is controlled to a probability variation state. In other words, in this embodiment, a V-prize occurs and the game state is controlled to a probability variation state when a game ball enters the V-prize slot during a round of a jackpot game. The regular jackpot slot and the V-prize slot are collectively referred to as the jackpot slot. The jackpot slot is also referred to as the attacker.

[0026] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a "starting prize."

[0027] In pachinko game machine 1, a variable display of ordinary symbols, which are different from special symbols and serve as ordinary identification information, is performed. This variable display of ordinary symbols is also called an ordinary symbol game.

[0028] To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.

[0029] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.

[0030] Speakers 8L and 8R are provided at the upper left and right positions of the gaming machine frame 3 for playing and outputting sound effects and other sounds.

[0031] A movable body 32 that operates in accordance with the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1). The movable body 32 is composed of the string of characters "POWERFULII". "POWERFULII" may be the model name of the pachinko game machine 1, or it may be a name representing the content used in the pachinko game machine 1 (for example, the title of an anime or the name of a singer). Alternatively, the characters attached to the movable body 32 may represent the name of a character that appears in the content used in the pachinko game machine 1 (for example, "Yumeyume" representing the main character, Yumeyume-chan). In this embodiment, the model name of the pachinko game machine 1 (Powerful II) is shown on the movable body 32.

[0032] In this embodiment, the movable body 32 is movable between a position above the image display device 5 and a position where it overlaps (contours) the front of the image display device 5, as shown in Figure 1. Specifically, the movable body 32 stops at a position where it overlaps (contours) the front of the image display device 5 as the letters "POWERFUL II" fall diagonally (with the "P" facing downwards and the "II" facing upwards). The movable body 32 is also referred to as a special feature.

[0033] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.

[0034] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.

[0035] A stick controller 31A is mounted at a predetermined position on the gaming machine frame 3 below the gaming area, serving as an operating lever that the player can grasp and tilt (operate in the forward, backward, left, and right directions, and pull towards the player). Inside the stick controller 31A, a controller sensor unit 35A (see Figure 6) is provided to detect tilting operations on the operating lever. The stick controller 31A also has a built-in vibrator motor (not shown) for vibrating the stick controller 31A. The stick controller 31A is also referred to as a "trigger" because it can be pulled towards the player.

[0036] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 6).

[0037] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.

[0038] The pachinko game machine 1 is equipped with a special symbol LED board 9020 in the lower left of the game board 2. The special symbol LED board 9020 is controlled by a game control microcomputer 100 and is an LED board that notifies the number of reserved items in the first reserved item memory, the number of reserved items in the second reserved item memory, etc., by lighting up / flashing / turning off LEDs. In the special symbol LED board 9020, the type of special symbol (first special symbol) in the first special symbol game and the type of special symbol (second special symbol) in the second special symbol game are represented by a combination of lighting patterns such as lighting up / flashing / turning off by a combination of LEDs provided in the special symbol 1 variable display unit 9021, and the type of special symbol (second special symbol) are represented by a combination of lighting patterns such as lighting up / flashing / turning off by a combination of LEDs provided in the special symbol 2 variable display unit 9022. In this embodiment, the term "lighting mode" is used to encompass the concepts of lighting, flashing, and extinguishing in various lamps, such as frame lamps, which will be described later.

[0039] Furthermore, the pachinko game machine 1 is equipped with a fourth symbol unit 9050 in the lower left of the image display device 5. The fourth symbol unit 9050 is an LED board controlled by the performance control CPU 120 that notifies the player of changes in special symbols, the number of reserved symbols, and the right-hand shooting display by lighting up, flashing, and extinguishing LEDs. In the fourth symbol unit 9050, the type of special symbol (first special symbol) in the first special symbol game and the type of special symbol (second special symbol) in the second special symbol game are represented by combinations of lighting patterns such as lighting up, flashing, and extinguishing by multiple LEDs. For example, as shown in Figure 4(b) described later, in the fourth symbol unit 9050, the type of the first special symbol is represented by combinations of lighting patterns such as lighting up, flashing, and extinguishing by multiple LEDs provided in the special symbol 1 variable display unit 9053, and the type of the second special symbol is represented by combinations of lighting patterns such as lighting up, flashing, and extinguishing by multiple LEDs provided in the special symbol 2 variable display unit 9054.

[0040] Pachinko game machine 1 is equipped with multiple lamps (also called game effect lamps) on the game board 2 and the game machine frame 3. Specifically, pachinko game machine 1 is equipped with a special feature lamp 9A on the movable body 32, a left board lamp 9B on the left side of the game board 2, an attacker lamp 9E near the special variable prize ball device 7B, a V attacker lamp 9F near the special variable prize ball device 7A, a V lamp 9G which indicates that the round is in a jackpot game state where the V large prize opening is open and a V prize can occur, or that a V prize has occurred, an electric tuner lamp 9H near the variable prize ball device 6B, a stick controller lamp 9J on the stick controller 31A, a push button lamp 9K on the push button 31B, a left frame lamp 9L on the left side of the game machine frame 3, and a right frame lamp 9R on the right side of the game machine frame 3. The V lamp may also be used to indicate that a jackpot has occurred.

[0041] The special feature lamp 9A is composed of multiple lamps, namely special feature lamps 9A1 to 9A4. Specifically, the component labeled "POWERFULII" within the movable body 32 is divided into four parts, with special feature lamp 9A1 positioned on the back of the "P" and "O" sections, special feature lamp 9A2 on the back of the "W" and "E" sections, special feature lamp 9A3 on the back of the "R" and "F" sections, and special feature lamp 9A4 on the back of the "U" and "L" sections. As a result, when special feature lamps 9A1 to 9A4 light up (illuminate) on the back of the component labeled "POWERFULII," the "POWERFULII" lettering lights up (illuminates).

[0042] The left-hand lamp 9B is composed of multiple lamps, such as left-hand lamps 9B1 to 9B5. On the left side of the game board 2, the main character (for example, "Yumeyume" representing the main character Yumeyume-chan) from the content used in the pachinko game machine 1 is depicted, and the left-hand lamps 9B1 to 9B5 are each positioned on the back of the part of the game board 2 on which the main character is depicted. As a result, when the left-hand lamps 9B1 to 9B5 light up (illuminate) on the back of the part of the game board 2 on which the main character is depicted, the part of the game board 2 on which the main character is depicted lights up (illuminates).

[0043] The attacker lamp 9E is located on the back of the game board 2 near the special variable prize ball device 7B. As a result, when the attacker lamp 9E lights up (illuminates) on the back of the game board 2, it illuminates (illuminates) the area near the special variable prize ball device 7B. In addition, the V attacker lamp 9F is located on the back of the game board 2 near the special variable prize ball device 7A. As a result, when the V attacker lamp 9F lights up (illuminates) on the back of the game board 2, it illuminates (illuminates) the area near the special variable prize ball device 7A.

[0044] The V lamp 9G is located on the back of the section of the game board 2 that is marked with a "V". As a result, when the V lamp 9G lights up on the back of the section of the game board 2 that is marked with a "V", the section of the game board 2 that is marked with a "V" lights up. The electric tuner lamp 9H is located near the variable prize ball device 6B, and when it lights up, it lights up the area around the special variable prize ball device 7B.

[0045] The stick controller lamp 9J is located on the stick controller 31A, and when it lights up (illuminates), it illuminates the stick controller 31A. The push button lamp 9K is located on the push button 31B, and when it lights up (illuminates), it illuminates the push button 31B.

[0046] The left frame lamp 9L is composed of multiple lamps 9L1 to 9L12 (described later in Figure 3) located on the left side of the gaming machine frame 3. When each lamp lights up (illuminates), the left side of the gaming machine frame 3 is illuminated (illuminates). The right frame lamp 9R is composed of multiple lamps 9R2 to 9L12 (described later in Figure 3) located on the right side of the gaming machine frame 3. When each lamp lights up (illuminates), the right side of the gaming machine frame 3 is illuminated (illuminates). The left frame lamp 9L and the right frame lamp 9R are collectively referred to as the frame lamps. In addition, the bonus lamp 9A, the left board lamp 9B, the attacker lamp 9E, the V attacker lamp 9F, the V lamp 9G, the electric tuner lamp 9H, the stick controller lamp 9J, the push button lamp 9K, the left frame lamp 9L, and the right frame lamp 9R are collectively referred to as the game effect lamps 9.

[0047] Figure 2 is a rear perspective view of the pachinko game machine 1 according to this embodiment. A main board 11 housed in a circuit board case 201 is mounted on the rear of the pachinko game machine 1. The main board 11 is provided with a setting key 51 and a setting change switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting change switch 52 functions as a setting switch for changing setting values ​​such as the probability of winning a jackpot and the payout rate when in the setting change state. The setting key 51 and the setting change switch 52 may be mounted outside the main board 11, for example, at a predetermined location on the power supply board 17 (see Figure 6).

[0048] A display monitor 29 is located in the center of the back of the main board 11, and a display switching switch 30 (see Figure 6) is located to the side of the display monitor 29. The display monitor 29 can be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display switching switch 30 are located in front of the main board 11 when the back of the game board 2 is viewed with the game machine frame 3 open.

[0049] The display monitor 29 can display winning information such as the consecutive win ratio, the payout ratio, and the base. The consecutive win ratio is the proportion of the total number of winning balls that are awarded for winning in the large winning slot (attacker). The payout ratio is the proportion of the total number of winning balls that are awarded for winning in the second starting winning slot (electric chute) and the proportion of the total number of winning balls that are awarded for winning in the large winning slot (attacker). The base is the proportion of the total number of winning balls to the number of game balls shot out. When the settings are changed or the settings are being checked, the display monitor 29 can display the setting values ​​in the pachinko game machine 1. The display monitor 29 only needs to be able to display the setting values ​​that are being changed or checked when the settings are being changed or checked.

[0050] The setting key 51 and setting switch 52 cannot be operated from the front of the pachinko machine 1 when the gaming machine frame 3 is closed. The gaming machine frame 3 is rotatably provided with a glass door frame 3a having a glass window, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0051] In the pachinko game machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in the shape of a vertically elongated rectangular frame. When the game machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting key 51 and the setting change switch 52, from the rear side. The security cover 50A is a roughly L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0052] Figure 3 is a diagram illustrating the frame lamps. The left frame lamps 9L consist of 12 lamps, 9L1 to 9L12, arranged counterclockwise from the top to the bottom of the gaming machine frame 3. The left frame lamps 9L illuminate the left side of the gaming machine frame 3 by lighting or flashing each of the multiple lamps (12 lamps in this example). On the other hand, the right frame lamps 9R consist of 11 lamps, 9R2 to 9L12, arranged clockwise from the top to the bottom of the gaming machine frame 3. The right frame lamps 9R illuminate the right side of the gaming machine frame 3 by lighting or flashing each of the multiple lamps (11 lamps in this example).

[0053] Figure 4 is a diagram illustrating the special symbol LED board 9020 and the fourth symbol unit 9050. As shown in Figure 4(a), the special symbol LED board 9020 includes a special symbol 1 variable display unit 9021 that shows a variable display of the first special symbol, a special symbol 2 variable display unit 9022 that shows a variable display of the second special symbol, a special symbol 1 memory display unit 9023 that shows the first number of reserved memories corresponding to the first special symbol game, a special symbol 2 memory display unit 9024 that shows the second number of reserved memories corresponding to the second special symbol game, a normal symbol memory display unit 9025 that shows the number of reserved memories for normal symbols, a normal symbol display unit 9026 that shows a variable display of normal symbols, a right-hand shooting display unit 9030 that prompts the player to shoot to the right, a probability variation display unit 9028 that shows whether or not there is a probability variation state, a time reduction display unit 9029 that shows whether or not there is a time reduction state, and a round display unit 9027 that shows the number of rounds of a jackpot. Each display unit can inform the player of the presence or absence of variable displays of special symbols or regular symbols, the result thereof, the current game status, and the number of reserved symbols by lighting up or flashing using lighting means such as LEDs.

[0054] For example, the variable display unit 9021 for special symbol 1 notifies the player whether or not the variable display of the first special symbol is being performed in the first special symbol game, and the stopping symbol of the first special symbol determined by the result of the variable display, by lighting up / flashing / turning off an LED or other lighting means. The variable display unit 9022 for special symbol 2 notifies the player whether or not the variable display of the second special symbol is being performed in the second special symbol game, and the stopping symbol of the second special symbol determined by the result of the variable display, by lighting up / flashing / turning off an LED or other lighting means.

[0055] Furthermore, the special LED board 9020 can prompt the player to shoot to the right by lighting / flashing / turning off LEDs and other lighting means in the right-shooting display unit 9030. In this embodiment, when prompting the player to shoot to the right, the LEDs and other lighting means in the right-shooting display unit 9030 light up (emit light), and when not prompting the player to shoot to the right, i.e., when prompting the player to shoot left, the LEDs and other lighting means in the right-shooting display unit 9030 turn off. After the symbols are confirmed, the CPU 103 sends a command to the performance control CPU 120 to specify that the right-shooting display be lit, and lights up the right-shooting display unit 9030. After the symbols are confirmed by the final spin in the high-base state before returning to the normal state, the CPU 103 sends a command to the performance control CPU 120 to specify that the right-shooting display be turned off, and turns off the right-shooting display unit 9030. Furthermore, if the pachinko machine 1 has a jackpot that is not controlled to a high base after a jackpot game state, the performance control CPU 120 may light up the right-hand play display unit 9030 only during the jackpot round. In this case, CPU 103 sends a jackpot end designation command to the performance control CPU 120 and turns off the right-hand play display unit 9030.

[0056] Here, "right-handed shooting" refers to operating the ball-shooting handle 30 to launch the game ball towards the second downward-flowing path, one of the two downward-flowing paths through which the game medium can flow in the game area provided on the game board 2. The first downward-flowing path is, for example, a path that passes through the left-hand area of ​​the game area, and at its end there is a first starting prize-winning opening formed in the prize-winning ball device 6A, but there is no second starting prize-winning opening formed in the variable prize-winning ball device 6B. The second downward-flowing path is, for example, a path that passes through the right-hand area of ​​the game area, and at its end there is a second starting prize-winning opening and a large prize-winning opening (normal large prize-winning opening, V large prize-winning opening) formed in the variable prize-winning ball device 6B. When the player launches the game ball towards the first downward-flowing path, the game ball flows through the first downward-flowing path towards the first starting prize-winning opening. When a player launches a game ball towards the second downward path, the game ball flows through the second downward path towards the second starting prize entry point and the big prize entry points (regular big prize entry point, V big prize entry point).

[0057] In this embodiment, during the jackpot game after a jackpot occurs, and during the game state after the jackpot (such as the time-saving state or the probability variation state), the player can shoot to the right to send the game balls into the second starting prize slot and the large prize slot located on the right side of the game area. During this time, the right-shooting indicator 9030 prompts the player to shoot to the right. By shooting to the right while the prompt is displayed, the player can send the game balls into the second starting prize slot, resulting in a predetermined number of prize balls (for example, 3) being dispensed and obtaining the right to play the second special game, or they can send the game balls into the regular large prize slot, resulting in a predetermined number of prize balls (for example, 10) being dispensed. Furthermore, as will be described in more detail later, the V large prize slot opens during the rounds of a probability variation jackpot, and the player can also shoot to the right while the prompt is displayed to send the game balls into the V large prize slot, obtaining the right to be controlled into the probability variation state. Therefore, by hitting to the right while a prompt to do so is displayed, the player can gain an overall advantage. Note that, unlike hitting to the right, operating the ball-hitting control handle 30 to launch the game ball towards the first downward path is also called hitting to the left.

[0058] As shown in Figure 4(b), the fourth symbol unit 9050 includes a special symbol 1 memory display unit 9051 that shows the number of reserved memories corresponding to the first special symbol game, a special symbol 2 memory display unit 9052 that shows the number of reserved memories corresponding to the second special symbol game, a special symbol 1 variable display unit 9053 that shows the status or display result of the variable display of the first special symbol, a special symbol 2 variable display unit 9054 that shows the status or display result of the variable display of the second special symbol, and a right-hand shooting display unit 9055 that prompts the player to shoot to the right. Each display unit can inform the player of the presence or absence of variable display of the special symbol, the number of reserved memories, and instructions to shoot to the right by lighting up / flashing / turning off using lighting means such as LEDs.

