Gaming machine

The gaming machine uses sound, display, and light effects to enhance player engagement by suggesting advantageous states and optimizing state transitions, improving gaming interest through controlled state transitions and adjusted game value distribution.

JP7838025B2Active Publication Date: 2026-03-31SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-05
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective mechanisms to enhance player engagement and control state transitions to improve gaming interest and impression of favorable outcomes.

Method used

A gaming machine equipped with sound, display, and light-emitting means to execute specific effects that suggest an advantageous state, including variable display and control mechanisms to transition to a special state with higher probability of favorable outcomes, adjusting game value distribution based on state transitions, and implementing action-promoting effects.

Benefits of technology

Enhances player engagement by creating an impression of favorable control states and improving gaming interest through controlled state transitions and adjusted game value distribution.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that can impress upon a player that a game is controlled to be in an advantageous state.SOLUTION: A specific performance includes a first period, a second period after the first period, and a third period after the second period in which either an advantageous mode or disadvantageous mode is notified as a performance result. In the first period, a performance video of a performance mode progressing at a first speed can be displayed. In the second period, a performance video of a performance mode progressing at a second speed slower than the first speed can be displayed. In both the first period and the second period, a light emission mode of light emitting means can be changed. In the second period, the light emission mode of the light emitting means can be changed at intervals shorter than the first period.SELECTED DRAWING: Figure 16-20
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Description

Technical Field

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state favorable to a player and can be controlled to a special state that is easier to control to a more advantageous state than the normal state.

Background Art

[0002] Conventional gaming machines can execute a battle effect and a timer effect simultaneously as a reach effect, and during the battle effect, some can further execute a slow motion effect that slows down the playback speed of the battle effect (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in Patent Document 1, there was room for improvement in the effects.

[0005] The present invention has been made by paying attention to such problems, and an object thereof is to provide a gaming machine that can impress a player that it is controlled to an advantageous state.

Means for Solving the Problems

[0006] The gaming machine of Means A is a gaming machine that can be controlled to an advantageous state favorable to a player and can be controlled to a special state that is easier to control to a more advantageous state than the normal state, a sound output means, a display means, a light emitting means, and an effect execution means capable of executing an effect, and The aforementioned performance execution means is It is possible to perform specific effects that suggest the system is controlled to the aforementioned advantageous state, It is possible to implement action-promoting effects that encourage the player to take action, The aforementioned specific performance is, The performance involves the display means displaying a performance video, the sound output means outputting performance sounds, and the light-emitting means emitting light. It includes a first specific performance and a second specific performance which has a higher expectation of being controlled to the advantageous state than the first specific performance, The period includes a first period, a second period following the first period, and a third period following the second period, during which either a favorable or unfavorable outcome is announced as a result of the performance. The aforementioned performance execution means is During the first period, the performance video in a performance mode progressing at a first speed can be displayed. During the second period, the performance video can be displayed in a performance mode that proceeds at a second speed slower than the first speed. In either the first period or the second period, the emission mode of the light-emitting means can be changed. the law of nature, When the first specific performance is executed, in the second period, it is possible to change the light emission mode of the light emission means at the same interval as the period of change in the light emission mode of the light emission means in the first period. When executing the second specific performance described above, During the aforementioned second period, Period of change in the light emission mode of the light-emitting means It is possible to change the light emission mode of the light emission means at shorter intervals than, During the second period, after the display of the animation video progressing at the second speed, a still image can be displayed by pausing the animation video. When the aforementioned static effect is performed, the aforementioned action acceleration effect is not performed during the static effect. There are multiple ways to perform the aforementioned static animation. Depending on which type of presentation the static presentation is, the expected degree to be controlled to the advantageous state will differ. The aforementioned performance execution means is It is possible to display information related to the game in an operational manner, Even while the aforementioned static animation is being performed, the information display operation will continue. The information display can be displayed without changing the operating speed of the information display between the first period and the second period. The system further includes an update means capable of updating predetermined numerical data according to the number of times the advantageous state occurred during an advantageous period in which the system was controlled from the normal state to either the advantageous state or the special state, and was not controlled to the normal state at all. It is characterized by the following: This feature can give players the impression that they are being controlled to be in a favorable state. The gaming machine of method 1 is A gaming machine (for example, a pachinko machine 1) that performs variable display and can control the game to an advantageous state for the player (for example, a jackpot game state) when a specific display result is displayed as a result of the variable display, and can also control the game to a normal state and a special state (for example, a time-saving state (high probability high base state or low probability high base state)) that is easier to control to the advantageous state than the normal state, A game control means (for example, CPU 103) capable of controlling the progress of the game, A performance control means (for example, a performance control CPU 120) capable of controlling the performance based on control information transmitted from the aforementioned game control means (for example, the performance control command shown in Figure 11-2), An update means (for example, the part in which the CPU 103 executes the payout state determination process shown in Figure 11-13) that can update predetermined numerical data from a first value (for example, "0") to a second value (for example, "1" or "2") when the number of times the advantageous state has occurred during an advantageous period (for example, the period of a winning streak) in which the state has not been controlled to the normal state at all since the state was controlled to either the advantageous state or the special state from the normal state has reached a specific number (for example, when the number of winning streaks is 5 or more, which is the first determination number), When the predetermined numerical data is the second value, an adjustment means for adjusting the rate at which game value is awarded in a unit period decreases (for example, as shown in Figures 11-13 and 11-21, the CPU 103 sets the payout state flag value to "1" or "2" in the payout state determination process to extend the fanfare performance period, interval period, and ending performance period during a jackpot game), Equipped with, The game control means is capable of transmitting control information to the performance control means that can identify the predetermined numerical data as the second value (for example, as shown in Figure 11-13, the CPU 103 executes the command control process shown in Figure 5 after executing the transmission setting for the payout state specification command in the process of step 162SGS17), The aforementioned performance control means is capable of performing performance control based on control information that can identify the predetermined numerical data as the second value (for example, as shown in Figures 11-27 and 11-28, the performance control CPU 120, in the pre-announcement performance determination process, identifies the payout state from the received payout state specification command, and uses a pre-announcement performance type determination table corresponding to the identified payout state to determine whether or not to execute a pre-announcement performance during variable display and the type of pre-announcement performance to execute). The adjustment means can be adjusted such that the variable display period of the variable display performed when the predetermined numerical data is the second value is longer than the variable display period of the variable display performed when the predetermined numerical data is the first value (for example, as shown in Figure 11-8, when the value of the payout status flag is "1" or "2" (when it is the first high payout status or the second high payout status), the special variable display time for each variation pattern is set to be longer than when the value of the payout status flag is "0" (when it is the low payout status)). moreover, The aforementioned game control means is A decision means for determining the advantageous state (for example, a CPU 103 that executes the process in step S110), A determination means (for example, a CPU 103 that executes the process in step S213) that determines whether the advantageous state is achieved before the determination by the aforementioned determination means, A state control means (for example, the CPU 103 that executes the process in step 059AKS025) that can control the state to a special state in which variable display is more likely to be executed than in the normal state, an information transmission means (such as the CPU 103 that transmits an effect control command) capable of transmitting a plurality of types of information including determination result information that can specify being controlled to the advantageous state when the determination means determines that the state is the advantageous state, When a special display result different from the specific display result is displayed as the variable display result in the normal state, the state control means controls from the normal state to the special state based on the special display result (for example, executes the process of step 059AKS025, etc.), The determination means can determine that the state becomes the special state before the state control means controls to the special state (for example, executes the process of step 059AKS001, etc.), The information transmission means can transmit special information that can specify being controlled to the special state when the determination means determines that the state becomes the special state (for example, can transmit a display result designation command of "loss (time shortening)", etc.), The effect execution means, When receiving the determination result information, can execute a pre-reading effect based on the determination result information (for example, can execute the process of step S161, etc.), When receiving the determination result information after receiving the special information, restricts the execution of the pre-reading effect based on the determination result information (for example, when determining Yes in step 059AKS082, executes the processes of step 059AKS084 and step S1304, etc.), which is characterized in that. According to this feature, since adjustment is executed to reduce the granting speed of the game value when the predetermined numerical data is the second value, it is possible to prevent an excessive game value from being granted in a short period and the probability of winning from becoming excessively high when the predetermined numerical data is the second value. Also, since effect control corresponding to whether the predetermined numerical data is the second value can be executed, the game interest can be improved. Furthermore, control can be performed according to the game state when the special display result is displayed, and the game interest can be improved.