[0059] For example, the variable display unit 9053 for special symbol 1 notifies the player whether or not the variable display of the first special symbol is being performed in the first special symbol game, and the stopping symbol of the first special symbol determined by the result of the variable display, by lighting up / flashing / turning off an LED or other lighting means. The variable display unit 9054 for special symbol 2 notifies the player whether or not the variable display of the second special symbol is being performed in the second special symbol game, and the stopping symbol of the second special symbol determined by the result of the variable display, by lighting up / flashing / turning off an LED or other lighting means.

[0060] Hereafter, the representation of the change in the stopping pattern of the first special symbol by lighting means such as LEDs in the variable display unit 9021 and variable display unit 9053 of special figure 1 will also be referred to as the change display (variable display) of the first special symbol. Similarly, the representation of the change in the stopping pattern of the second special symbol by lighting means such as LEDs in the variable display unit 9022 and variable display unit 9054 of special figure 2 will also be referred to as the change display (variable display) of the second special symbol.

[0061] Furthermore, in this embodiment, when prompting the player to shoot to the right, the lighting means such as LEDs in the right-shooting display unit 9055 of the fourth symbol unit 9050 lights up (illuminates), and when not prompting the player to shoot to the right, i.e., when prompting the player to shoot to the left, the lighting means such as LEDs in the right-shooting display unit 9055 turns off. The performance control CPU 120 lights up the right-shooting display unit 9055 based on receiving a command to light up the right-shooting display from CPU 103 after the symbols are confirmed, and turns off the right-shooting display unit 9055 based on receiving a command to turn off the right-shooting display from CPU 103 after the symbols are confirmed by the final variation in the high-base state before returning to the normal state. If the pachinko game machine 1 has a jackpot that is not controlled to a high base after the jackpot game state, the performance control CPU 120 may light up the right-shooting display unit 9055 only during the jackpot round. In this case, the CPU 120 for performance control turns off the right-hand play display unit 9055 based on the fact that it has received a command from CPU 103 to specify the end of the jackpot.

[0062] Figure 4(c) is a diagram illustrating the relationship between the fourth symbol unit and the game effect lamp. In the pachinko game machine 1, when the performance control CPU 120 receives the pre-variation pattern command, post-variation pattern command, or symbol confirmation command, which will be described later, the fourth symbol unit 9050 and the game effect lamp will switch between different lighting modes such as on / flashing / off. The pre-variation pattern command and post-variation pattern command are commands output from the CPU 103 of the game control microcomputer 100 (described later) to the performance control CPU 120 of the performance control board 12, and the pre-variation pattern command and post-variation pattern command are output as a set from the CPU 103 to the performance control CPU 120. Hereinafter, the pre-variation pattern command and post-variation pattern command will be collectively referred to as the variation pattern command.

[0063] Specifically, when the performance control CPU 120 receives a variation pattern command from CPU 103, it changes the lighting mode of the LEDs (special symbol 1 variable display 9053 and special symbol 2 variable display 9054) in the fourth symbol unit 9050. For example, when the performance control CPU 120 receives a variation pattern command corresponding to the first special symbol game from CPU 103, it switches the lighting mode of the special symbol 1 variable display 9053 from off, indicating the stop of the first special symbol, to blinking, indicating the variation of the first special symbol, based on the received variation pattern command. Also, when the performance control CPU 120 receives a variation pattern command corresponding to the second special symbol game from CPU 103, it switches the lighting mode of the special symbol 2 variable display 9054 from off, indicating the stop of the second special symbol, to blinking, indicating the variation of the second special symbol, based on the received variation pattern command.

[0064] On the other hand, even when the CPU 120 for performance control receives a variation pattern command from the CPU 103, it does not change the lighting pattern of the LEDs (frame lamps, etc.) in the game effect lamps, but maintains the lighting pattern from before the variation pattern command was received.

[0065] Furthermore, when the CPU 120 for performance control receives a symbol confirmation command from the CPU 103, it changes the lighting pattern of the LEDs (Special Symbol 1 Variable Display 9053 and Special Symbol 2 Variable Display 9054) in the fourth symbol unit 9050. For example, when the CPU 120 for performance control receives a symbol confirmation command from the CPU 103 specifying the end of symbol variation in the first special symbol game, it switches the lighting pattern of the Special Symbol 1 Variable Display 9053 from blinking, indicating the variation of the first special symbol, to off, indicating the stop of the first special symbol, based on the received symbol confirmation command. Also, when the CPU 120 for performance control receives a symbol confirmation command from the CPU 103 specifying the end of symbol variation in the second special symbol game, it switches the lighting pattern of the Special Symbol 2 Variable Display 9054 from blinking, indicating the variation of the second special symbol, to off, indicating the stop of the second special symbol, based on the received symbol confirmation command.

[0066] On the other hand, even when the CPU 120 for performance control receives a symbol confirmation command from the CPU 103, it does not change the lighting pattern of the LEDs (frame lamps, etc.) in the game effect lamps, but maintains the lighting pattern from before it received the symbol confirmation command.

[0067] Thus, in the fourth symbol unit 9050 of the pachinko game machine 1, the lamp (LED) changes its state in response to the reception of a variation pattern command or a symbol confirmation command. In contrast, in the game effect lamp 9 of the pachinko game machine 1, the lamp's state is maintained before and after the reception of a variation pattern command or a symbol confirmation command, regardless of whether such commands have been received. However, the pachinko game machine 1 may also change the state of the game effect lamp 9 in response to the reception of a variation pattern command. For example, when the game state changes from the normal state to the time-saving state after a jackpot, the pachinko game machine 1 may change the state of the game effect lamp 9 from the normal state lighting state to the time-saving state lighting state in response to the reception of a variation pattern command that starts the time-saving state.

[0068] Figure 5 is a diagram illustrating the display mode of the screen in the image display device 5. Most of the display area of ​​the image display device 5 displays images such as variable displays of decorative symbols and reach effects. Specifically, in the center of the screen of the image display device 5, in synchronization with the first special symbol game and the second special symbol game, a variable display of decorative symbols (symbols showing numbers, etc.) that are different from special symbols as decorative identification information is performed. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the special symbol game and the variable display of decorative symbols that are executed in synchronization are collectively referred to simply as variable display.

[0069] The lower edge of the screen of the image display device 5 is provided with a first reserved memory display area 5D that can display the first reserved memory count by the number of circular reserved displays, a second reserved memory display area 5U that can display the second reserved memory count by the number of circular reserved displays, and an active display area 5A for displaying the reserved display corresponding to the variable display in progress as an active display.

[0070] At the upper right corner of the screen of the image display device 5, the fourth symbol 5J is displayed to indicate that the special symbols are being displayed in a variable manner. Below the fourth symbol 5J, numbers indicating the first and second reserved memory counts are displayed. The numbers indicating the reserved counts are such that the left number indicates the first reserved memory count and the right number indicates the second reserved memory count. Below the display indicating the reserved counts, smaller symbols 5M are displayed, which are smaller than each of the decorative symbols. The small symbols are arranged horizontally in parallel, corresponding to the decorative symbols displayed in the "left" decorative symbol display area 5L, the "center" decorative symbol display area 5C, and the "right" decorative symbol display area 5R. In addition, the small symbols 5M are not hidden during variable display and are always displayed on the screen of the image display device 5.

[0071] As shown in Figure 5, the decorative pattern is positioned in the center of the screen of the image display device 5, while the small pattern 5M is positioned at the right edge of the screen of the image display device 5, and is smaller than the decorative pattern. Therefore, the visibility of the small pattern 5M is lower than that of the decorative pattern.

[0072] As shown in Figure 5(a), the screen of the image display device 5 is rectangular or roughly rectangular in shape, but the game board 2 is fixed so as to overlap the edges of the screen of the image display device 5. Therefore, as shown in Figure 5(b), when the pachinko game machine 1 is viewed from the front, a part of the screen of the image display device 5 (especially the edges) is not visible or is difficult to see due to the game board 2.

[0073] <Circuit board configuration> Figure 6 is a diagram illustrating the various circuit boards mounted on the pachinko game machine 1. As shown in Figure 6, the pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a relay board 15, and the like. In addition, various other circuit boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, and a launch control board. Furthermore, a power supply board 17 connected to a power switch 91 is also mounted. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board.

[0074] In the pachinko game machine 1, power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied to electrical components, including the main board 11 and various control boards such as the performance control board 12, via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0075] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0076] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and an RTC (Real Time Clock) 106.

[0077] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

[0078] The random number circuit 104 keeps an updatable count of numerical data representing various random values ​​(game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0079] The I / O105 consists of an input port to which various signals (such as detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the LED board 9020, solenoid drive signals, etc.).

[0080] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23, and V-prize switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.

[0081] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.

[0082] The output circuit 111 transmits the solenoid drive signal from the game control microcomputer 100 to solenoid 81, solenoid 82, or solenoid 83.

[0083] The main board 11 is connected to a display monitor 29, a display change switch 30, a setting key 51, a setting change switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3, including the glass door frame 3a.

[0084] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (for example, the display result of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize slot, the occurrence of a prize, the number of reserved items, the game state), the occurrence of an error, etc.

[0085] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.

[0086] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.

[0087] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.

[0088] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).

[0089] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.

[0090] The display control unit 123, based on the execution instructions for the performance from the performance control CPU 120, supplies video signals corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. The performance control CPU 120 supplies sound specification signals (signals that specify the sound to be output) to the sound control board 13 in order to output sound synchronized with the display of the performance image, and supplies brightness data (signals that specify the on / off mode of the lamp) to the LED driver in order to turn the game effect lamp 9 on / off. The performance control CPU 120 also supplies signals to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.

[0091] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.

[0092] As will be explained in more detail later, each game effect lamp has a game effect lamp LED board equipped with an LED (lamp) and an LED driver that supplies current to the LED. The LED driver adjusts the current supplied to each LED (lamp) in the game effect lamp 9 based on brightness data from the performance control CPU 120, thereby turning the game effect lamp 9 on / flashing / off. In this way, the performance control CPU 120 controls the on / flashing / off state of the game effect lamp 9.

[0093] The random number circuit 124 keeps an updatable count of numerical data representing various random values ​​(random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0094] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, brightness data signals).

[0095] Other boards besides the main board 11, such as the performance control board 12 and the sound control board 13, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of 1 may be configured to have multiple functions.

[0096] The fourth symbol unit 9050 is connected to the performance control board 12, and each display unit can be lit (flashed) under the control of the performance control CPU 120.

[0097] <Outline of game progression> In the pachinko game machine 1 having the configuration described above, the game proceeds as follows: The player rotates the ball-shooting handle 30 provided on the pachinko game machine 1, launching the game balls towards the game area. When the game balls pass through the passage gate 41, the regular symbol game is started by the regular symbol display 20. If the game balls pass through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game balls pass through the passage gate 41, but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).

[0098] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).

[0099] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special feature game is started by the special feature 1 variable display unit 9021 of the special feature LED board 9020.

[0100] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special feature game is started by the special feature 2 variable display unit 9022 of the special feature LED board 9020.

[0101] Furthermore, if a game ball enters (wins) the starting entry slot during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined upper limit (for example, 4) is reached.

[0102] In the special feature game, a "jackpot" occurs when the combination of lighting patterns of the multiple LEDs provided in the special feature 1 variable display unit 9021 and the special feature 2 variable display unit 9022 of the special feature LED board 9020 corresponds to a specific special symbol (jackpot symbol; the actual symbol differs depending on the type of jackpot described later). The lighting pattern of the multiple LEDs provided in the special feature 1 variable display unit 9021 and the special feature 2 variable display unit 9022 of the special feature LED board 9020 that corresponds to a specific special symbol (jackpot symbol) is also called the "specific display result". Furthermore, a "miss" occurs when the combination of lighting patterns of the multiple LEDs provided in the special feature 1 variable display unit 9021 and the special feature 2 variable display unit 9022 of the special feature LED board 9020 corresponds to a special symbol other than the jackpot symbol (a losing symbol). Furthermore, in the combination of lighting patterns of the multiple LEDs provided in the special feature 1 variable display section 9021 and the special feature 2 variable display section 9022 of the special feature LED board 9020, the lighting pattern corresponding to a special symbol (losing symbol) that is different from the winning symbol is also referred to as the "losing display result".

[0103] After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player. Alternatively, the game may be controlled to a Minor Win game state as an advantageous state. Here, a minor win is a win in which the number of times the big prize slot is opened is fewer than that of a big win. When the minor win game state ends, the game state does not change. In other words, there is no transition from a probability-increasing state to a normal state or from a normal state to a probability-increasing state before or after the minor win game state. Also, similar to the types of big wins, there may be different types of minor wins.

[0104] In a jackpot state, the large prize slot formed by the special variable prize ball device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 9 balls). This predetermined period is the maximum period for which the large prize slot can be opened in one round, and is hereinafter also referred to as the maximum opening period. One cycle in which the large prize slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined maximum number of times (10 times or 7 times).

[0105] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.

[0106] Furthermore, there are different types of "jackpots." For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability-changing state, etc.), and the jackpot types are set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.

[0107] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.

[0108] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).

[0109] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.

[0110] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).

[0111] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, and the probability-changing state, which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).

[0112] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.

[0113] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.

[0114] In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of display, effects may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these.

[0115] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed (derived).

[0116] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.

[0117] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In the pachinko game machine 1, multiple types of reach animations are executed, each with a different probability (also called the probability of a big win or probability of a big win) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "big win" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach. Super reaches also include the first half of a super reach, which ends in the first half of the super reach, the second half of a super reach, which develops from the first half of the super reach, and the final reach, which develops from the first half of the super reach. In this embodiment, the probability of a big win is higher when the display result of the variable display is derived in the first half of a super reach than when the display result of the variable display is derived in a normal reach. Also, the probability of a big win is higher when the display result of the variable display is derived in the second half of a super reach than when the display result of the variable display is derived in the first half of a super reach. Furthermore, the probability of a big win is higher if the variable display result is derived in the final reach than if it is derived in the latter half of the super reach. In the following, "super reach" will also be referred to as "SP reach," the first half of the super reach as "SP first half (SP first half reach)," the second half of the super reach as "SP second half (SP second half reach)," and the final reach as "SP final (SP final reach)."

[0118] When the display result of the special feature game is a combination of lighting patterns corresponding to a "jackpot" (the specific display result described above), the image display device 5 screen derives a predetermined jackpot combination of confirmed decorative symbols as the display result of the variable display of decorative symbols (the display result of the variable display of decorative symbols becomes "jackpot"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R.

[0119] In the case of a "probability-increasing jackpot," which is controlled to a probability-increasing state after the end of the jackpot game state, odd-numbered decorative symbols (for example, "7") may be aligned and displayed. In the case of a "non-probability-increasing jackpot (normal jackpot)," which is not controlled to a probability-increasing state after the end of the jackpot game state, even-numbered decorative symbols (for example, "6") may be aligned and displayed. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach pattern is reached with non-probability-increasing symbols, an upgrade sequence may be performed that ultimately results in a "probability-increasing jackpot." As an upgrade sequence, for example, after temporarily stopping on non-probability-increasing symbols (normal symbols) as the jackpot display result, a re-draw sequence may be performed to hype whether or not it will upgrade to probability-increasing symbols. Alternatively, a round upgrade sequence may be performed during the jackpot game state that upgrades from a non-probability-increasing jackpot to a probability-increasing jackpot.

[0120] If the display result of the special feature game is a combination of lighting patterns corresponding to a "miss" (the "miss" display result described above), the variable display pattern of the decorative symbols may not become a "reach" pattern, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). Also, if the display result is a "miss," the variable display pattern of the decorative symbols may become a "reach" pattern, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").

[0121] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.

[0122] Furthermore, in the image display device 5, a pseudo-consecutive display effect may be performed by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.

[0123] Even while in a winning state, a special animation is performed to inform the player of the winning state. This special animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the winning state.

[0124] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).

[0125] <Various tables related to jackpots> Referring to Figures 7 and 8, we will now explain the various tables related to jackpots.

[0126] [Winning Category] Figure 7 is a diagram illustrating the different types of wins. As shown in Figure 7, the win type table shows, for each type of win, the probability of winning a jackpot after the jackpot game state has ended, the base value after the jackpot game state has ended, and the number of openings (rounds) in the jackpot.

[0127] Specifically, the types of jackpots include regular jackpots 1 and 2, and probability-increasing jackpots 1 through 9. In the following, each round may be denoted by "R". For example, the first round will be called 1R, and the second round will be called 2R.

[0128] Normal jackpot 1 is a jackpot that, after the end of a 3-round jackpot game, is controlled to a low probability state and a high base state. In normal jackpot 1, this low probability high base state continues for a predetermined number of times (for example, 50 times) until the variable display (special symbol variation) is executed.

[0129] Normal jackpot 2 is a jackpot that is controlled to a low probability state and a high base state after the end of the 3-round jackpot game state. In normal jackpot 2, this low probability high base state continues for a predetermined number of times (for example, 100 times) until the variable display (special symbol variation) is executed.

[0130] Jackpot 1-5 are jackpots that, after the end of a 3-round jackpot game, are controlled to a high-probability state and a high base state. In Jackpot 1, this high-probability, high-base state continues for a predetermined number of times (for example, 100 times) until the variable display (special symbol variation) is executed.

[0131] A jackpot with a high probability of winning, with a high base rate, occurs after the end of a 5-round jackpot game. In a jackpot with a high probability of winning, with a high base rate, this state continues for a predetermined number of times (for example, 100 times) until the variable display (special symbol variation) is executed.

[0132] The "Kakuhen Daihatsu 7" is a jackpot in which, after the end of a 7-round jackpot game, the game is controlled to a high-probability state and a high base state. In Kakuhen Daihatsu 7, this high-probability, high-base state continues for a predetermined number of times (for example, 100 times) until the variable display (special symbol variation) is executed.

[0133] The probability variation jackpot 8 and 9 are jackpots that, after the end of a 10-round jackpot game, are controlled to a high-probability state and a high-base state. In probability variation jackpot 8 and 9, this high-probability, high-base state continues for a predetermined number of times (for example, 100 times) until the variable display (special symbol variation) is executed.

[0134] [Each random number] Figure 8 is a diagram illustrating each random number. As shown in Figure 8, each random number is used as follows. Specifically, Random 1 is a random counter used for determining whether or not to award a jackpot. Random 1 is updated by adding 1 at a time, for example, starting from 1 until it reaches its upper limit of 65536, and then it is updated again starting from 1. Random 2 is a random counter used to determine the type (category) of the jackpot.

[0135] Random 3 and Random 4 are random counters that determine the variation pattern corresponding to the later variation (hereinafter referred to as the later variation pattern) (variation time) among the variation patterns (for determining the later variation pattern). The later variation refers to the latter part of the variation of the special symbols. Random 3 is a random counter that determines the later variation pattern corresponding to a loss, and for example, it is updated by 1, and is updated by adding from 1 until it reaches its upper limit of 65519, and then updates by adding from 1 again. Random 4 is a random counter that determines the later variation pattern corresponding to a win, and for example, it is updated by adding from 1 until it reaches its upper limit of 239, and then updates by adding from 1 again.

[0136] Random 5 is a random counter that determines the variation pattern corresponding to the previous variation (hereinafter referred to as the previous variation pattern) (variation time) among the variation patterns (for determining the previous variation pattern). The previous variation refers to the variation in the first half of the variation of special symbols. Random 5 is updated by adding 1 at a time from 1 until it reaches its upper limit of 251, and then it is updated by adding 1 again. Random 6 is a random counter that determines whether or not to generate a win based on a normal symbol (for determining a normal symbol win). Random 6 is updated by adding 1 at a time from 1 until it reaches its upper limit of 201, and then it is updated by adding 1 again.

[0137] In this embodiment, whether or not the game is controlled to a jackpot state, which is advantageous for the player, is determined based on the value of a random number for jackpot determination (random 1). Then, which of several types of jackpots will occur is determined based on the value of a random number for jackpot type determination (random 2). At this time, the jackpot symbols can also be determined based on the value of random 2.

[0138] Furthermore, first, the subsequent variation pattern is determined using random numbers for determining the subsequent variation pattern (random 3, 4) depending on whether it is a win or a loss, and then the previous variation pattern is determined using random numbers for determining the previous variation pattern (random 5). Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.

[0139] [Big Win Determination Table, Big Win Type Determination Table] Figure 9 is a diagram illustrating the jackpot determination table and the jackpot type determination table. These tables are stored in ROM 101.

[0140] Figure 9(a) is an explanatory diagram showing the jackpot determination table. The jackpot determination table is a collection of data stored in ROM 101, and is a table in which a jackpot determination value is set to be compared with random 1. There are two types of jackpot determination tables: a normal (non-probability change) jackpot determination table used in the normal state (a game state that is not a probability change state, i.e., a non-probability change state), and a probability change jackpot determination table used in the probability change state.

[0141] The normal jackpot determination table has a number of jackpot determination values ​​set equal to the number of determination values ​​listed in the upper column of Figure 9(a), and the probability variation jackpot determination table has a number of jackpot determination values ​​set equal to the number of determination values ​​listed in the lower column of Figure 9(a). The number of jackpot determination values ​​set in the probability variation jackpot determination table is greater than that in the normal jackpot determination table because it includes jackpot determination values ​​common to the normal jackpot determination table, plus jackpot determination values ​​unique to the probability variation state. As a result, in the probability variation state, a jackpot is determined with a higher probability than in the normal state.

[0142] The CPU 103 extracts a count value from the random number circuit 104 at a predetermined time and compares the extracted value with the value of the random number for determining the jackpot (Random 1). If the random number for determining the jackpot matches one of the jackpot determination values ​​shown in Figure 9(a), it is decided to award a jackpot (normal jackpot or probability variation jackpot) for the special symbols. Figure 9(a) shows the probability (percentage) of winning a jackpot or losing.

[0143] Figures 9(b) and 9(c) are explanatory diagrams showing the jackpot type determination tables. Figure 9(b) is the first special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined by the first special symbol. Figure 9(c) is the second special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined by the second special symbol.

[0144] The first special feature jackpot type determination table in Figure 9(b) contains determination values ​​that are compared with the random 2 values ​​used for determining the type of jackpot, and there are a number of determination values ​​corresponding to each of the normal jackpots 1 and 2 and the probability variation jackpots 1 to 4. For example, as shown in Figure 9(b), for the first special feature, normal jackpot 1 is assigned 25 random 2 values ​​out of 100 random 2 values, normal jackpot 2 is assigned 25 random 2 values ​​out of 100 random 2 values, probability variation jackpot 1 is assigned 5 random 2 values ​​out of 100 random 2 values, probability variation jackpot 2 is assigned 37 random 2 values ​​out of 100 random 2 values, probability variation jackpot 3 is assigned 4 random 2 values ​​out of 100 random 2 values, and probability variation jackpot 4 is assigned 4 random 2 values ​​out of 100 random 2 values.

[0145] In the second special symbol jackpot type determination table in Figure 9(c), there are judgment values ​​set for each of the probability variation jackpots 5 to 9, which are numerical values ​​that are compared with the values ​​of Random 2. For example, as shown in Figure 9(c), for the second special symbol, probability variation jackpot 5 is assigned 10 out of 100 Random 2 values, probability variation jackpot 6 is assigned 5 out of 100 Random 2 values, probability variation jackpot 7 is assigned 5 out of 100 Random 2 values, probability variation jackpot 8 is assigned 70 out of 100 Random 2 values, and probability variation jackpot 9 is assigned 10 out of 100 Random 2 values.

[0146] Using these various jackpot type determination tables, the CPU 103 determines the type of jackpot corresponding to the jackpot type determination value for which the Random 2 value matches, and also determines the jackpot symbol for which the Random 2 value matches. In this way, the jackpot type and the corresponding jackpot symbol are determined simultaneously.

[0147] <Performance control command> Figure 10 is a diagram illustrating an example of a performance control command. The game control microcomputer 100 mounted on the main board 11, which is the main control board, sends various performance control commands to the performance control CPU 120 according to the game control state. A performance control command is, for example, a two-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). Note that the command format shown in Figure 10 is just one example, and other command formats may be used. In the following, "(H)" indicates a hexadecimal number, but this may be omitted in this specification.

[0148] Command 80XX(H) is a variation pattern command that specifies the variation pattern corresponding to the previous variation (previous variation pattern) among the variation patterns of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols (XX corresponds to the number of the previous variation pattern). On the sub-side, the previous variation refers to the variation of the first half of the variation of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols. If a unique number is assigned to each of the multiple types of previous variation patterns, there is a previous variation pattern command corresponding to each previous variation pattern identified by that number.

[0149] Command 84XX(H) is a variation pattern command that specifies the variation pattern corresponding to the later variation (later variation pattern) among the variation patterns of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols (XX corresponds to the number of the later variation pattern). On the sub-side, later variation refers to the variation of the latter half of the variation of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols. When a unique number is assigned to each of the multiple types of later variation patterns, there is a later variation pattern command corresponding to each later variation pattern identified by that number.

[0150] The pre-variation pattern command and the post-variation pattern command are sent as a set of two commands from the CPU 103 to the CPU 120 for performance control. The CPU 120 for performance control cannot identify the variation pattern by receiving only one of the pre-variation pattern command or the post-variation pattern command; it can only identify the variation pattern by receiving both the pre-variation pattern command and the post-variation pattern command.

[0151] Command 8101(H) is the first variable display start command, which specifies the start of the variable display of the first special figure. Command 8102(H) is the second variable display start command, which specifies the start of the variable display of the second special figure. When the performance control CPU 101 receives command 8101(H) or command 8102(H), it controls the image display device 5 to start the variable display of the decorative symbols.

[0152] Command 8C01(H) is a command that specifies display result 1 (miss specification command) indicating that the result is a miss. Command 8C02(H) is a command that specifies display result 2 (normal jackpot 1 specification command) indicating that the result is a normal jackpot 1. Command 8C03(H) is a command that specifies display result 3 (normal jackpot 2 specification command) indicating that the result is a normal jackpot 2. Command 8C04(H) is a command that specifies display result 4 (special jackpot 1 specification command) indicating that the result is a special jackpot 1. Command 8C05(H) is a command that specifies display result 5 (special jackpot 2 specification command) indicating that the result is a special jackpot 2. Command 8C06(H) is a command that specifies display result 6 (special jackpot 3 specification command) indicating that the result is a special jackpot 3. Command 8C07(H) is a command that specifies display result 7 (a command that specifies a probability variation jackpot 4), indicating that a probability variation jackpot 4 has been determined. Command 8C08(H) is a command that specifies display result 8 (a command that specifies a probability variation jackpot 5), indicating that a probability variation jackpot 5 has been determined. Command 8C09(H) is a command that specifies display result 9 (a command that specifies a probability variation jackpot 6), indicating that a probability variation jackpot 6 has been determined. Command 8C10(H) is a command that specifies display result 10 (a command that specifies a probability variation jackpot 7), indicating that a probability variation jackpot 7 has been determined. Command 8C11(H) is a command that specifies display result 11 (a command that specifies a probability variation jackpot 8), indicating that a probability variation jackpot 8 has been determined. Command 8C12(H) is a command that specifies display result 12 (a command that specifies a probability variation jackpot 9), indicating that a probability variation jackpot 9 has been determined. The commands for specifying a losing outcome, specifying a regular jackpot 1 or 2, and specifying a probability-increasing jackpot 1 through 9, or these together, are also referred to as the 8C series commands.

[0153] Command 8D01(H) is a command to specify the first symbol variation, indicating the start of the variable display of the first special symbol. Command 8D02(H) is a command to specify the second symbol variation, indicating the start of the variable display of the second special symbol. The first symbol variation specification command and the second symbol variation specification command, or both together, are referred to as 8D series commands. Command 8F00(H) is a command to specify the symbol confirmation, indicating the end of the variation of the first or second special symbol.

[0154] Command 9000(H) is an initialization command that specifies the initialization to be sent when power supply to the gaming machine is started (specifying that the initial screen at power-on be displayed). Command 9200(H) is a power outage recovery command that specifies the restoration of power outages (specifying that the power outage recovery screen be displayed) when power supply to the gaming machine is resumed. Command 9500(H) is a normal state specification command that specifies the background for the normal state. Command 9501(H) is a time-saving state specification command that specifies the background for the time-saving state. Command 9502(H) is a probability-increasing state specification command that specifies the background for the probability-increasing state. Each of the normal state specification commands, time-saving state specification commands, and probability-increasing state specification commands, or collectively they are also called 95 series commands or background specification commands.

[0155] Command 9F00(H) is a customer-waiting demo specification command that specifies a transition to a customer-waiting demonstration display. The performance control CPU 120 determines that there are currently no pending balls upon receiving the customer-waiting demo specification command. Then, 30 seconds after receiving the customer-waiting demo specification command, the performance control CPU 120 displays a demonstration video on the image display device 5. Furthermore, 30 seconds after receiving the customer-waiting demo specification command, the performance control CPU 120 lights up the game effect lamp 9 in a demonstration lamp pattern. The lighting pattern of the game effect lamp 9 in the demonstration state is more elaborate (higher brightness, more flashing patterns, rainbow lighting, etc.) than the lighting pattern of the game effect lamp 9 in the normal state. This allows the player to see the appeal of the pachinko game machine 1. In the customer-waiting demonstration display, the background in the normal state (hereinafter also referred to as the normal background) is displayed, and the decorative symbols are stopped and displayed in each decorative symbol display area 5L, 5C, and 5R. In addition, the demonstration display while customers are waiting may show the title of the game machine 1 (for example, "POWERFUL II") or an introductory image (still image or video) of some of the game's features.

[0156] Command A001(H) is a command to specify the start of regular jackpot 1. Command A002(H) is a command to specify the start of regular jackpot 2. Command A003(H) is a command to specify the start of probability variation jackpot 3. Command A004(H) is a command to specify the start of probability variation jackpot 2. Command A005(H) is a command to specify the start of probability variation jackpot 5. Command A006(H) is a command to specify the start of probability variation jackpot 6. Command A007(H) is a command to specify the start of probability variation jackpot 5. Command A008(H) is a command to specify the start of probability variation jackpot 6. Command A009(H) is a command that specifies the start of a bonus jackpot 7, and is designated as the bonus jackpot start 9 command. Command A010(H) is a command that specifies the start of a bonus jackpot 8, and is designated as the bonus jackpot start 10 command. Command A011(H) is a command that specifies the start of a bonus jackpot 9, and is designated as the bonus jackpot start 11 command. Each of the jackpot start 1-11 command, or all of them together, is also called the A0 series command.

[0157] A1XX(H) is a command that indicates the big prize slot is open for the round indicated by XX. Commands that indicate the big prize slot is open are also called A1 series commands. A2XX(H) is a command that indicates the big prize slot has closed for the round indicated by XX. Commands that indicate the big prize slot has closed are also called A2 series commands.

[0158] Command A301(H) is a command to specify the end of regular jackpot 1. Command A302(H) is a command to specify the end of regular jackpot 2. Command A303(H) is a command to specify the end of jackpot 3, which specifies the end of probability-increasing jackpot 1. Command A304(H) is a command to specify the end of jackpot 4, which specifies the end of probability-increasing jackpot 2. Command A305(H) is a command to specify the end of jackpot 5, which specifies the end of probability-increasing jackpot 3. Command A306(H) is a command to specify the end of jackpot 6, which specifies the end of probability-increasing jackpot 4. Command A307(H) is a command to specify the end of jackpot 7, which specifies the end of probability-increasing jackpot 5. Command A308(H) is a command to specify the end of jackpot 8, which specifies the end of probability-increasing jackpot 6. Command A309(H) is a command that specifies the end of a bonus jackpot 7, which is a jackpot end 9 specification command. Command A310(H) is a command that specifies the end of a bonus jackpot 8, which is a jackpot end 10 specification command. Command A311(H) is a command that specifies the end of a bonus jackpot 9, which is a jackpot end 11 specification command. Each of the jackpot end 1-11 specification commands, or all of them together, are also called A3 series commands.