[0007] In addition, the embodiments for implementing the invention described below include the invention according to the following means 2. Conventionally, in a gaming machine, as disclosed in Japanese Patent Application Laid-Open No. 2015-80649, a gaming medium such as a gaming ball is launched into a gaming area by a launching device, and when the gaming medium wins a prize in a winning area such as a winning port provided in the gaming area and the execution condition (starting condition) is satisfied, a plurality of types of identification information (hereinafter, display symbols) are variably displayed by a variable display device, and whether to assign a predetermined gaming value based on the display result is determined. There is a pachinko gaming machine that enhances the gaming interest by a so-called variable display game. In such a pachinko gaming machine, when the stopped symbol mode at the time when the variable display of the display symbols in the variable display game completely stops becomes a specific display mode, it becomes an advantageous state (big win gaming state) advantageous to the player. And after the end of the big win gaming state, there is a gaming machine that controls to a special state in which variable display is more likely to be executed than in the normal state. As such a gaming machine, a gaming machine that controls to a special state without going through a big win gaming state has been proposed.

[0008] However, there was room for improvement in the control during state transition.

[0009] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine capable of improving the gaming interest by improving the control of state transition.

[0010] To achieve the above object, a gaming machine according to this invention is a gaming machine (for example, pachinko gaming machine 1 etc.) that can perform variable display and control to an advantageous state advantageous to the player when a specific display result is displayed as a variable display result, a game control means (for example, CPU 103 etc.) for controlling the progress of the game, and an effect execution means (for example, an effect control CPU 120 etc. that executes an effect based on an effect control command) capable of executing an effect based on information from the game control means, The game control means, a determination means (for example, CPU 103 etc. that executes the process of step S110 etc.) for determining to be in the advantageous state, A determination means (for example, a CPU 103 that executes the process in step S213) that determines whether the advantageous state is achieved before the determination by the aforementioned determination means, A state control means (for example, the CPU 103 that executes the process in step 059AKS025) that can control the state to a special state in which variable display is more likely to be executed than in the normal state, The system includes an information transmission means (for example, a CPU 103 that transmits performance control commands) that can transmit multiple types of information to the performance execution means, including determination result information that can identify that the system will be controlled to the advantageous state when the determination means determines that the system is in the advantageous state. If a special display result different from the specific display result is displayed as the variable display result in the normal state, the state control means controls the system from the normal state to the special state based on the special display result (for example, by executing the process in step 059AKS025), The determination means can determine that the special state will be reached before the state control means controls the state to the special state (for example, by executing the process in step 059AKS001), The information transmission means is capable of transmitting special information that can identify that the system will be controlled to the special state when the determination means determines that the system is in the special state (for example, it can transmit a command to specify the display result "failure (time reduction)"). The aforementioned performance execution means is When the aforementioned determination result information is received, it is possible to perform a pre-read animation based on the aforementioned determination result information (for example, it is possible to perform the processing in step S161), If the judgment result information is received after the special information is received, the execution of the pre-reading effect based on the judgment result information is restricted (for example, if Yes is determined in step 059AKS082, the processes in step 059AKS084 and step S1304 are executed). It is characterized by the following:

[0011] With this configuration, it is possible to perform control according to the game state when the special display result is shown, thereby improving the enjoyment of the game.