[0159] Command AD00(H) is a command that designates the passing of the probability variation determination device, indicating that a V-win has occurred. This command is sent when a game ball that has passed through the large V-win opening enters the V-win area and is detected by the V-win switch 24.

[0160] Command B100(H) is a command to specify that a first-start win has occurred. Command B200(H) is a command to specify that a second-start win has occurred.

[0161] Command C1XX(H) is a command to specify the first reserved memory count, indicating that the first reserved memory count has reached the number indicated by XX. Commands specifying the first reserved memory count are also called C1 series commands. Command C2XX(H) is a command to specify the second reserved memory count, indicating that the second reserved memory count has reached the number indicated by XX. Commands specifying the second reserved memory count are also called C2 series commands.

[0162] Commands C4XX(H) and C6XX(H) are performance control commands that indicate the content of the winning condition judgment when a ball enters the first or second starting winning slot, such as the jackpot judgment, jackpot type judgment, and variation pattern type judgment. Of these, command C4XX(H) is a symbol specification command that indicates whether or not a jackpot is achieved and the result of the jackpot type judgment among the winning condition judgment results.

[0163] C7XX(H) is a command that designates the passing of a game ball into the grand prize winning area at the number of rounds indicated by XX.

[0164] A command in which MODE is FD(H) and the 4th bit of EXT is 0 is a command to turn off the right-hand hit indicator. A command in which the MODE data is FD(H) and the 4th bit of the EXT data is 1 is a command to turn on the right-hand hit indicator. In this embodiment, the command to turn on the right-hand hit indicator is also referred to as an FD-type command.

[0165] The game control microcomputer 100 determines, upon startup, whether or not a jackpot will occur, the type of jackpot, and the range of the random number used to determine the type of variation pattern. It then sets a value specifying that it will be a jackpot and a value specifying the type of jackpot in the EXT data of the symbol specification command and sends this to the performance control CPU 120. The game control microcomputer 100 also sets a value specifying the range of the determination value as the result of determining the type of variation pattern in the EXT data of the variation type command and sends this to the performance control CPU 120. Based on the values ​​set in the symbol specification command, the performance control CPU 120 can recognize whether or not the display result will be a jackpot and the type of jackpot, and based on the variation type command, it can recognize the type of variation pattern.

[0166] <Variation Pattern> Referring to Figures 11 to 17, we will explain the content of the variation patterns and how to determine them.

[0167] In this embodiment, multiple types of variation patterns are set by the main game control microcomputer 100. Each variation pattern is managed by a main variation number and consists of a combination of a previous variation pattern, which corresponds to the previous variation, and a subsequent variation pattern, which corresponds to the subsequent variation, with each combination containing different content. The previous variation pattern corresponds to the previous variation pattern command (80XX(H)) explained using Figure 10, and the subsequent variation pattern corresponds to the subsequent variation pattern command (84XX(H)) explained using Figure 10.

[0168] [Previous fluctuation pattern on the main side] Figure 11 is a diagram illustrating an example of a pre-variation pattern on the main side. Among the multiple types of pre-variation patterns, each assigned a pre-variation number, pre-variation number 1 is a pre-variation pattern command (8000(H)) that specifies a normal variation (for example, a variation of decorative symbols over 13 seconds). Pre-variation number 2 is a pre-variation pattern command (8001(H)) that specifies a shortened variation (for example, a variation of decorative symbols over 7 seconds). Pre-variation number 3 is a pre-variation pattern command (8002(H)) that specifies an ultra-shortened variation (for example, a variation of decorative symbols over 3 seconds).

[0169] Previous variation number 4 is a previous variation pattern command (8003(H)) that specifies a normal reach (normal or SP first half) (a reach that ends as either a normal reach or an SP first half reach after entering a reach state). Previous variation number 5 is a previous variation pattern command (8004(H)) that specifies a normal reach (SP second half development) (a reach that develops into an SP second half reach after entering a reach state). Previous variation number 6 is a previous variation pattern command (8005(H)) that specifies a normal reach (final reach development) (a reach that develops into a final reach after entering a reach state).

[0170] Pre-variation number 7 is a pre-variation pattern command (8006(H)) that specifies that a normal reach (normal or SP first half) should be executed after one pseudo-variation. A pseudo-variation is a variable display (variation display) in which the variable display of decorative symbols is temporarily stopped and then resumed from the time the variable display starts until the display result of that variable display is derived and displayed. This repeated pseudo-variation is also called a pseudo-consecutive. By executing a pseudo-consecutive, a variable display based on one hold memory can be made to appear to the player as if it were multiple variable displays. The variable display that is temporarily stopped and then resumed is also called a "re-variation display". Pre-variation number 8 is a pre-variation pattern command (8007(H)) that specifies that a normal reach (SP second half development) should be executed after one pseudo-variation. Pre-variation number 9 is a pre-variation pattern command (8008(H)) that specifies a normal reach (final reach development) after one pseudo-variation.

[0171] Pre-spin number 10 is a pre-spin pattern command (8009(H)) that specifies that a normal reach (normal or SP first half) will be performed after two pseudo-spins. Pre-spin number 11 is a pre-spin pattern command (800A(H)) that specifies that a normal reach (develops into SP second half) will be performed after two pseudo-spins. Pre-spin number 12 is a pre-spin pattern command (800B(H)) that specifies that a normal reach (develops into final reach) will be performed after two pseudo-spins.

[0172] Each of the preceding variation patterns has a specified variation time, and an animation (video) is displayed on the image display device 5 for each variation time. In the pachinko game machine 1, each still image (referred to as a frame) that makes up the video takes approximately 33.3 msec. For example, in the case of patterns with preceding variation numbers 7 to 9, the variation time is set to 41500 mse, and the number of frames is approximately 1246. In the case of patterns with preceding variation numbers 10 to 12, the variation time is set to 62000 mse, and the number of frames is approximately 1861.

[0173] [Main side post-variation pattern] Figure 12 is a diagram illustrating an example of a post-variation pattern on the main side. Among the multiple types of post-variation patterns, each assigned a post-variation number, post-variation number 1 is a post-variation pattern command (8400(H)) that specifies a 13-second variation. Post-variation number 2 is a post-variation pattern command (8401(H)) that specifies a 7-second variation. Post-variation number 3 is a post-variation pattern command (8402(H)) that specifies a 3-second variation. Post-variation number 4 is a post-variation pattern command (8403(H)) that specifies the execution of a pseudo-consecutive-repeation false alarm. A pseudo-consecutive-repeation false alarm is an effect that makes it seem as though a pseudo-consecutive-repeation will be executed, but in the end does not.

[0174] The next variation number 5 is the next variation pattern command (8404(H)) which specifies a normal reach (miss) (a variation of decorative symbols that results in a reach pattern but does not develop into an SP reach and results in a miss). The next variation number 6 is the next variation pattern command (8405(H)) which specifies an SP first half (miss) (a variation of decorative symbols that develops into an SP reach but results in a miss in the first half of the SP reach). The next variation number 7 is the next variation pattern command (8406(H)) which specifies an SP second half (miss) (a variation of decorative symbols that develops into an SP reach but results in a miss in the second half of the SP reach). The next variation number 8 is the next variation pattern command (8407(H)) which specifies a final reach (miss) (a variation of decorative symbols that develops into a final reach but results in a miss in the final reach).

[0175] The next variation number 9 is the next variation pattern command (8408(H)) which specifies a normal reach (win) (a variation of decorative symbols that results in a reach and a win). The next variation number 10 is the next variation pattern command (8409(H)) which specifies an SP first half (win) (a variation of decorative symbols that develops into an SP reach and results in a win in the first half of the SP reach). The next variation number 11 is the next variation pattern command (840A(H)) which specifies an SP second half (win) (a variation of decorative symbols that develops into an SP reach and results in a win in the second half of the SP reach). The next variation number 12 is the next variation pattern command (840B(H)) which specifies a final reach (win) (a variation of decorative symbols that develops into a final reach and results in a win in the final reach).

[0176] [Determination of the post-variation pattern] The subsequent variation pattern is determined using different random counters depending on whether the outcome is a win or a loss in the jackpot determination. Figure 13 is a diagram illustrating the jackpot variation pattern determination table in the case of a loss. As shown in Figure 13, if the outcome is a loss in the jackpot determination, the subsequent variation pattern is determined using Random 3 as explained in Figure 8. Furthermore, if the outcome is a loss in the jackpot determination, the subsequent variation pattern is determined using different determination values ​​depending on the number of reserved memories after consumption, and the determined jackpot number is also different.

[0177] Specifically, as shown in Figure 13(a), if the number of reserved memories after consumption is 0, one of the subsequent variation patterns from subsequent variation numbers 1, 4, 5 to 8 is determined, and a different judgment value is assigned to each subsequent variation pattern. The probability of being determined to one of the subsequent variation numbers 6 to 8, which develops into an SP reach or a final reach (selection rate of subsequent variation numbers 6 to 8), is approximately 1 / 102.

[0178] If there is one remaining memory after consumption, one of the following post-spin patterns is determined from post-spin numbers 1, 4, 5-8, and each post-spin pattern has a different judgment value. The probability of being selected for one of the post-spin numbers 6-8, which develops into an SP reach or a final reach (selection rate of post-spin numbers 6-8), is approximately 1 / 102.

[0179] If there are 2 remaining reserved memories after consumption, one of the following post-spin patterns will be determined from post-spin numbers 2, 4, 5, and 8, and each post-spin pattern has a different judgment value assigned to it. The probability of being selected for one of the post-spin numbers 6 to 8, which develops into an SP reach or a final reach (selection rate of post-spin numbers 6 to 8), is approximately 1 / 102.

[0180] If there are 3 remaining reserved memories after consumption, one of the following post-spin patterns will be determined from post-spin numbers 3, 4, 5, and 8, and each post-spin pattern has a different judgment value assigned to it. The probability of being selected for one of the post-spin numbers 6 to 8, which develops into an SP reach or a final reach (selection rate of post-spin numbers 6 to 8), is approximately 1 / 102.

[0181] In this way, the subsequent variation pattern is determined using different judgment values ​​depending on the number of reserved memories after consumption, and furthermore, the subsequent variation number is determined using different judgment values ​​depending on the number of reserved memories after consumption. As a result, the type of variation pattern changes depending on the number of reserved memories remaining, thereby adding diversity to the game and improving its appeal.

[0182] Figure 14 is a diagram illustrating the post-spin pattern determination table during a jackpot. As shown in Figure 14, if a jackpot is determined in the jackpot determination, the post-spin pattern is determined using Random 4 as explained in Figure 8. Furthermore, if a jackpot is determined in the jackpot determination, the post-spin pattern is determined using a different number of determination values ​​depending on the type of jackpot.

[0183] Specifically, as shown in Figure 14(a), when a regular jackpot 1 or 2, or a probability variation jackpot 1, 2, 5-8 is determined, one of the subsequent spin patterns from subsequent spin numbers 9-12 is determined, and each subsequent spin pattern is assigned a different judgment value. The probability of being determined to one of the subsequent spin numbers 10-12, which develops into an SP reach or a final reach (the selection rate of subsequent spin numbers 10-12), is approximately 1 / 1.1.

[0184] If a jackpot of either 3 or 9 is determined, one of the following reel spin patterns will be selected from reel spin numbers 9 to 12, and each of these reel spin patterns has a different set of judgment values. The probability of being selected for one of the reel spin numbers 10 to 12, which can lead to an SP reach or a final reach (the selection rate for reel spin numbers 10 to 12), is approximately 1 / 1.1.

[0185] If a probability variation jackpot 4 is determined, one of the subsequent reel spin patterns from numbers 9 to 12 will be selected, and each of these patterns has a different judgment value. The probability of being selected for one of the subsequent reel spin patterns from 10 to 12, which can lead to an SP reach or a final reach (selection rate for subsequent reel spin patterns 10 to 12), is approximately 1 / 1.1.

[0186] In this way, the subsequent variation pattern is determined using different judgment values ​​depending on the type of jackpot, so the type of variation pattern changes depending on the type of jackpot, which adds diversity to the game and enhances its appeal.

[0187] Furthermore, as shown in Figure 13, the probability of the subsequent spin number being determined to be one of 6-8, which leads to an SP reach or final reach, is approximately 1 / 102 when it is a miss, while it is higher at approximately 1 / 1.1 when it is a jackpot. Therefore, when it develops into an SP reach or final reach, players can expect a jackpot to occur.

[0188] [Determination of previous fluctuation pattern] Figure 15 is a diagram illustrating the pre-variation pattern determination table. The pre-variation pattern is determined using a different number of random determination values ​​(5) depending on the type of post-variation pattern that was determined first. Furthermore, the pre-variation number determined also differs depending on the type of post-variation pattern that was determined first.

[0189] Specifically, as shown in Figure 15(a), if the subsequent variation pattern is determined to be that of subsequent variation number 1, the preceding variation pattern of preceding variation number 1 is determined. As shown in Figure 15(b), if the subsequent variation pattern is determined to be that of subsequent variation number 2, the preceding variation pattern of preceding variation number 2 is determined. As shown in Figure 15(c), if the subsequent variation pattern is determined to be that of subsequent variation number 3, the preceding variation pattern of preceding variation number 3 is determined. As shown in Figure 15(d), if the subsequent variation pattern is determined to be that of subsequent variation number 4, the preceding variation pattern of preceding variation number 1 is determined.

[0190] As shown in Figure 15(e), if the subsequent variation pattern is determined to be either variation number 5 or 9, the preceding variation pattern will be determined to be either variation number 4 or 7. As shown in Figure 15(f), if the subsequent variation pattern is determined to be either variation number 6 or 10, the preceding variation pattern will be determined to be either variation number 4, 7, or 10. As shown in Figure 15(g), if the subsequent variation pattern is determined to be variation number 7, the preceding variation pattern will be determined to be either variation number 5, 8, or 11.

[0191] As shown in Figure 15(h), if the subsequent variation pattern is determined to be the one with subsequent variation number 11, then the preceding variation pattern will be determined to be one with preceding variation numbers 5, 8, or 11. As shown in Figure 15(i), if the subsequent variation pattern is determined to be the one with subsequent variation number 8, then the preceding variation pattern will be determined to be one with preceding variation numbers 6, 9, or 12. As shown in Figure 15(j), if the subsequent variation pattern is determined to be the one with subsequent variation number 12, then the preceding variation pattern will be determined to be one with preceding variation numbers 6, 9, or 12.

[0192] [All variation patterns] Figure 16 is a diagram illustrating an example of all possible variation patterns on the main side. Once the post-variation pattern and pre-variation pattern are determined as explained in Figures 13 to 15, the result will be one of the variation patterns with main variation numbers 1 to 26, as shown in Figure 16.

[0193] Figure 17 is a diagram illustrating an example of the lottery for performance patterns on the sub-system. As shown in Figure 17, the performance control CPU 120 on the sub-system determines the performance pattern by lottery based on the variable pattern command received from the CPU 103 on the main system.

[0194] For example, when the CPU 120 for performance control receives a variation pattern command from CPU 103 corresponding to one of the main variation numbers 7 to 9, it decides to use either the losing pattern of SP first half reach A or the losing pattern of SP first half reach B, which will be described later, from among several types of reach performances. When the CPU 120 for performance control receives a variation pattern command from CPU 103 corresponding to one of the main variation numbers 18 to 20, it decides to use either the winning pattern of SP first half reach A or the winning pattern of SP first half reach B, which will be described later, from among several types of reach performances.

[0195] When the CPU 120 for performance control receives a variation pattern command from CPU 103 corresponding to one of the main variation numbers 10 to 12, it decides to perform either the losing pattern of SP Late-Stage Reach A or the losing pattern of SP Late-Stage Reach B, which will be described later, from among the multiple types of reach performances. When the CPU 120 for performance control receives a variation pattern command from CPU 103 corresponding to one of the main variation numbers 21 to 23, it decides to perform either the winning pattern of SP Late-Stage Reach A or the winning pattern of SP Late-Stage Reach B, which will be described later, from among the multiple types of reach performances.

[0196] <Operation> Next, we will explain the operation (function) of the pachinko game machine 1.

[0197] [Main operations of the main board 11] First, the main operations of the main board 11 will be explained.

[0198] (Special pattern processing) Figure 18 is a flowchart showing an example of the main game control process. When power is supplied to the pachinko machine 1, the game control microcomputer 100 starts up, and the main game control process is executed by the CPU 103.

[0199] In the main game control process shown in Figure 18, the CPU 103 first sets interrupts to disabled (step S1). Next, the CPU 103 performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.

[0200] Next, the CPU 103 determines whether the recovery conditions have been met (step S3). The recovery conditions can be met if the clear signal is in the off state, backup data exists, and the backup RAM is functioning correctly. When power is supplied to the pachinko machine 1, for example, if the clear switch 92 on the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data can be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, the presence or absence of backup data and the presence or absence of data errors are checked or inspected to determine whether the recovery conditions can be met.

[0201] If the recovery conditions are met (Y in step S3), the CPU 103 executes a recovery process (step S4) followed by a setting confirmation process (step S5). The recovery process in step S4 causes the CPU 103 to set the work area based on the contents stored in RAM 102. By setting the work area using the backup data stored in RAM 102, the game state is restored to what it was when the power supply was interrupted. For example, if the special symbols were changing, it is sufficient that the special symbols can be resumed from the state before the interruption.

[0202] If the recovery conditions are not met (N in step S3), the CPU 103 performs an initialization process (step S6) followed by a configuration change process (step S7). The initialization process in step S6 includes a clear process that clears the flags, counters, and buffers stored in RAM 102, and the execution of the clear process sets initial values ​​in the work area.

[0203] In step S5, the setting confirmation process determines whether a predetermined setting confirmation condition has been met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is ON and the setting key 51 is ON. The setting confirmation process in step S5 is executed if the recovery conditions, including the clear signal being OFF, are met in step S3. Therefore, the setting confirmation condition can only be met when the clear signal is OFF, so the clear signal being OFF can also be included as a setting confirmation condition.

[0204] If the setting confirmation conditions are met during the setting confirmation process in step S5, the pachinko machine 1 enters a setting confirmation state where the set values ​​can be checked, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the set values ​​set in the pachinko machine 1 can be checked by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0205] When the pachinko machine 1 is in the setting confirmation state, it may be set to a game stop state, which halts the progress of the game on the pachinko machine 1. When the game stop state is in place, the launching of game balls by operating the ball-shooting handle 30, the detection of game balls by various switches, etc., are stopped, and the display of losing symbols, etc., is stopped, or a display corresponding to a different game stop state than a losing symbol is displayed. When the setting confirmation state ends, the corresponding game stop state should also end.

[0206] In the setting change process of step S7, the CPU 103 determines whether a predetermined setting change condition has been met. The setting change condition is met, for example, when the detection signal from the door open sensor 90 is ON and the setting key 51 is ON when power supply is started. The setting change condition may also include the clear signal being ON.

[0207] If the setting change conditions are met during the setting change process in step S7, the pachinko game machine 1 enters a setting change state where the set value can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time the setting switch 52 is operated, the value displayed on the display monitor 29 is sequentially updated and displayed. Subsequently, based on the fact that the setting key 51 has been turned off by an employee of the game hall, the CPU 103 stores (updates and stores) the set value displayed on the display monitor 29 in the backup area of ​​RAM 102, and turns off the display monitor 29. When the setting change state is to end, a setting change end command is sent from the main board 11 to the performance control board 12.

[0208] When pachinko machine 1 is in the setting change state, it may be put into the game stop state, just as it is in the setting confirmation state. When the setting change state ends, the associated game stop state should also end.

[0209] On the performance control board 12 side, upon receiving a setting confirmation start command or a setting change start command, control may be performed to notify that the setting is being confirmed or changed. For example, the image display device 5 may display a predetermined image, the speakers 8L and 8R may output a predetermined sound, or light-emitting elements such as the game effect lamp 9 may be illuminated in a predetermined manner.

[0210] The clear signal is turned ON, for example, by pressing the clear switch 92 provided on the power supply board 17. Therefore, when power supply is started, if the detection signal from the door open sensor 90 is ON and the setting key 51 is ON, if the clear switch 92 is ON, the initialization process in step S6 and the setting change process in step S7 are executed, and the system can be controlled to the setting change state. If the clear switch 92 is OFF, the recovery process in step S4 and the setting confirmation process in step S5 are executed, and the system can be controlled to the setting confirmation state. When power supply is started, if the detection signal from the door open sensor 90 is OFF, or if the setting key 51 is OFF, if the clear switch 92 is ON, the initialization process in step S6 is executed, but the system is not controlled to the setting change state. If the clear switch 92 is OFF, the recovery process in step S4 is executed, but the system is not controlled to the setting confirmation state.

[0211] After performing a setting confirmation process or a setting change process, the CPU 103 performs a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is triggered periodically at predetermined intervals (for example, 2ms) (step S9), and enables the interrupt (step S10). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (for example, 2ms), and the CPU 103 can periodically execute timer interrupt processing.

[0212] (Timer interrupt processing for game control) Figure 19 is a flowchart showing an example of a timer interrupt process for game control. When the CPU 103, which has executed the main game control process, receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the timer interrupt process for game control shown in the flowchart of Figure 19. When the timer interrupt process for game control shown in Figure 19 is started, the CPU 103 first performs a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start switch 22A, the second start switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, the CPU 103 performs a diagnosis of an abnormality in the pachinko game machine 1 by performing a predetermined main-side error process, and if necessary, can generate a warning based on the diagnosis result (step S22). After this, the CPU 103 performs a predetermined information output process to output data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start-up wins), and probability variation information (information indicating the number of times the game entered a probability variation state), which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0213] Following the information output processing, the CPU 103 performs a game random number update process to update at least a portion of the random numbers used for gameplay on the main board 11 by software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of the jackpot game state, and control of the game state are realized.

[0214] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process for each timer interrupt, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The normal symbol game is executed by driving the normal symbol display unit 9026, and the number of normal symbol reserves is displayed by lighting up the normal symbol memory display unit 9025.

[0215] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.

[0216] (Special pattern processing) Figure 20 is a flowchart showing an example of the special symbol process. The special symbol process is a flowchart showing an example of the process performed in step S25 shown in Figure 19. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).

[0217] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of ​​RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, and the prediction judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 19.

[0218] After executing the start-up prize determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S117), transmission settings are made to send the corresponding performance control command to the performance control board 12.

[0219] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a decision is made on whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" and, if so, the type of jackpot, before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1", and the special symbol normal processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").

[0220] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values ​​compared with the random values ​​are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.

[0221] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several types of variable patterns using random values ​​for variable pattern determination, based on a prior decision result such as whether or not the display result should be "jackpot". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.

[0222] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (such as whether or not there is a reach), and the content of the effects during the variable display of the decorative symbols (such as the type of reach effect), and is also called the variable display pattern.

[0223] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting up the special symbol variation in the special symbol 1 variable display unit 9021 and the special symbol 2 variable display unit 9022, and measuring the elapsed time since the special symbol started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.

[0224] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes stopping the movement of the special symbols in the special symbol 1 variable display unit 9021 and the special symbol 2 variable display unit 9022, and setting the system to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". If the display result is "Miss", the value of the special symbol process flag is updated to "0". If the display result is "Miss", and the game is controlled in a time-saving state or a probability change state, and the end of the number of spins is achieved, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.

[0225] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.

[0226] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.

[0227] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.

[0228] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.

[0229] Pachinko game machine 1 is configured such that the probability of winning a jackpot and the payout rate change according to the set value. For example, in the special symbol normal processing of the special symbol processing, the probability of winning a jackpot and the payout rate change by using a display result judgment table (winning probability) according to the set value. For example, the set value consists of 6 levels from 1 to 6, with 6 having the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, when the set value is 6, it is the most advantageous for the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1 as the value decreases. If the probability of winning a jackpot changes according to the set value, the payout rate may also change according to the set value. The probability of winning a jackpot is constant regardless of the set value, while the number of rounds in the jackpot game state may change according to the set value. Pachinko game machine 1 only needs to be configured so that any of multiple set values ​​with different levels of advantage for the player can be set. The setting values ​​in the pachinko game machine 1 are notified by a setting value specification command being sent from the main board 11 to the performance control board 12.

[0230] The number of settings that can be set for the pachinko game machine 1 may be five or fewer, or seven or more. The smaller the setting value set for the pachinko game machine 1, the more advantageous it may be for the player. The gameplay may also change depending on the setting value set for the pachinko game machine 1. For example, if the setting value for the pachinko game machine 1 is 1, the probability of winning a jackpot in the normal state is 1 / 320, and the gameplay is such that the probability of winning a jackpot loops at a rate of 65% (a so-called probability loop type). If the setting value for the pachinko game machine 1 is 2, the probability of winning a jackpot in the normal state is 1 / 200, and the gameplay after the jackpot ends is controlled to be in a probability state based on the fact that the game balls pass through a predetermined switch inside the special variable prize ball device 7 during the jackpot game, while the gameplay is such that the rate at which the game balls pass through the predetermined switch during the jackpot game differs depending on the variable special symbol (a so-called V probability type). If the setting value for the pachinko game machine 1 is 3, the probability of winning a jackpot is 1 / 320, and the gameplay is such that the gameplay is such that the state of winning a jackpot is controlled based on the fact that the game balls pass through a predetermined switch inside the special variable prize ball device 7 during high base (time reduction control) (a so-called type 1 and type 2 mixed type). If the setting value of the pachinko game machine 1 is one of 1 to 3, the gameplay is the same. However, a setting may be provided in which the probability of winning a jackpot is higher than when the setting value is one of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is lower (for example, when the setting value of the pachinko game machine 1 is one of 4 to 6). When the gameplay is changed according to the setting value, a common switch may be used for different purposes. Specifically, if the setting value is 1 to 3, a predetermined switch provided in the special variable prize ball entry device 7 may be used as a performance switch (a switch for executing a predetermined performance each time a game ball passes through a predetermined area), and if the setting value is 4 to 6, the predetermined switch may be used as a gameplay switch (a switch for controlling the game state to a probability change state or a jackpot game state based on whether a game ball has passed through a predetermined switch).

[0231] The type of jackpot may be determined at different rates depending on the setting value, based on the assignment of judgment values ​​in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The variation pattern may be determined at different rates depending on the setting value, based on the assignment of judgment values ​​in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, and the frequency at which normal reaches and super reaches are executed may suggest the setting value. Alternatively, the execution rate of normal reaches and super reaches may be the same regardless of the setting value. In addition, it may be possible to execute arbitrary setting suggestion effects at different rates depending on the setting value.

[0232] (Start-up prize determination process) Figure 21 is a flowchart of the start-up prize determination process. The CPU 103 executes the start-up prize determination process in S101 of the special symbol process processing shown in Figure 20. In the start-up prize determination process, the CPU 103 first determines whether the first start-up switch 22A is ON or OFF based on a detection signal from the first start-up switch 22A, which is provided corresponding to the first start-up prize opening formed by the prize ball device 6A (step S51). At this time, if the first start-up switch 22A is ON (Y in step S51), the CPU 103 determines whether the first special symbol reserve memory count, which is the number of reserved memories for the special symbol game using the first special symbol, is at a predetermined upper limit value (for example, "4" as the upper limit memory count) (step S52). The CPU 103 only needs to be able to identify the first special symbol reserve memory count by, for example, reading the first reserve memory count value, which is the stored value of the first reserve memory count counter provided in the game control counter setting unit (not shown). If the number of reserved special symbols in step S52 is not the upper limit (N in step S52), then, for example, the value stored in the start port buffer provided in the game control buffer setting unit (not shown) is set to "1" (step S53).

[0233] In step S51, if the first start port switch 22A is off (N in step S51), or in step S52, if the number of reserved first special symbols has reached its upper limit (Y in step S52), the CPU 103 determines whether the second start port switch 22B is on or off based on a detection signal from the second start port switch 22B, which is provided in correspondence with the second start port formed by the variable prize ball device 6B (step S54). In this case, if the second start port switch 22B is on (Y in step S54), the CPU 103 determines whether the number of reserved second special symbols, which is the number of reserved symbols for a special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit of reserved symbols) (step S55). The CPU 103 only needs to be able to identify the number of reserved second special symbols by reading the second reserved symbol count value, which is the value stored in the second reserved symbol count counter provided in a game control counter setting unit (not shown). If the number of reserved second special symbols in step S55 is not the upper limit (N in step S55), then, for example, the value stored in the start port buffer provided in the game control buffer setting unit (not shown) is set to "2" (step S56).

[0234] After either step S53 or step S56 is executed, the number of reserved special symbols, corresponding to the value stored in the start-up buffer, is updated to increment by 1 (step S57). For example, when the start-up buffer value is "1", the first reserved symbol count value is incremented by 1, while when the start-up buffer value is "2", the second reserved symbol count value is incremented by 1. In this way, the first reserved symbol count value is updated to increase by 1 when a game ball passes through (enters) the first start-up entry-level slot and the first start condition corresponding to a special symbol game using the first special symbol is met. The second reserved symbol count value is also updated to increase by 1 when a game ball passes through (enters) the second start-up entry-level slot and the second start condition corresponding to a special symbol game using the second special symbol is met. At this time, the total reserved symbol count is also updated to increment by 1 (step S58). For example, the total reserved symbol count value, which is the value stored in the total reserved symbol counter provided in the game control counter setting unit (not shown), can be updated to increment by 1.

[0235] After executing the process in step S58, the CPU 103 extracts numerical data from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit (not shown) that represent random numbers for determining the type of jackpot (random 1), random numbers for determining the type of jackpot (random 2), and random numbers for determining the variation pattern (random 3, 4) (step S59). The numerical data representing each of these extracted random numbers is stored as hold information at the beginning of an empty entry in the special symbol hold storage unit corresponding to the start gate buffer value (step S60). For example, when the start gate buffer value is "1", numerical data representing random numbers random 1 to random 4 is stored in the first special symbol hold storage unit (not shown), while when the start gate buffer value is "2", numerical data representing random numbers random 1 to random 4 is stored in the second special symbol hold storage unit (not shown).

[0236] The numerical data representing random value Random1 for determining the jackpot and random value Random2 for determining the type of jackpot are used to determine whether the variation display result of special symbols and decorative symbols is a "jackpot," and further, if the variation display result is a "jackpot," to determine the type of jackpot. The random values ​​Random3 and Random4 for determining the variation pattern are used to determine the variation pattern, including the variation display time of special symbols and decorative symbols. By executing the process in step S59, the CPU 103 extracts numerical data representing all of the random values ​​used to determine the variable display pattern, including the variation display result and variation display time of special symbols and decorative symbols.

[0237] Following the processing in step S59, the transmission settings for the start-up prize designation command are configured according to the start-up buffer value (step S60). For example, when the start-up buffer value is "1", the settings for transmitting the first start-up prize designation command to the performance control board 12 are configured by storing the storage address of the first start-up prize designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. Conversely, when the start-up buffer value is "2", the settings for transmitting the second start-up prize designation command to the performance control board 12 are configured by storing the storage address of the second start-up prize designation command table in ROM 101 in the buffer area of ​​the transmission command buffer. The start-up prize designation command thus configured is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing in S27 shown in Figure 19.

[0238] Following the processing in step S60, the CPU 103 stores a random value in a storage area corresponding to the hold memory (step S61). Then, the CPU 103 clears the start port buffer and initializes its stored value to "0" (step S62), and then terminates the start entry determination process. This ensures that even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a valid start entry of a game ball, the processing based on the detection of valid start entries from both can be reliably completed.