[0012] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]

[0013] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a rear perspective view of the pachinko game machine in this embodiment. [Figure 3] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 4] This flowchart shows an example of the main game control process. [Figure 5] This flowchart shows an example of timer interrupt processing for game control. [Figure 6] This is a flowchart showing an example of the special pattern processing. [Figure 7] This is an explanatory diagram showing the display result determination table. [Figure 8] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 9] This flowchart shows an example of the performance control process. [Figure 10-1] This is a front view of a pachinko game machine. [Figure 10-2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 10-3] This is a schematic diagram of the movable unit. [Figure 10-4] (A) and (B) are diagrams illustrating the effects control commands. [Figure 10-5] This is an explanatory diagram showing each random number. [Figure 10-6] (A) is an explanatory diagram showing display result determination table 1, and (B) is an explanatory diagram showing display result determination table 2. [Figure 10-7](A) is a diagram showing an example of the structure of the jackpot type determination table, and (B) is a diagram showing the contents of each type of jackpot. [Figure 10-8] This diagram illustrates a variation pattern. [Figure 10-9] This is an explanatory diagram showing the relationship between variable display results and variation patterns. [Figure 10-10] This is a block diagram showing an example configuration of the data storage area for game control. [Figure 10-11] (A) is a block diagram showing an example of the configuration of the data storage area for performance control, and (B) is a diagram showing an example of the configuration of the command buffer received when a prize is won at the start. [Figure 10-12] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 10-13] This is a flowchart showing an example of the random value determination process when winning a prize. [Figure 10-14] This flowchart shows an example of command parsing processing. [Figure 10-15] This flowchart shows an example of the pre-read notification setting process. [Figure 10-16] This figure shows the probability of whether or not the pre-announcement effect is executed and the resulting display pattern. [Figure 10-17] This figure shows an example of updating the first and second reserved memory display areas. [Figure 10-18] This flowchart shows an example of the variable display start setting process. [Figure 10-19] This flowchart shows an example of the processing for effects during variable display. [Figure 10-20] This is an explanatory diagram of a variable display control timer and a movable body control timer. [Figure 10-21] This is a timing chart for the variable display of Super Reach α1 jackpot and Super Reach α2 jackpot. [Figure 10-22] This is a timing chart for the variable display of Super Reach α1 miss and Super Reach α2 miss. [Figure 10-23] This is a timing chart for the variable display of Super Reach β1 jackpot and Super Reach β2 jackpot. [Figure 10-24] This is a timing chart for the variable display of Super Reach β1 miss and Super Reach β2 miss. [Figure 10-25] This figure shows the presence or absence of motion suggesting movement and the image magnification during each magnification period. [Figure 10-26] (A) is a diagram showing the presentation patterns for each movable body movement indication, and (B) is a diagram showing the presentation patterns for each movable body movement indication. [Figure 10-27] This figure shows the presentation patterns leading up to the reach animation in an image display device. [Figure 10-28] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-29] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-30] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-31] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-32] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-33] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-34] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-35] This figure shows the presentation modes of the reach animation in an image display device. [Figure 10-36] This figure shows the presentation method of the reach effect in an image display device in a modified example. [Figure 10-37] This figure shows the presentation method of the reach effect in an image display device in a modified example. [Figure 11-1] This is a configuration diagram showing various control boards and other components installed in the pachinko game machine, which is the feature section 162SG. [Figure 11-2] (A), (B), and (C) are diagrams illustrating the performance control commands. [Figure 11-3] This is an explanatory diagram showing each random number. [Figure 11-4] (A) is an explanatory diagram showing display result determination table 1, and (B) is an explanatory diagram showing display result determination table 2. [Figure 11-5] (A) is a diagram showing an example of the structure of the jackpot type determination table, and (B) is a diagram showing the contents of each type of jackpot. [Figure 11-6] This diagram illustrates a variation pattern. [Figure 11-7] This is an explanatory diagram showing the relationship between variable display results and variation patterns. [Figure 11-8] This is an explanatory diagram showing the relationship between the variable display time for each variation pattern and the payout status flag. [Figure 11-9] This is a block diagram showing an example configuration of the data storage area for game control. [Figure 11-10] (A) is a block diagram showing an example of the configuration of the data storage area for performance control, and (B) is a diagram showing an example of the configuration of the command buffer received when a prize is won at the start. [Figure 11-11] This flowchart shows an example of the main game control processing in a pachinko game machine for feature section 162SG. [Figure 11-12] This flowchart shows an example of a timer interrupt processing for game control in a pachinko game machine, as shown in the feature section 162SG. [Figure 11-13] (a) is a flowchart showing an example of the payout status determination process, and (b) is an explanatory diagram showing the relationship between the payout status flag value and each adjustment. [Figure 11-14] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 11-15] (A) is a flowchart showing an example of the random value determination process when winning a prize, and (B) is a diagram showing the contents of the variable category command. [Figure 11-16] This flowchart shows an example of the normal processing of special symbols. [Figure 11-17] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 11-18] This is a flowchart showing an example of the special symbol stopping process. [Figure 11-19]This is a flowchart showing an example of the process that ends after a big win. [Figure 11-20] This is an explanatory diagram showing the relationship between the progress of a jackpot and the opening and closing status of the jackpot entry point. [Figure 11-21] This is an explanatory diagram showing the relationship between the payout status flag value and each period in the jackpot state. [Figure 11-22] This flowchart shows an example of command parsing processing. [Figure 11-23] This flowchart shows an example of the pre-read notification setting process. [Figure 11-24] (A) is a diagram showing an example of the display pattern determination ratio for reserved memory of a big win (excluding the probability variation big win C), and (B) is a diagram showing an example of the display pattern determination ratio for reserved memory of a losing outcome. [Figure 11-25] (A) is a diagram showing the first reserved memory display area and the second reserved memory display area, and (B) is a diagram showing an example of updating the first reserved memory display area and the second reserved memory display area. [Figure 11-26] This flowchart shows an example of the variable display start setting process. [Figure 11-27] This is a flowchart showing an example of the process for determining the preview sequence. [Figure 11-28] This diagram shows tables A to C used to determine the type of preview effect. [Figure 11-29] This flowchart shows an example of the processing for effects during variable display. [Figure 11-30] This figure shows the table for determining the losing variation pattern. [Figure 11-31] This is an explanatory diagram showing the table for determining the losing variation pattern, which is selected according to the value of the payout status flag. [Figure 12-1] This flowchart shows an example of the variable display start setting process. [Figure 12-2] This is a flowchart showing an example of the process for determining the stopping pattern. [Figure 12-3] This figure shows an example of settings related to the setting suggestion effect execution decision table. [Figure 12-4] This figure shows example configurations and settings related to setting suggestion patterns. [Figure 12-5] This flowchart shows an example of the processing for effects during variable display. [Figure 12-6] This figure shows an example of a setting suggestion animation being executed. [Figure 13-1] This is a front view of the pachinko game machine in this embodiment. [Figure 13-2] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 13-3] This is a flowchart showing an example of the random value determination process when winning a prize. [Figure 13-4] This flowchart shows an example of the normal processing of special symbols. [Figure 13-5] This figure shows an example of the configuration of the special display result determination table. [Figure 13-6] This figure shows an example of the structure of the jackpot type determination table. [Figure 13-7] This figure shows an example of the configuration of the time-saving type determination table. [Figure 13-8] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 13-9] This diagram shows an example of the duration of the promotional tactic to shorten the show's running time. [Figure 13-10] This figure shows an example of a variation pattern. [Figure 13-11] This figure shows an example of a variation pattern determination table. [Figure 13-12] This figure shows an example of a variation pattern determination table. [Figure 13-13] This is a flowchart showing an example of the special symbol stopping process. [Figure 13-14] This figure shows an example of the main performance control commands. [Figure 13-15] This is a flowchart illustrating an example of the process for setting up the command to stop decorative patterns. [Figure 13-16] This flowchart shows an example of the processing at the start of the time reduction. [Figure 13-17] This flowchart shows an example of the processing at the end of the shortened time period. [Figure 13-18] This flowchart shows an example of the process for determining when the remaining holding period has ended. [Figure 13-19] This is a flowchart showing an example of the process that ends after a big win. [Figure 13-20] This flowchart shows an example of command parsing processing. [Figure 13-21] This figure shows an example of the command buffer configuration when a prize is awarded at the start of the game. [Figure 13-22] This flowchart shows an example of the pre-read notification setting process. [Figure 13-23] This figure shows an example of the configuration of the pending change decision table. [Figure 13-24] This flowchart shows an example of the variable display start setting process. [Figure 13-25] This flowchart shows an example of how to handle missed data. [Figure 13-26] This is a flowchart showing an example of the process for setting the stop symbol. [Figure 13-27] This flowchart shows an example of the process for setting up time-saving, hype-based effects. [Figure 13-28] This figure shows examples of patterns for creating a time-saving, attention-grabbing presentation. [Figure 13-29] This is a flowchart showing an example of the recovery animation setting process. [Figure 13-30] This flowchart shows an example of the processing for effects during variable display. [Figure 13-31] This timing chart shows the timings during variable display when the time-saving symbols are displayed as stopped and when they are not. [Figure 13-32] This diagram shows examples of animations and actions that occur when the time-saving symbols stop or when time-saving promotional animations are performed. [Figure 13-33] This diagram shows examples of animations and actions that occur when the time-saving symbols stop or when time-saving promotional animations are performed. [Figure 13-34] This diagram shows examples of animations and actions that occur when the time-saving symbols stop or when time-saving promotional animations are performed. [Figure 13-35] This diagram shows examples of animations and actions that occur when the time-saving symbols stop or when time-saving promotional animations are performed. [Figure 13-36] This flowchart shows an example of the processing within the information output process. [Figure 13-37] This is a timing chart showing the output timing of various signals output during external information output processing. [Figure 13-38] This figure shows an example of the configuration of the special display result determination table. [Figure 13-39] This figure shows an example of the results of the special display. [Figure 13-40] This diagram shows an example of the animation when the time-saving symbols are displayed in a stopped state. [Figure 14-1] This is a front view of a pachinko game machine relating to feature section 063AK. [Figure 14-2] This diagram shows the configuration of the special variable prize ball device related to feature section 063AK when the main prize opening is controlled to be in a closed state. [Figure 14-3] (a) to (c) are diagrams illustrating the flow of game balls that have entered the large prize slot related to feature section 063AK. [Figure 14-4] (a) is a diagram showing the configuration of the distribution unit related to the feature unit 063AK. (b) is a diagram showing the configuration of the distribution member related to the feature unit 063AK. [Figure 14-5] (a) to (c) are diagrams illustrating the flow of game balls that have entered the distribution section related to feature section 063AK. [Figure 14-6] This diagram illustrates the operation of the distribution member related to feature section 063AK. [Figure 14-7] This diagram illustrates the relationship between the timing of the start of the minor win animation related to feature section 063AK and the timing of the game ball entering the distribution section. [Figure 14-8] (a) is a timing chart of the effects corresponding to the minor win fluctuations related to feature unit 063AK. (b) is a diagram for explaining whether or not the effects corresponding to the minor win fluctuations related to feature unit 063AK are executed and the type of effects. [Figure 14-9] (a) is a timing chart of the time-saving suggestion effect related to feature unit 063AK. (b) is a diagram showing the time-saving suggestion pattern related to feature unit 063AK. [Figure 14-10](a) is a diagram illustrating the normal mode passing animation corresponding to the first special game related to feature unit 063AK. (b) is a diagram illustrating the normal mode passing animation corresponding to the second special game related to feature unit 063AK. (c) is a diagram illustrating the time-saving mode passing animation related to feature unit 063AK. [Figure 14-11] This flowchart shows an example of normal processing of a special pattern related to feature section 063AK. [Figure 14-12] (a) is a diagram showing an example configuration of the first special drawing display result determination table related to feature section 063AK. (b) is a diagram showing an example configuration of the second special drawing display result determination table related to feature section 063AK. [Figure 14-13] (a) is a diagram showing a list of jackpot types related to feature unit 063AK. (b) is a diagram showing an example of the configuration of the jackpot type determination table related to feature unit 063AK. [Figure 14-14] (a) is a diagram showing a list of minor win types related to feature unit 063AK. (b) is a diagram showing an example of the configuration of the minor win type determination table related to feature unit 063AK. [Figure 14-15] This figure shows a list of variation patterns related to feature section 063AK. [Figure 14-16] This flowchart shows an example of the variation pattern setting process related to feature section 063AK. [Figure 14-17] This figure shows an example of the configuration of the jackpot variation pattern determination table related to feature section 063AK. [Figure 14-18] This figure shows an example of the configuration of the losing variation pattern determination table related to feature section 063AK. [Figure 14-19] (a) is a diagram showing an example of the configuration of the time-saving variation pattern determination table for the normal state related to feature unit 063AK. (b) is a diagram showing an example of the configuration of the time-saving variation pattern determination table for the time-saving state related to feature unit 063AK. [Figure 14-20] This flowchart shows an example of the special symbol