[0239] (Special pattern processing as usual) Figure 22 is a flowchart showing an example of normal processing for special symbols. As shown in Figure 22, in normal processing for special symbols, the CPU 103 determines whether or not there is reserved data in the first reserved memory buffer (a memory buffer for storing reserved memory information for the first special symbol) or the second reserved memory buffer (a memory buffer for storing reserved memory information for the second special symbol) (step S1001). If there is no reserved data in either the first reserved memory buffer or the second reserved memory buffer (N in step S1001), it determines whether or not a predetermined period has elapsed since the fluctuation stopped (step S1002). If the predetermined period has not elapsed since the fluctuation stopped (N in step S1002), the normal processing for special symbols ends. On the other hand, if the predetermined period has elapsed since the fluctuation stopped (Y in step S1002), it performs processing to send a customer waiting demo specification command (step S1003) and ends the normal processing for special symbols. When the customer waiting demo specification command is sent, a customer waiting demo specification command sent flag is set to indicate that the customer waiting demo specification command has been sent. Furthermore, if the special symbol normal processing is to be executed after the next timer interrupt following the sending of the customer-waiting demo specification command, the system is controlled not to send the customer-waiting demo specification command again, based on the fact that the customer-waiting demo specification command sent flag is set. This customer-waiting demo specification command sent flag is reset when the next special symbol variation display begins.

[0240] If there is reserved data in the first reserved storage buffer or the second reserved storage buffer (Y in step S1001), the CPU 103 determines whether the first data set in the reserved specific area is data indicating "second" (step S1004). If the first data set in the reserved specific area is not data indicating "second" (i.e., it is data indicating "first") (N in step S1004), the CPU 103 sets the special symbol pointer (a flag indicating whether special symbol processing is being performed for the first special symbol or the second special symbol) with data indicating "first" (step S1005). If the first data set in the reserved specific area is data indicating "second" (Y in step S1004), the CPU 103 sets the special symbol pointer with data indicating "second" (step S1006).

[0241] In this embodiment, the display of the first special symbol and the display of the second special symbol are executed using a common processing routine, depending on whether the special symbol pointer is set to data indicating "first" or data indicating "second". When the special symbol pointer is set to data indicating "first", the display of the first special symbol is performed based on the reserved data stored in the first reserved memory buffer. On the other hand, when the special symbol pointer is set to data indicating "second", the display of the second special symbol is performed based on the reserved data stored in the second reserved memory buffer.

[0242] As a result of the control in steps S1004 to S1006, if at least one data entry for the second reserved memory exists in the second reserved memory buffer, the display of the second special symbol variation based on that data entry for the second reserved memory will be executed in priority over the display of the first special symbol variation based on the data entry for the first reserved memory.

[0243] Next, the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 indicated by the special symbol pointer and stores it in the reserved memory buffer of RAM 102 (step S1007). Specifically, if the special symbol pointer indicates "1st", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 1st reserved memory buffer and stores it in the reserved memory buffer of RAM 102. Also, if the special symbol pointer indicates "2nd", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 2nd reserved memory buffer and stores it in the reserved memory buffer of RAM 102.

[0244] Then, the CPU 103 decrements the count value of the reserved memory counter indicated by the special symbol pointer by 1 and shifts the contents of each storage area (step S1008). Specifically, if the special symbol pointer indicates "1st", the CPU 103 decrements the count value of the 1st reserved memory counter by 1 and shifts the contents of each storage area in the 1st reserved memory buffer. If the special symbol pointer indicates "2nd", the CPU 103 decrements the count value of the 2nd reserved memory counter by 1 and shifts the contents of each storage area in the 2nd reserved memory buffer.

[0245] In other words, when the special symbol pointer indicates "1st", the CPU 103 stores each random value stored in the storage area corresponding to the 1st reserved memory number = n (n=2,3,4) in the first reserved memory buffer of RAM 102 into the storage area corresponding to the 1st reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random value stored in the storage area corresponding to the 2nd reserved memory number = n (n=2,3,4) in the second reserved memory buffer of RAM 102 into the storage area corresponding to the 2nd reserved memory number = n-1.

[0246] Therefore, the order in which each random number stored in the respective storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted always matches the order of first reserved memory number (or second reserved memory number) = 1, 2, 3, 4.

[0247] Next, CPU 103 sends a command to the performance control CPU 120 specifying the number of reserved memories indicated by the special symbol pointer, based on the value of the reserved memory counter indicated by the special symbol pointer after subtraction (step S1009). In this case, if the special symbol pointer is set to a value indicating "1st", CPU 103 sends the 1st reserved memory specification command. If the special symbol pointer is set to a value indicating "2nd", CPU 103 sends the 2nd reserved memory specification command.

[0248] Next, the CPU 103 sends a background specification command (step S1010), reads a random R (random number for jackpot determination) from the hold memory buffer, and executes the jackpot determination module (step S1011). In this case, the CPU 103 reads the random number for jackpot determination that was extracted in the start prize entry determination process and stored in the first hold memory buffer and the second hold memory buffer in advance, and performs the jackpot determination. The jackpot determination module is a program that compares a predetermined jackpot determination value (see Figure 8) with the random number for jackpot determination, and executes a process that determines that it is a jackpot if they match. In other words, it is a program that executes the jackpot determination process.

[0249] In the jackpot determination process, the probability of hitting a jackpot is higher when the game state is in a probability variation state (high probability state) than when the game state is in a non-probability variation state (normal game state and time-saving state). Specifically, there is a probability variation jackpot determination table (the table with the values ​​set in the lower column of Figure 9(a)) in which a large number of jackpot determination values ​​are set in advance, and a normal state jackpot determination table (the table with the values ​​set in the upper column of Figure 9(a)) in which the number of jackpot determination values ​​is set to be less than that of the probability variation jackpot determination table. The CPU 103 then checks whether the game state is in a probability variation state or not, and if the game state is in a probability variation state, it uses the probability variation jackpot determination table to determine if a jackpot is hit, and if the game state is in a normal state or time-saving state, it uses the normal state jackpot determination table to determine if a jackpot is hit. In other words, the CPU 103 determines that a jackpot has been awarded for the special symbols if the value of the random number for jackpot determination (random 1) matches one of the jackpot determination values ​​shown in Figure 9(a). If it is determined that a jackpot has been awarded (Y in step S1011), the game proceeds to step S1012. The decision to award a jackpot or not means deciding whether or not to proceed to the jackpot game state, but it also means deciding whether or not to award a jackpot to the stopped symbols in the special symbols.

[0250] To determine whether the current game state is a probability variation state, checks are made by whether the probability variation flag is set. The probability variation flag is set when the game state transitions to a probability variation state and is reset when the probability variation state ends. Specifically, the probability variation flag is set during the process of ending a jackpot game, and is then reset when the special symbol variation display ends and the stop symbol is displayed, whichever condition is met first: either a predetermined number of variation displays (for example, 100 times) have been performed, or the next jackpot has been determined.

[0251] If the value of the random number used for determining the jackpot (random 1) does not match any of the jackpot determination values ​​(N in step S1011), the process proceeds to step S1015, which will be described later.

[0252] In step S1011, if the value of the random number for determining the jackpot (random 1) matches any of the jackpot determination values, the CPU 103 sets a jackpot flag to indicate that it is a jackpot (step S1012). The jackpot flag is reset when the jackpot game ends. Then, to determine which of several types of jackpots it is, the CPU 103 selects either the first special symbol jackpot type determination table in Figure 9(b) or the second special symbol jackpot type determination table in Figure 9(c). Specifically, if the special symbol pointer indicates "first", the CPU 103 selects the first special symbol jackpot type determination table shown in Figure 9(b). If the special symbol pointer indicates "second", the CPU 103 selects the second special symbol jackpot type determination table in Figure 9(c). Then, the CPU 103 reads the random numbers for determining the type of jackpot that were extracted in the start-up prize determination process and stored in the first and second reserve memory buffers, and uses the selected jackpot type determination table to determine the jackpot type and jackpot symbols corresponding to the value that matches the value of the random number for determining the type of jackpot (random 2) stored in the reserve memory buffer (step S1013).

[0253] Furthermore, the CPU 103 sets the determined jackpot type data in the jackpot type buffer in RAM 102 (step S1014).

[0254] Next, the CPU 103 sets the stop symbol for the special symbols (step S1015). Specifically, if the jackpot flag is not set, the symbol "-", which is a losing symbol, is set as the stop symbol for the special symbols. If the jackpot flag is set, the jackpot symbol determined in step S1014 is set as the stop symbol for the special symbols according to the result of determining the type of jackpot.

[0255] Then, CPU 103 sends a display result specification command (step S1016) and updates the value of the special pattern process flag to a value corresponding to the variable pattern setting process (step S111) (step S1017).

[0256] (Setting the variation pattern) Figure 23 is a flowchart showing an example of the variation pattern setting process. As shown in Figure 23, in the variation pattern setting process, the CPU 103 determines the subsequent variation pattern based on random 3 and 4, depending on the number of reserved memories and whether or not there is a jackpot (step S1101). Specifically, in the case of a miss, the CPU 103 selects the subsequent variation pattern determination table shown in Figure 13 according to the number of reserved memories, and determines the subsequent variation pattern based on the selected subsequent variation pattern determination table and the value of random 3. In the case of a jackpot, the CPU 103 selects the subsequent variation pattern determination table shown in Figure 14 according to the type of jackpot, and determines the subsequent variation pattern based on the selected subsequent variation pattern determination table and the value of random 4.

[0257] Next, the CPU 103 determines the previous variation pattern based on Random 5 (step S1102). Specifically, the CPU 103 selects a previous variation pattern determination table shown in Figure 15 according to the variation pattern determined in S1102, and determines the previous variation pattern based on the selected previous variation pattern determination table and the value of Random 5.

[0258] Next, CPU 103 performs control to send a variation pattern command corresponding to the determined variation pattern (previous variation pattern and subsequent variation pattern) to the performance control CPU 120 (step S1103).

[0259] Next, the CPU 103 sets a value in the variable time timer formed in the RAM 102 corresponding to the variable time corresponding to the selected variable pattern (step S1104). Then, the CPU 103 controls the transmission of a symbol variation specification command to the performance control CPU 120 (step S1105), and updates the value of the special symbol process flag to a value corresponding to the special symbol variation processing (step S112) (step S1106).

[0260] (Special symbol variation processing) Figure 24 is a flowchart showing an example of special symbol variation processing. As shown in Figure 24, in special symbol variation processing, CPU 103 decrements the variation time timer by 1 (step S1201), and if the variation time timer times out (Y in step S1202), it updates the value of the special symbol process flag to a value corresponding to the special symbol stop processing (step S113) (step S1203). If the variation time timer has not timed out (N in step S1202), the process ends.

[0261] (Special symbol stop processing) Figure 25 is a flowchart showing an example of the special symbol stop process. As shown in Figure 25, in the special symbol stop process, the CPU 103 sets an termination flag to end the display of the special symbol's variation and controls the display of the stopped symbol on the special symbol 1 variable display unit 9021 or the special symbol 2 variable display unit 9022 (step S1301). If the special symbol pointer is set to data indicating "1st", the variation of the first special symbol on the special symbol 1 variable display unit 9021 is terminated, and if the special symbol pointer is set to data indicating "2nd", the variation of the second special symbol on the special symbol 2 variable display unit 9022 is terminated. Next, the CPU 103 sets a symbol confirmation command on the performance control CPU 120 (step S1302). This sends the symbol confirmation command to the performance control CPU 120. Next, the CPU 103 determines whether or not the jackpot flag is set (step S1303). If the jackpot flag is not set (N in step S1303), the process proceeds to step S1309.

[0262] If the jackpot flag is set (Y in step S1303), CPU 103 resets the probability variation flag and the time reduction flag (step S1304). Next, it sends a jackpot start designation command and a right-hand play indicator light-up command to the performance control CPU 120 (step S1305).

[0263] Furthermore, by referring to the opening pattern data stored in ROM101, data indicating the opening patterns for the regular large prize slot and the V large prize slot, such as the number of times they are opened (for example, 5 or 10 times), the opening time (for example, 29 seconds), and the interval time between rounds (for example, 0.5 seconds), is set in a predetermined memory area (step S1306). For example, in the case of a 3R regular jackpot, an opening pattern in which the regular large prize slot is opened in all of rounds 1 to 3 is stored in a predetermined memory area provided in RAM102. In the case of a 5R probability variation jackpot, an opening pattern in which the regular large prize slot is opened in rounds 1 to 3 and round 5, and the V large prize slot is opened in round 4 is stored in a predetermined memory area provided in RAM102. Also, in the case of a 10R probability variation jackpot, an opening pattern in which the regular large prize slot is opened in rounds 1 to 8 and round 10, and the V large prize slot is opened in round 9 is stored in a predetermined memory area provided in RAM102. The data for the number of times the device has been opened (e.g., 5 or 10 times) is set in the opening count counter used to track the number of times it has been opened.

[0264] Furthermore, a value corresponding to the fanfare time (the time during which the occurrence of a jackpot is announced, for example, on the image display device 5) is set in the jackpot opening control timer (step S1307). Subsequently, in the jackpot opening pre-processing, the jackpot opening control timer is decremented by 1 until it reaches 0, at which point the jackpot opening is opened and the round begins. Then, the value of the special symbol process flag is updated to a value corresponding to the jackpot opening pre-processing (step S114) (step S1308), and the process ends.

[0265] If it is determined in step S1303 that the jackpot flag is not set (N in step S1304), the CPU 103 determines whether or not the time-saving flag, which indicates that the game is in a time-saving state, is set (step S1309). If the time-saving flag is not set (N in step S1309), the process proceeds to step S1316. If the time-saving flag is set (Y in step S1309), the counter value of the time-saving count counter, which indicates the remaining number of spins in the time-saving state, is deducted by 1 (step S1310). Next, the CPU 103 checks whether the value of the time-saving count counter has become 0 (step S1311). If the value of the time-saving count counter has become 0 (Y in step S1311), the CPU 103 determines that the duration of the time-saving state has ended and resets the time-saving flag (step S1312). As a result, when a specific number of spins (100 spins) result in a losing display in the time-saving state, the game state transitions from the time-saving state to the non-time-saving state. If the value of the time-saving counter in step S1311 is not 0 (N in step S1311), the process proceeds to step S1316.

[0266] After step S1312, it is determined whether or not the probability variation flag, which indicates that the game is in a probability variation state, is set (step S1313). If the probability variation flag is set (Y in step S1313), the probability variation flag is reset (step S1314). Next, CPU 103 sends a command to the performance control CPU 120 to specify the normal state, depending on whether the game state has transitioned from the time-saving state to the normal state (low probability / low base state) (step S1315), and proceeds to step S1316. If the probability variation flag is not set in step S1313 (N in step S1313), the process in step S1314 is skipped, and the process proceeds to step S1315. Then, the value of the special symbol process flag is updated to the value corresponding to the special symbol normal processing (step S110) (step S1316), and the process ends.

[0267] (Pre-bonus processing) Figure 26 is a flowchart showing an example of pre-jackpot opening processing. As shown in Figure 26, in pre-jackpot opening processing, the CPU 103 subtracts 1 (updates) the value of the jackpot opening control timer (step S1401). Then, it determines whether the value of the jackpot opening control timer is 0 or not (step S1402), and if the value of the jackpot opening control timer is not 0 (N in step S1402), the process ends.

[0268] If the value of the big prize slot control timer is 0 (Y in step S1402), a command to specify that the big prize slot is open is sent to the performance control CPU 120 (step S1403). Then, the solenoid 82 is driven according to the opening pattern to open the normal big prize slot (step S1404). As a result, the normal big prize slot is opened in the first round.

[0269] Next, the CPU 103 sets the big prize opening time (for example, 29 seconds) in the big prize opening control timer based on the opening pattern data (for example, the data stored in the RAM 102 by step S1306) (step S1405), which corresponds to the maximum time the big prize opening can be opened (big prize opening time). Then, it updates the value of the special symbol process flag to a value corresponding to the big prize opening processing (step S115) (step S1406), and terminates the process.

[0270] (Processing during jackpot release) Figure 27 is a flowchart showing an example of the processing during jackpot opening. As shown in Figure 27, during jackpot opening processing, the CPU 103 subtracts 1 (updates) the value of the jackpot opening control timer (step S1501).

[0271] Next, CPU 103 checks whether the value of the big prize slot control timer has become 0 (step S1502). If the value of the big prize slot control timer is 0 (Y in step S1502), the process proceeds to step S1511. If the value of the big prize slot control timer is not 0 (N in step S1502), it is determined whether the normal big prize slot or the V big prize slot is open (step S1503). Whether the normal big prize slot or the V big prize slot is open can be determined by the value of the opening count counter.

[0272] If it is determined in step S1503 that the regular large prize slot or the V large prize slot is not open (N in step S1503), the process is terminated.

[0273] If the regular large prize slot or the V large prize slot is open (Y in step S1503), it is determined whether the count switch 23 or the V prize switch 24 is on (step S1504). If neither the count switch 23 nor the V prize switch 24 is on (N in step S1504), the process ends. On the other hand, if either the count switch 23 or the V prize switch 24 is on (Y in step S1504), the prize count counter is incremented by 1 (updated) (step S1505).

[0274] Next, it is determined whether the probability variation determination flag is set (step S1506). The probability variation determination flag is set when it is determined that the game will be controlled to a probability variation state when a V-win occurs. If the probability variation determination flag is set (Y in step S1506), the process proceeds to step S1510. On the other hand, if the probability variation determination flag is not set (N in step S1506), it is determined whether the V-win switch 24 is turned on (step S1507). If the V-win switch 24 is not turned on (N in step S1507), the process proceeds to step S1510. On the other hand, if the V-win switch is turned on (Y in step S1507), the probability variation determination flag is set (step S1508), a probability variation determination device pass designation command is sent (step S1509), and the process proceeds to step S1510.

[0275] The CPU 103 then determines whether the value of the winning count counter is a predetermined number (for example, 10) (step S1510). If the value of the winning count counter is not a predetermined number (N in step S1510), the process terminates.

[0276] When the value of the winning count counter reaches a predetermined number (Y in step S1510), the CPU 103 performs either control to close the normal large winning slot by driving the solenoid 82, or control to close the V large winning slot by driving the solenoid 83 (step S1511). Next, the CPU 103 performs a process to clear (set to 0) the value of the winning count counter (step S1512). Next, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the post-jackpot opening process (step S116) (step S1513), and terminates the process.

[0277] (Post-jackpot processing) Figure 28 is a flowchart showing an example of post-jackpot opening processing. As shown in Figure 28, in post-jackpot opening processing, the CPU 103 determines whether the value of the opening count counter is 0 or not (step S1601).

[0278] If the value of the opening count counter is 0 (Y in step S1601), a command to specify the end of the jackpot is sent to the performance control CPU 120 (step S1602), a value corresponding to the jackpot end time (the time at which the end of the jackpot game is announced, for example, on the image display device 5) is set in the jackpot entry control timer (step S1603), the value of the special symbol process flag is updated to a value corresponding to the jackpot end processing (step S117) (step S1604), and the process ends.

[0279] In step S1601, if the value of the opening count counter is not 0 (N in step S1601), a command to specify the opening of the big prize slot is sent to the performance control CPU 120 (step S1605), and a value corresponding to the interval time from the end of one round to the start of the next round is set in the big prize slot control timer (step S1606).

[0280] Next, the CPU 103 determines whether the next round is a V-opening round, that is, before the round in which the V-prize winning slot opens (also called the V-opening round) (step S1607). If it is not before a V-opening round (N in step S1607), it drives the solenoid 82 to open the regular prize winning slot (step S1608). On the other hand, if it is before a V-opening round (Y in step S1607), it drives the solenoid 83 to open the V-prize winning slot (step S1609).

[0281] After step S1608 or step S1609, CPU 103 sends a command to the performance control CPU 120 to specify that the big prize slot is open (step S1610). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the big prize opening process (step S115) (step S1611), and terminates the process.

[0282] (Big win termination process) Figure 29 is a flowchart of an example of the jackpot termination process. As shown in Figure 29, in the jackpot termination process, the CPU 103 decrements the value of the jackpot entry control timer, which has a set jackpot termination time, by 1 (step S1701). Then, the CPU 103 determines whether the value of the jackpot entry control timer is 0 or not (whether the jackpot termination time has elapsed or not) (step S1702). If the value of the jackpot entry control timer is not 0 (N in step S1702), the process is terminated. If the value of the jackpot entry control timer is 0 (Y in step S1702), the jackpot flag is reset (step S1703).

[0283] Next, CPU 103 determines whether the probability variation determination flag, which is set when the ball passes through the V-winning area, is set (step S1704). If the probability variation determination flag is not set (N in step S1704), the process proceeds to step S1705. If the probability variation determination flag is set in step S1704 (Y in step S1704), the probability variation flag indicating that the game is in a probability variation state is set (step S1707). Next, a probability variation state specification command is sent to the performance control CPU 120 (step S1708), the probability variation determination flag is reset (step S1709), and the process proceeds to step S1710.

[0284] In step S1710, a time-saving flag is set to indicate that the time-saving state is active (step S1710), and the time-saving count counter is set to 100 (step S1711). Then, the process proceeds to step S1712.

[0285] On the other hand, if the probability change determination flag is not set in step S1704 (N in step S1704), then in step S1705, the time-saving flag indicating that the time-saving state is active is set (step S1705), the time-saving count counter is set to 100 (step S1706), and the process proceeds to step S1712.

[0286] In step S1712, a time-saving state specification command is sent to the performance control CPU 120 (step S1712). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal processing (step S110) (step S1713), and terminates the process. The performance control CPU 120 can recognize whether the game is in a probability variation state, time-saving state, or normal state based on the probability variation state specification command sent from CPU 103.

[0287] [Main operations of the performance control board 12] Next, the main operations of the performance control board 12 will be explained.

[0288] (Main processing for controlling the visual effects) On the performance control board 12, when it receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the performance control main processing as shown in the flowchart of Figure 30. Figure 30 is a flowchart of an example of the performance control main processing. When the performance control main processing shown in Figure 30 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes initial operation control processing (step S72). In the initial operation control processing, controls are executed to perform the initial operation of the movable body 32, such as controls to drive the movable body 32 back to its initial position and controls to perform predetermined operation checks.

[0289] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (for example, 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (N in step S73), the process in step S73 is repeatedly executed and the system waits.

[0290] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to emit an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.

[0291] If the timer interrupt flag is on in step S73 (Y in step S73), the timer interrupt flag is cleared to the off state (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of ​​RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0292] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of ​​the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.

[0293] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.

[0294] (Performance control process processing) Figure 31 is a flowchart showing an example of the performance control process. The performance control process is the process executed in step S76 of Figure 30. In the performance control process shown in Figure 31, the performance control CPU 120 first executes the pre-read notification setting process (step S161). In the pre-read notification setting process, for example, judgments, decisions, and settings are made to execute the pre-read notification performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, processing is performed to display the hold display based on the number of hold memories specified from the performance control command.

[0295] After executing the process in step S161, the CPU 120 for performance control selects and executes one of the following processes in steps S170 to S175, depending on the value of the performance process flag provided in RAM 122, for example.

[0296] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.

[0297] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0298] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output sound and sound effects from speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (lamp control data) to the LED driver, and performs various effect controls during the variable display of decorative symbols. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 specifying that the confirmed decorative symbols should be stopped displaying. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.

[0299] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a jackpot game state. If it receives a performance control command that specifies the start of a jackpot game state, and that command specifies the start of a jackpot game state, it updates the value of the performance process flag to "4". If it does not receive a command that specifies the start of a jackpot game state and the waiting time for such a command has elapsed, it determines that the display result in the special feature game was "miss" and updates the value of the performance process flag to its initial value of "0". After updating the value of the performance process flag, the special feature win waiting process ends.

[0300] The jackpot animation processing in step S174 is executed when the value of the animation process flag is "4". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, for example, in response to receiving a command from the main board 11 to terminate the jackpot game state, the value of the animation process flag is updated to "5", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.

[0301] The ending sequence processing in step S175 is executed when the value of the sequence process flag is "5". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to events such as the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.

[0302] (Variable display start setting process) Figure 32 is a flowchart showing an example of the variable display start setting process. As shown in Figure 32, the performance control CPU 120 checks whether the result of the variable display has been determined to be a miss (step S7101). If it has been determined to be a miss, the performance control CPU 120 checks whether it has received a command corresponding to a non-reach variation pattern as a variation pattern command (step S7103).

[0303] If the CPU 120 for performance control determines that it has received a command corresponding to a non-reach variation pattern, it uses the data table for determining losing symbols to determine the display result of a non-reach loss as the final stop of the performance symbols (step S7105), and proceeds to step S7106.

[0304] If the process in step S7103 determines that it is not a non-reach variation pattern (i.e., it is determined to be a reach variation pattern), the stopping symbols of the performance symbols that constitute the combination of reach symbols are determined (step S7104), and the process proceeds to step S7106.

[0305] Furthermore, if it is not determined to be a miss in step S7101 (i.e., it is determined to be a jackpot), the performance control CPU 101 determines the stopping symbols of the performance symbols that constitute the combination of jackpot symbols according to the type of jackpot (step S7102), and proceeds to step S7106.

[0306] Next, the system performs an effects setting process (step S7106) to set various effects for the variable display, and then proceeds to step S7107. For example, in the effects setting process of step S7106, the effects control CPU 101 decides whether or not to execute an effect that suggests a jackpot (to hype whether or not it is a jackpot). Specifically, the effects control CPU 101 decides whether or not to execute the cut-in effect shown in Figure 128(r41), which will be described later, as an effect that suggests a jackpot (to hype whether or not it is a jackpot). In this embodiment, the effects control CPU 101 determines whether or not it will develop into a final reach based on the variable pattern specified by the variable pattern command, and if it develops into a final reach, it determines whether or not it is a jackpot based on the variable pattern, and based on the result of determining whether or not it is a jackpot, it decides whether or not to execute a cut-in effect, and if so, the type of cut-in effect (red cut-in effect, green cut-in effect). If the effects control CPU 101 executes a cut-in effect, it sets the information for executing the cut-in effect in the effects setting process.

[0307] In step S7107, a production control pattern is determined to be any one of a plurality of types of production control patterns. In step S7107, according to the variation pattern specified by the variation pattern command and various production control (production operation) patterns specified by the production control pattern of the production determined in the process of step S7106, among the plurality of types of symbol variation control patterns stored in the symbol variation control pattern table, any production control pattern corresponding to the specified various production operation patterns is selected and determined as the usage pattern.

[0308] In the control pattern table stored in ROM121, for example, data indicating the control contents of various production operations such as the variation display operation of the production symbol in the display area of the image display device 5 during the period from the start of the variation of the production symbol to the stop display of the final stop symbol, the production display operation in the reach production, the production display operation by the pseudo-consecutive production, and the production display operation in the preview production are stored as a plurality of types of symbol variation control patterns.

[0309] Also, each symbol variation control pattern includes control data for controlling various production operations according to the variation display of the production symbol, such as, for example, production control process timer setting values, production control process timer determination values, production display control data, audio control data, luminance data, and end codes, and the contents of various production controls and the switching timing of production controls are set in time series.

[0310] Next, a process table corresponding to the production control pattern is selected (step S7108). Then, the process timer (production setting process timer) in the process data of the selected process table is started (step S7109).

[0311] After the processing in step S7109 is completed, control of the performance device (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) is started according to the contents of the process data (display control execution data, brightness data, sound number data) (step S7110). For example, according to the display control execution data, a command is output to the image display device 5 to display an image (including a performance pattern) corresponding to the variation pattern. Also, a control signal (lamp control data) is output to the LED driver to control the on / off of light-emitting elements such as various LEDs. In addition, a control signal (sound number data) is output to the sound control board 13 to enable sound output from speakers 8L, 8R.

[0312] Then, the variable display time timer is set to a value corresponding to the variable time specified by the variable pattern command (step S7111), the value of the performance control process flag is set to a value corresponding to the performance processing during variable display (step S172) (step S7112), and the variable display start setting process is completed.

[0313] <Details of the game's progression> In the pachinko game machine 1 configured as described above, the game proceeds as follows. In the pachinko game machine 1, the player first shoots the game ball with their left hand towards the first downward path that passes through the left side of the game area. When the shot game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game begins. As a result of the first special symbol game, if the special symbol 1 variable display unit 9021 displays a winning symbol, a jackpot occurs.

[0314] As mentioned above, the types of jackpots in the first special feature game include regular jackpots 1 and 2, and probability variation jackpots 1 to 4. When a jackpot occurs, a fanfare is played, and a right-hand shooting promotion is performed to encourage the player to shoot to the right. The right-hand shooting promotion is performed by displaying text (for example, "shoot to the right") and a graphic (for example, an arrow pointing to the right, which is the direction of the second downward path) on the screen of the image display device 5, and also by lighting up lighting means such as LEDs in the right-hand shooting display section 9030 of the special feature LED board 9020 and the right-hand shooting display section 9055 of the fourth symbol unit 9050 to encourage right-hand shooting. As a result, the player will shoot to the right from that point onward.

[0315] During a round in a jackpot state, the large prize slot will open a predetermined number of times (for example, 3 times for a 3R regular jackpot, and 10 times for a 10R probability-changing jackpot). The opening of the large prize slot will continue until either a predetermined period of time (for example, 29 seconds) has elapsed, or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 10 balls), whichever comes first.

[0316] After the ending sequence following a big win, the game state is controlled to a time-saving state for a predetermined number of spins (for example, 100 spins). Furthermore, if a V-win occurs during a big win round, the game state is controlled to a probability-increasing state for a predetermined number of spins (for example, 100 spins) while the game is controlled to the time-saving state.

[0317] Even during the probability variation state or time reduction state after a big win round, the right-hand shooting promotion effects continue to be executed by the image display device 5, the right-hand shooting display unit 9030, and the right-hand shooting display unit 9055. Therefore, after the first big win (also called the initial win) occurs, and even during the time reduction state after the big win round ends, the player is always encouraged to shoot to the right by the right-hand shooting promotion effects.

[0318] In the time-saving state, control is implemented to shorten the average special symbol variation time (the period during which the special symbol is varied) compared to the normal state, as well as to shorten the average regular symbol variation time (the period during which the regular symbol is varied) compared to the normal state, and furthermore, control is implemented to improve the probability of getting a "regular symbol win" in the regular symbol game compared to the normal state. In addition, in the time-saving state, electric tuner support control may be implemented to increase the frequency with which the variable prize ball device 6B that forms the second starting prize opening is open, thereby increasing the frequency with which game balls enter the second starting prize opening and making it easier to win prizes in the second starting prize opening (higher entry, higher frequency).

[0319] During the time-saving state after a big win round, the second special feature game begins when the launched game ball enters the second starting prize entry point formed in the variable prize ball entry device 6B. If, as a result of the second special feature game, the special feature 2 variable display unit 9022 displays a big win symbol, a big win (also called a consecutive win) occurs.

[0320] As mentioned above, the types of big wins in the second special feature game are probability variation big wins 5 to 9. When a big win occurs, a fanfare effect is played. The right-hand play promotion effects by the image display device 5, the right-hand play display unit 9030, and the right-hand play display unit 9055 continue from the time of the first big win.

[0321] During a round in a jackpot state, the large prize slot will open a predetermined number of times (for example, 10 times). Each opening of the large prize slot will continue until either a predetermined period of time (for example, 29 seconds) has elapsed, or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 10 balls), whichever comes first.

[0322] Then, once the ending sequence after a big win has finished, the game state is controlled to a time-saving state and a probability-increasing state (high probability, high base state) for a predetermined number of spins (for example, 100 spins), just like during the initial win. Even in the probability-increasing state after a big win round in a series of wins, the image display device 5, the right-hand shooting display unit 9030, and the right-hand shooting display unit 9055 continue to execute the right-hand shooting promotion sequence. As a result, after an initial win, even when a series of wins occur in the probability-increasing state or time-saving state after a big win round, the player is always encouraged to shoot to the right by the right-hand shooting promotion sequence, even in the probability-increasing state or time-saving state after the big win round of that series of wins has finished.

[0323] If the probability variation state or time reduction state ends without a jackpot occurring after the initial jackpot round ends, or after the probability variation state or time reduction state ends after the consecutive jackpot round ends, the game state is controlled to the normal state (low probability, low base state), and the right-hand shooting promotion effects by the image display device 5, the right-hand shooting display unit 9030, and the right-hand shooting display unit 9055 also end. As a result, the player will once again shoot the game balls with the left hand towards the first downward path that passes through the left side of the game area.