stopping process related to feature section 063AK. [Figure 14-21] This figure shows an example of the configuration of the table for determining the waiting time for the start of a minor win animation related to feature section 063AK. [Figure 14-22] This flowchart shows an example of pre-processing for small wins related to feature section 063AK. [Figure 14-23] This flowchart shows an example of the processing during the opening of a small win related to feature section 063AK. [Figure 14-24] This figure shows an example of the configuration of the termination command determination table related to feature section 063AK. [Figure 14-25] This figure shows an example of the configuration of the waiting time determination table for the passing notification effect related to feature section 063AK. [Figure 14-26] This flowchart shows an example of the minor win termination process related to feature section 063AK. [Figure 14-27] This flowchart shows an example of the variable display start setting process related to feature section 063AK. [Figure 14-28] (a) is a diagram showing decorative symbols that constitute a minor win combination related to feature unit 063AK. (b) is a diagram showing an example of the configuration of the minor win confirmation table for normal state related to feature unit 063AK. (c) is a diagram showing an example of the configuration of the minor win confirmation table for time-saving state related to feature unit 063AK. [Figure 14-29] This flowchart shows an example of the variable display effect processing related to feature section 063AK. [Figure 14-30] (a) is a flowchart showing an example of the special feature hit waiting process related to feature unit 063AK. (b) is a diagram showing an example of the configuration of the minor hit start performance time determination table related to feature unit 063AK. [Figure 14-31] This flowchart shows an example of the performance processing during a minor win related to feature section 063AK. [Figure 14-32] This flowchart shows an example of the minor win termination animation processing related to feature section 063AK. [Figure 14-33] Figures (a) to (i) show examples of performance operations in the normal state related to feature section 063AK. [Figure 14-34] Figures (a) to (g) show examples of performance operations in the normal state related to feature section 063AK. [Figure 14-35]Figures (a) to (e) show examples of performance operations in the time-saving state related to feature section 063AK. [Figure 14-36] Figures (a) to (e) show examples of performance operations in the time-saving state related to feature section 063AK. [Figure 14-37] (a) is a diagram showing an example configuration of the normal hold change determination table related to a modified example of the feature unit 063AK. (b) is a diagram showing an example configuration of the limited hold change determination table related to a modified example of the feature unit 063AK. [Figure 14-38] Figures (a) to (c) show examples of performance operations related to modified versions of feature section 063AK. [Figure 15-1] This is a front view of the pachinko game machine, feature section 065AK. [Figure 15-2] This is a flowchart showing an example of a normal pattern processing method. [Figure 15-3] This is a diagram showing an example of a standard symbol determination table. [Figure 15-4] This diagram shows the results of the general display and the number of time reductions. [Figure 15-5] This diagram shows the special display results and the number of time reductions. [Figure 15-6] This flowchart shows an example of the processing that occurs when the symbols stop in normal mode. [Figure 15-7] This flowchart shows an example of the performance control process for feature section 065AK. [Figure 15-8] This flowchart shows an example of a general-purpose animation control process. [Figure 15-9] This is a flowchart illustrating an example of the process for determining special effect-linked performance. [Figure 15-10] This flowchart shows an example of the time-saving notification setting process. [Figure 15-11] This is a timing chart showing the animation content during the time-saving transition of feature section 065AK. [Figure 15-12] This figure shows an example of the performance operation of feature section 065AK. [Figure 15-13] This figure shows an example of the performance operation of feature section 065AK. [Figure 15-14]This figure shows an example of the performance operation of feature section 065AK. [Figure 16-1] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 16-2] (A) is a diagram showing an image display device, (B) is a diagram showing the rotation display of the hold display in each hold display area, (C) is a diagram showing the movement display of the text in the text display area, and (D) is a diagram showing the flashing pattern of the fourth symbol. [Figure 16-3] This is an explanatory diagram of the image data that constitutes the display in an image display device. [Figure 16-4] (A) and (B) are diagrams illustrating the effects control commands. [Figure 16-5] This is an explanatory diagram showing each random number. [Figure 16-6] (A) is an explanatory diagram showing display result determination table 1, and (B) is an explanatory diagram showing display result determination table 2. [Figure 16-7] (A) is a diagram showing an example of the structure of the jackpot type determination table, and (B) is a diagram showing the contents of each type of jackpot. [Figure 16-8] This diagram illustrates a variation pattern. [Figure 16-9] This is an explanatory diagram showing the relationship between variable display results and variation patterns. [Figure 16-10] This is a block diagram showing an example configuration of the data storage area for game control. [Figure 16-11] (A) is a block diagram showing an example of the configuration of the data storage area for performance control, and (B) is a diagram showing an example of the configuration of the command buffer received when a prize is won at the start. [Figure 16-12] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 16-13] This is a portion of a flowchart illustrating an example of the performance control process. [Figure 16-14] This flowchart shows an example of the variable display start setting process. [Figure 16-15] This diagram shows the percentage of decisions made regarding the execution of chance-up effects. [Figure 16-16](A) is a diagram showing the determination ratio of the still image display effect patterns, and (B) is a diagram showing the effect content of each effect pattern. [Figure 16-17] (A) is a diagram showing the determination ratio of the performance patterns for the action-promoting effects, and (B) is a diagram showing the performance content for each performance pattern. [Figure 16-18] This is a timing chart showing the variable display of Super Reach α1. [Figure 16-19] This is a timing chart showing the variable display of Super Reach α2. [Figure 16-20] This is a timing chart showing the variable display of Super Reach α3. [Figure 16-21] This is a timing chart showing the variable display of Super Reach α3. [Figure 16-22] This is a timing chart showing the variable display of Super Reach β1. [Figure 16-23] This is a timing chart showing the variable display of Super Reach β2. [Figure 16-24] This is a timing chart showing the variable display of Super Reach β3. [Figure 16-25] This is a timing chart showing the variable display of Super Reach β3. [Figure 16-26] This diagram shows the presentation patterns for the first reach animation. [Figure 16-27] This diagram shows the presentation patterns for the first reach animation. [Figure 16-28] This diagram shows the presentation patterns for the second reach animation. [Figure 16-29] This diagram shows the presentation patterns for the second reach animation. [Figure 16-30] This diagram shows the presentation patterns for the second reach animation. [Figure 16-31] This diagram shows the presentation patterns for the third reach animation. [Figure 16-32] This diagram shows the presentation patterns for the third reach animation. [Figure 16-33] This diagram shows the presentation patterns for the fourth reach animation. [Figure 16-34] This diagram shows the presentation patterns for the fourth reach animation. [Figure 16-35] This diagram shows the presentation patterns for the fourth reach animation. [Figure 16-36] This figure shows the presentation of the second reach animation in a modified version. [Figure 16-37] This figure shows the presentation of the fourth reach animation in a modified version. [Figure 16-38] This figure shows the presentation of the fourth reach animation in a modified version. [Modes for carrying out the invention]

[0014] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).

[0015] [form] The gaming machine of type 1 is, A gaming machine (for example, a pachinko machine 1) that can be controlled to an advantageous state for the player (for example, a jackpot game state), and can also be controlled to a normal state and a special state that is easier to control to the advantageous state than the normal state (for example, a time-saving state (high probability high base state or low probability high base state)), When the number of times the advantageous state occurs during an advantageous period (for example, a period of consecutive wins) from the time the game is controlled from the normal state to either the advantageous state or the special state, and the game has not been controlled to the normal state at all, reaches a specific number (for example, when the number of consecutive wins is 5 or more, which is the first determination number), an update means (for example, the part in which the CPU 103 executes the payout state determination process shown in Figure 11-13) is capable of updating a predetermined numerical data from a first value (for example, "0") to a second value (for example, "1" or "2") and The system includes an adjustment means for adjusting the rate at which game value is awarded in a unit period to decrease when the predetermined numerical data is the second value (for example, as shown in Figures 11-13 and 11-21, the CPU 103 sets the payout state flag value to "1" or "2" in the payout state determination process to extend the fanfare performance period, interval period, and ending performance period during a jackpot game), The update means updates the predetermined numerical data from the second value to the first value when the termination condition is met (for example, as shown in Figure 11-13, when the CPU 103 sets the payout status flag to "1", it sets the payout status flag to "0" based on the fact that the remaining number of variable displays after the determination, which was also set, has become 0). It is characterized by the following. According to this feature, when the predetermined numerical data is the second value, an adjustment is made to reduce the speed at which game value is assigned. This prevents excessive game value from being assigned in a short period of time when the predetermined numerical data is the second value, thereby preventing excessive gambling tendencies from being raised.