[0324] <Flow of the performance> Next, the sequence of effects performed in the pachinko game machine 1 will be explained. Figure 33 is a diagram illustrating the sequence of effects. In the pachinko game machine 1, a notification effect is performed between the start of the variation display and the stop of the variation display. The notification effect is an effect that informs the player whether or not the variation of the special symbols or decorative symbols will stop in a manner indicating a jackpot, that is, whether or not it will be controlled to a jackpot game state. The notification effect is made up of multiple effect parts, and in this embodiment, it includes a start part, a build-up part, a win epilogue part, a loss epilogue part, a mechanism operation part, a rescue win part, a re-draw part, and a fanfare part. After the re-draw part, there is a fanfare part that is performed until the transition to the jackpot game state. The build-up part is also called the introduction part. The win epilogue part and the loss epilogue part are collectively called the epilogue part.

[0325] [Starting part] The opening part is the section in which the effects corresponding to the previous variation pattern are executed. The opening part also indicates the period from when the variation starts, when pseudo-consecutive wins or normal reaches are performed, until when the special reach begins. Note that the opening part also includes variations that do not result in a reach.

[0326] [Hype-up part (introduction part)] The build-up part (introduction part) includes the period from the start of the SP Reach (also called Super Reach) (the timing of the SP Reach title display) until the point where it branches into a win or a loss. The build-up part is the part that builds anticipation for whether the execution will result in a win or a loss. The build-up part includes parts corresponding to SP First Half Reach A and SP First Half Reach B, which are executed after the start part, and parts corresponding to either SP Second Half Reach A, SP Second Half Reach B, or SP Final Reach, which develop from the SP First Half Reach. Note that SP First Half Reach A and SP First Half Reach B are sometimes collectively referred to as SP First Half, and SP Second Half Reach A, SP Second Half Reach B, and SP Final Reach are sometimes collectively referred to as SP Second Half.

[0327] [Epilogue Part] The epilogue part includes a winning epilogue part that announces a winning result after each build-up part, and a losing epilogue part that announces a losing result. In the winning epilogue part, at least the final part of the epilogue part is performed with a story development that announces that the revolving symbols will result in a winning display and the game will be controlled to a winning state. In the losing epilogue part, at least the final part of the epilogue part is performed with a story development that announces that the revolving symbols will result in a losing display and will not be controlled to a winning state.

[0328] Furthermore, in the epilogue part, notification of a jackpot result is sometimes given by the movement of a mechanical device when the win / loss notification is made after the introduction part, as in the final reach described later, and sometimes given by the story development on the LCD (image display device 5) without using a mechanical device, as in the SP reaches other than the final reach. The winning epilogue part that is announced by the movement of a mechanical device is also called the win / loss notification part. Specifically, in the SP first half reaches A and B and SP second half reaches A and B, in the epilogue part executed after the introduction part, if a jackpot occurs, the above-mentioned winning epilogue part will announce that the game will be controlled to a jackpot state as the conclusion of the story presentation using the LCD, and if a jackpot does not occur, the losing epilogue part will announce that the game will not be controlled to a jackpot state as the conclusion of the story presentation using the LCD. The initial story development in the story presentation may also suggest whether or not it is a win. On the other hand, in the final reach, the epilogue part, which is executed after the introduction part, first has a win / fail notification part (mechanism operation part) where the mechanism operates and it branches whether or not the game is controlled to a jackpot state. After that, if a jackpot occurs, the aforementioned win epilogue part announces that the game is controlled to a jackpot state as the conclusion of the story presentation using the LCD screen, and if a jackpot does not occur, the loss epilogue part announces that the game is not controlled to a jackpot state as the conclusion of the story presentation using the LCD screen. Thus, the win epilogue part in the final reach includes the win / fail notification part and the win epilogue part or loss epilogue part that follows.

[0329] Additionally, in response to SP First Half Reach A, the winning epilogue part and the losing epilogue part of SP First Half Reach A are executed. In response to SP First Half Reach B, the winning epilogue part and the losing epilogue part of SP First Half Reach B are executed. In response to SP Second Half Reach A, the winning epilogue part and the losing epilogue part of SP Second Half Reach A are executed. In response to SP Second Half Reach B, the winning epilogue part and the losing epilogue part of SP Second Half Reach B are executed. In response to SP Final Reach, the winning epilogue part and the losing epilogue part of SP Final Reach are executed.

[0330] [Mechanical device operation part] The mechanism operation part is the part that corresponds to the period when the SP develops to the second half, in which an effect is executed to show that the SP is developing from the first half to the second half by operating the movable body 32. The mechanism operation part is executed after the build-up part of SP first half reach A or the build-up part of SP first half reach B. After the mechanism operation part, one of the build-up parts for SP second half reach A, SP second half reach B, or SP final reach is executed.

[0331] [Rescue Part] The rescue win part is a segment in which a rescue win animation is performed that initially appears to be a miss, but then suggests that it is actually a big win. The rescue win part can develop from either the miss epilogue part of SP Late Reach A, the miss epilogue part of SP Late Reach B, or the miss epilogue part of SP Final Reach.

[0332] [Re-draw part] The re-draw part is executed after the winning epilogue part where the jackpot display result is shown. Specifically, the re-draw sequence is executed after the winning epilogue part of SP first half reach A, the winning epilogue part of SP first half reach B, the winning epilogue part of SP second half reach A, the winning epilogue part of SP second half reach B, the winning epilogue part of SP final reach, and the rescue jackpot part. In this embodiment, the re-draw part is always executed after each jackpot part (winning epilogue part, rescue jackpot part), but there may be cases where the re-draw sequence is not executed. For example, the re-draw part may not be executed after the rescue part, or after the winning epilogue part, or the re-draw part may not be executed if a probability variation symbol (an odd-numbered symbol indicating a probability variation) is derived as the jackpot display result.

[0333] [Relationship before and after the decision on whether to approve or reject] Next, we will explain an example of dividing a series of sequences at the timing before and after the win / loss decision. Figure 34 is a diagram illustrating the relationship before and after the win / loss decision, the SP first half reach A jackpot, and the SP final reach jackpot. Here, the win / loss decision refers to the sequence that shows the branching point at the final stage of the build-up part, where the result will be either a jackpot or a loss. As shown in Figure 34(A), the series of sequences can be divided into parts that are executed before and after the win / loss decision, from the start to the stop of the spin. The part before the win / loss decision includes the start part and the build-up part. The part after the win / loss decision includes the epilogue part (win, loss), the rescue win part, and the re-draw part.

[0334] Thus, the sequence of events from the start to the stop of the reel spin consists of multiple parts. It is also possible to divide the period from the start to the stop of the reel spin into before and after the start of the SP reach (after the reel spin). In this case, the period before the start of the SP reach corresponds to the reel spin pattern of the preceding reel spin, and the period after the start of the SP reach corresponds to the reel spin pattern of the following reel spin.

[0335] Next, using Figure 34(B), we will explain the variation pattern of main variation number 20, which is the variation pattern for the SP first half reach A jackpot. In the variation pattern for the SP first half reach A jackpot, the period from the start of the variation to the start of the SP reach (start of the subsequent variation) is the start part. Then, the period from the start of the SP reach (start of the subsequent variation) to the determination of whether it is a win or a loss is the build-up part (SP first half reach A). In the variation pattern for the SP first half reach A jackpot, the mechanism does not move at the timing of the determination of whether it is a win or a loss. Then, the period from the determination of whether it is a win or a loss to the start of the re-drawing performance is the epilogue part (SP first half reach A win). Then, the period from the start of the re-drawing performance to the stop of the variation is the re-drawing part. For example, in the variation pattern for the SP first half reach A jackpot, the start part is set to 60 seconds, the build-up part (SP first half reach A) to 20 seconds, the epilogue part (SP first half reach A win) to 15 seconds, and the re-drawing part to 20 seconds.

[0336] Next, using Figure 34(C), we will explain the variation pattern of main variation number 26, which is the variation pattern for the SP final reach jackpot. In the variation pattern for the SP final reach jackpot, the period from the start of the variation to the start of the SP reach (start of the subsequent variation) is the start part. Then, the period from the start of the SP reach (start of the subsequent variation) to the development of the second half of the SP is the build-up part (SP first half reach A). Then, the period from the development of the second half of the SP to the determination of whether it is a win or a loss is the build-up part (SP final reach). In the variation pattern for the SP final reach jackpot, the mechanism does not move at the timing of the determination of whether it is a win or a loss. Then, the period from the determination of whether it is a win or a loss to the start of the re-draw performance is the epilogue part (SP final reach win). Then, the period from the start of the re-draw performance to the stop of the variation is the re-draw part. For example, in the variation pattern for the final SP reach jackpot, the start part is set to 60 seconds, the build-up part (SP first half reach A) to 20 seconds, the build-up part (SP final reach) to 25 seconds, the epilogue part (SP final reach jackpot) to 30 seconds, and the re-draw part to 20 seconds.

[0337] As shown in Figures 34(B) and (C), the final SP reach, which has a higher expectation of winning than the first SP reach A, has a longer variation time. In addition, the final SP reach, which has a higher expectation of winning than the first SP reach A, has a longer total build-up time and epilogue time. This allows for a longer period of build-up for the player as the variation has a higher expectation of winning, and also allows for a longer lingering feeling of celebration when a win occurs, thus enhancing the sense of celebration.

[0338] <About the scenario> Next, the correspondence between the performance content executed in the series of performances and the game effect lamp 9 will be explained using scenarios for each part. The scenarios described here serve as scripts that summarize how each scene of the series of performances progresses. The scenario for each part corresponds to a diagram that will be described later to explain the performance patterns corresponding to each part. The content of the performances executed on the screen of the image display device 5 and the patterns of the game effect lamp 9 will be explained in detail using diagrams that will be described later to explain the performance patterns. Below, the correspondence between the diagrams that will explain the scenario for each part and the diagrams that will be described later to explain the performance patterns will be explained.

[0339] Figure 35 is a diagram illustrating the scenario of the opening part. The scenario of the opening part corresponding to number 1 in Figure 33 corresponds to the presentation patterns in Figures 55 to 61, which will be described later. Figure 36 is a diagram illustrating the scenario of the build-up part (SP first half reach A). The scenario of the build-up part (SP first half reach A) corresponding to number 2 in Figure 33 corresponds to the presentation patterns in Figures 62 to 67, which will be described later. Figure 38 is a diagram illustrating the scenarios of the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). The scenario of the winning epilogue part (SP first half reach A) corresponding to number 3 in Figure 33 corresponds to the presentation patterns in Figures 68 to 69, which will be described later. The scenario of the losing epilogue part (SP first half reach A) corresponding to number 4 in Figure 33 corresponds to the presentation patterns in Figures 70 to 71, which will be described later.

[0340] Figure 38 is a diagram illustrating the scenario for the build-up part (SP first half reach B). The scenario for the build-up part (SP first half reach B) corresponding to number 5 in Figure 33 corresponds to the presentation patterns in Figures 72 to 77, which will be described later. Figure 39 is a diagram illustrating the scenarios for the winning epilogue part (SP first half reach B) and the losing epilogue part (SP first half reach B). The scenario for the winning epilogue part (SP first half reach B) corresponding to number 6 in Figure 33 corresponds to the presentation patterns in Figures 78 to 80, which will be described later. The scenario for the losing epilogue part (SP first half reach B) corresponding to number 7 in Figure 33 corresponds to the presentation patterns in Figures 81 to 82, which will be described later. Figure 40 is a diagram illustrating the scenario for the mechanism operation part (when SP develops to the second half). The scenario for the mechanism operation part (when SP develops to the second half) corresponding to number 8 in Figure 33 corresponds to the presentation pattern in Figure 83, which will be described later.

[0341] Figure 41 is a diagram illustrating the scenario for the build-up part (SP second half reach A). The scenario for the build-up part (SP second half reach A) corresponding to number 9 in Figure 33 corresponds to the presentation patterns in Figures 84 to 96, which will be described later. Figure 42 is a diagram illustrating the scenarios for the winning epilogue part (SP second half reach A) and the losing epilogue part (SP second half reach A). The scenario for the winning epilogue part (SP second half reach A) corresponding to number 10 in Figure 33 corresponds to the presentation patterns in Figures 97 to 98, which will be described later. The scenario for the losing epilogue part (SP second half reach A) corresponding to number 11 in Figure 33 corresponds to the presentation patterns in Figures 99 to 100, which will be described later.

[0342] Figure 43 is a diagram illustrating the scenario for the build-up part (SP second half reach B). The scenario for the build-up part (SP second half reach B) corresponding to number 12 in Figure 33 corresponds to the presentation patterns in Figures 101 to 109, which will be described later. Figure 44 is a diagram illustrating the scenarios for the winning epilogue part (SP second half reach B) and the losing epilogue part (SP second half reach B). The scenario for the winning epilogue part (SP second half reach B) corresponding to number 13 in Figure 33 corresponds to the presentation patterns in Figures 110 to 112, which will be described later. The scenario for the losing epilogue part (SP second half reach B) corresponding to number 14 in Figure 33 corresponds to the presentation patterns in Figures 113 to 114, which will be described later.

[0343] Figures 45 and 46 are diagrams illustrating the scenario for the build-up part (SP final reach). The scenario for the build-up part...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A movable body and a sound output means; a display means capable of displaying a special image; a plurality of light emitting means; a light emission control means for controlling the light emission means; A suggestion effect execution means that suggests that the game will be controlled to the advantageous state and is capable of executing a plurality of types of suggestion effects including at least a first suggestion effect and a second suggestion effect that have different expectations depending on the presentation mode; A special effect execution means for executing a special effect that changes the suggestive effect being executed in one effect mode into an effect mode with a higher expectation than the one effect mode by using the displayed special image; a first special suggestion effect that suggests that the special effect will be executed and that the special effect will be executed after the effect is executed, and a second special suggestion effect that suggests that the special effect will be executed and that the special effect will not be executed after the effect is executed; the light emission control means controls the light emission means using a luminance data table configured with luminance data; It is possible to execute a notification effect that notifies whether or not the advantageous state is being controlled, The notification performance is The first notification effect and the second notification effect are included. It is configured to include an introduction part until the success or failure of whether or not the advantageous state will be controlled is notified, a success or failure notification part in which the success or failure is notified, and an epilogue part that is executed after the success or failure notification and when it is determined that the advantageous state will be controlled, In the winning / losing notification part, the movable body advances from the first position to the second position on the front side of the display means, thereby notifying the change of the scene, the display means displays an effect for moving the movable body when the movable body advances to the second position, terminates the effect display and displays a display corresponding to an epilogue part while the movable body is retreating from the second position to the first position, and displays a dialogue subtitle for a dialogue sound uttered by a character after the movable body has retreated to the first position; the light emission control means controls the light emitting means using a luminance data table for moving a movable body when the movable body advances to the second position, and switches from the luminance data table for moving a movable body to a luminance data table corresponding to an epilogue part while the movable body is retreating from the second position to the first position, and controls the light emitting means using the luminance data table corresponding to the epilogue part; The brightness data table for moving the movable body used in the first notification performance and the brightness data table for moving the movable body used in the second notification performance are common, the sound output means outputs a sound for moving the movable body when the movable body advances to the second position, and outputs a sound corresponding to an epilogue part while the movable body is retreating from the second position to the first position; The light emission control means When an error occurs, the light emitting means is controlled by using an error brightness data table; If the error occurs while the light emitting means is being controlled using the luminance data table for moving the movable body, the light emitting means is controlled using the luminance data table for errors, and a timer value corresponding to the luminance data table for moving the movable body is updated; The display means displays the special image in a manner that moves so as to pass through a display position of the suggestive effect that is the target of the special effect during a period before the special effect is executed, The special effect execution means can execute the special effect by a predetermined pattern of executing the special effect by changing the presentation mode of the first suggestion effect after the special image has stopped at a specific position, and a specific pattern of executing the special effect by changing the presentation mode of the second suggestion effect after the special image has passed the specific position without being stopped at the specific position, The rate at which the special effect is controlled to the advantageous state differs between when the special effect is executed according to the predetermined pattern and when the special effect is executed according to the specific pattern, When the presentation mode of the suggestive presentation changes due to the special presentation, there are a plurality of presentation modes after the change, and the proportion of the advantageous state controlled varies depending on which presentation mode is changed to. A gaming machine characterized by:

Citation Information

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