[0016] The gaming machine of form 2 of feature section 162SG is the gaming machine described in form 1, A gaming machine that performs a variable display and can control the game to the advantageous state when the variable display result is a specific result (for example, a jackpot), The adjustment means adjusts the variable display period of the variable display performed when the predetermined numerical data is the second value to be longer than the variable display period of the variable display performed when the predetermined numerical data is the first value (for example, as shown in Figure 11-8, when the value of the payout status flag is "1" or "2" (when it is the first high payout status or the second high payout status), the special variable display time in each variation pattern is set to be longer than when the value of the payout status flag is "0" (when it is the low payout status)). It is characterized by the following. This feature allows for a longer variable display period, which in turn lengthens the time interval of the advantageous state that occurs when the predetermined numerical data is the second value. As a result, the rate at which game value is awarded when the predetermined numerical data is the second value can be reduced without reducing the game value awarded in the advantageous state.

[0017] The gaming machine of form 3 of feature section 162SG is the gaming machine described in form 1 or form 2, The aforementioned advantageous state includes a period during which game value can be assigned (for example, the period of each round of game in which the big prize slot is open, as shown in Figure 11-20) and a period during which game value cannot be assigned (for example, the fanfare performance period, interval period, and ending performance period in which the big prize slot is closed, as shown in Figure 11-20). The adjustment means adjusts the period during which the advantageous state cannot be granted, which is controlled when the predetermined numerical data is the second value, to be longer than the period during which the advantageous state cannot be granted, which is controlled when the predetermined numerical data is the first value (for example, as shown in Figure 11-21, when the value of the payout state flag is "1" or "2", the fanfare performance period, interval period, and ending period during the jackpot game are set to be longer than when the value of the payout state flag is "0"). It is characterized by the following. This feature allows for a longer period during which no game value is assigned, thereby reducing the rate at which game value is assigned when a predetermined numerical data is the second value.

[0018] The gaming machine of form 4 of feature section 162SG is a gaming machine described in any of forms 1 to 3, The system includes a means for determining the type of advantageous state (for example, the part in which the CPU 103 performs the process of determining the type of jackpot in the special symbol normal processing shown in Figure 11-16 (step 162SGS154)), which can determine whether the advantageous state is a first advantageous state (for example, a guaranteed jackpot B) or a second advantageous state (for example, a guaranteed jackpot A) which grants a greater amount of game value than the first advantageous state. The adjustment means adjusts the ratio in which the first advantageous state is determined by the advantageous state type determination means when the predetermined numerical data is the second value to be higher than the ratio in which the first advantageous state is determined by the advantageous state type determination means when the predetermined numerical data is the first value (for example, as shown in modified example 162SG-1, when the payout state is a high payout state, the ratio in which the probability variation jackpot A is determined as a jackpot type is lowered and the ratio in which probability variation jackpot B is determined is increased compared to when the payout state is a low payout state). It is characterized by the following. According to this feature, when the predetermined numerical data is the second value, the first advantageous state, in which the amount of game value awarded is small, is more likely to be determined. Therefore, the amount of game value awarded when the predetermined numerical data is the second value can be reduced, and as a result, the speed at which game value is awarded when the predetermined numerical data is the second value can be reduced.

[0019] The gaming machine of form 5 of feature section 162SG is a gaming machine described in any of forms 1 to 4, The adjustment means adjusts the rate at which the advantageous period is terminated by the advantageous period termination determination means when the predetermined numerical data is the second value to be higher than the rate at which the advantageous period is terminated by the advantageous period termination determination means when the predetermined numerical data is the first value (for example, as shown in modified example 162SG-2, a portion that increases the rate at which the type of jackpot is determined to be a non-probability jackpot in a high payout state compared to a low payout state, or a portion that increases the rate at which the fall-out lottery is won in a high payout state compared to a low payout state). It is characterized by the following. According to this feature, when the predetermined numerical data is the second value, the end of the advantageous period is more easily determined and the game is more easily controlled to the normal state. As a result, the number of consecutive advantageous states occurring via the special state can be reduced, and consequently, the speed at which game value is granted when the predetermined numerical data is the second value can be reduced.

[0020] The gaming machine of form 6 of feature section 162SG is a gaming machine described in any of forms 1 to 5, The termination condition is that the number of times the advantageous state occurred during the advantageous period after the predetermined numerical data was updated from the first value to the second value by the update means has reached the termination determination count (for example, as shown in modified example 162SG-3, the part in which the first high payout state or the second high payout state is controlled to a low payout state on the condition that 100 variable displays have been performed after being controlled to the first high payout state or the second high payout state). It is characterized by the following. According to this feature, after a predetermined numerical data is updated from a first value to a second value, the adjustment can be terminated when a favorable state for the number of termination judgments occurs during the favorable period.

[0021] The gaming machine of form 7 of feature section 162SG is a gaming machine described in any of forms 1 to 6, A gaming machine that performs a variable display and can control the game to the advantageous state when the variable display result is a specific result (for example, a jackpot), The termination condition is that the number of variable displays performed after the predetermined numerical data has been updated from the first value to the second value by the update means reaches the termination determination count (for example, the value "100" set as the remaining number of variable displays after determination becomes "0" after 100 variable displays are performed). It is characterized by the following. This feature allows the adjustment to be terminated when the variable display of the number of termination checks is executed after the predetermined numerical data has been updated from the first value to the previous second value.

[0022] The gaming machine of form 8 of feature section 162SG is a gaming machine described in any of forms 1 to 7, The termination condition is that after the predetermined numerical data is updated from the first value to the second value by the update means, the magnitude of the game value used in the game reaches the magnitude of the termination determination (for example, as shown in modified example 162SG-4, the value of the payout status flag is set to "1", and then the value of the payout status flag is set to "0" based on the total number of game balls that entered each prize slot and game balls that entered the out slot during the continuous win state reaching a predetermined number (for example, 1000 balls)). It is characterized by the following. According to this feature, after predetermined numerical data has been updated from a first value to a second value, the adjustment can be terminated when the magnitude of the game value used in the game reaches the magnitude of the termination determination.

[0023] The gaming machine of form 9 of feature section 162SG is a gaming machine described in any of forms 1 to 8, A storage means (for example, RAM 102) capable of retaining the value of the predetermined numerical data even when the power supply to the gaming machine is stopped, When power supply to the gaming machine is started, an initialization means is provided to initialize the contents of the storage means based on the fulfillment of predetermined conditions (for example, when the CPU 103 executes the main game control process shown in Figure 11-11 when the pachinko gaming machine 1 is started, the part that executes steps S6a and S6b based on the fact that the recovery conditions have not been met (step S3;N)), Equipped with, When the contents of the storage means are initialized by the initialization means, the first value is set in the predetermined numerical data (for example, as shown in Figure 11-11, the CPU 103 sets "0" corresponding to the low payout state as the value of the payout state flag in the process of step S6b), It is characterized by the following. This feature prevents adjustments from being made when power is first supplied.

[0024] The gaming machine of form 10 of feature section 162SG is a gaming machine described in any of forms 1 to 9, The gaming machine is equipped with a storage means (for example, RAM 102) capable of retaining the value of the predetermined numerical data even when the power supply to the gaming machine is stopped. When power is supplied to the gaming machine, the predetermined numerical data is restored based on the value of the predetermined numerical data held in the storage means (for example, when the CPU 103 executes the main game control process shown in Figure 11-11 when the pachinko gaming machine 1 is started, if the restoration conditions are met (step S3; Y), a restoration process (step S4) including updating the payout status flag using backup data is executed, thereby restoring the machine to a high payout state if it was in a high payout state at the time of the power outage, and restoring it to a low payout state if it was in a low payout state at the time of the power outage). It is characterized by the following. According to this feature, if the predetermined numerical data at the time of the power outage is the second value, adjustment can be continued when the power is restored.

[0025] The gaming machine of form 11 of feature section 162SG is a gaming machine described in any of forms 1 to 10, The system includes notification means capable of notifying that the predetermined numerical data is the second value (for example, as shown in Figure 11-13, in the payout state determination process, the CPU 103 sets the value of the payout state flag to "1" in the process of step S162SG06, and then starts lighting the high payout state notification LED 162SG071 in the process of step 162SG08), It is characterized by the following. The fact that the predetermined numerical data is the second value indicates that an adjustment has been made.

[0026] The gaming machine of form 12 of feature section 162SG is the gaming machine described in form 11, A game control means (for example, CPU 103) capable of controlling the progress of the game, The system includes a light-emitting means having a plurality of light-emitting units (for example, a first special symbol display device 4A and a second special symbol display device 4B, a normal symbol display device 20, and a high payout state notification LED 162SG071) whose light emission is controlled by the game control means, The notification is made by illuminating the light-emitting part (for example, the part that notifies of a high payout state by lighting up the high payout state notification LED 162SG071). It is characterized by the following. This feature allows for notification to be provided through light emission control common to other light-emitting parts by the game control means.

[0027] The gaming machine of form 13 of feature section 162SG is a gaming machine described in any of forms 1 to 12, A game control means (for example, CPU 103) capable of controlling the progress of the game, A performance control means (for example, a performance control CPU 120) capable of controlling the performance based on control information transmitted from the aforementioned game control means (for example, the performance control command shown in Figure 11-2), Equipped with, The game control means is capable of transmitting control information to the performance control means that can identify the predetermined numerical data as the second value (for example, as shown in Figure 11-13, the CPU 103 executes the command control process shown in Figure 5 after executing the transmission setting for the payout state specification command in the process of step 162SGS17), The aforementioned performance control means is capable of performing performance control based on control information that can identify the predetermined numerical data as the second value (for example, as shown in Figures 11-27 and 11-28, the performance control CPU 120, in the pre-announcement performance determination process, identifies the payout state from the received payout state specification command, and uses a pre-announcement performance type determination table corresponding to the identified payout state to determine whether or not to execute a pre-announcement performance during variable display and the type of pre-announcement performance to execute). It is characterized by the following. This feature allows for performance control that corresponds to whether a predetermined numerical data is a second value, thereby improving the enjoyment of the game.

[0028] The gaming machine of form 14 of feature section 162SG is a gaming machine described in any of forms 1 to 13, The system includes an effect execution means (e.g., an effect control CPU 120) capable of executing a specific effect (e.g., a reach effect) that suggests a high probability of being controlled to the aforementioned advantageous state, and a pre-announcement effect (e.g., a pre-announcement effect) that foretells the execution of the specific effect, The performance execution means restricts the execution of the preview performance during a predetermined period before the predetermined numerical data is updated from the second value to the first value by the update means (for example, as shown in Figure 11-23, the performance control CPU 120 determines in step 162SGS242b of the pre-read preview setting process whether the remaining number of variable displays after determination is less than or equal to the pre-read limit number, and if the remaining number of variable displays after determination is less than or equal to the pre-read limit number (step 162SGS242b; Y), it does not execute the pre-read preview performance). It is characterized by the following. This feature prevents the announcement effect from becoming inappropriate due to the adjustment not being performed when a predetermined numerical data is updated from a second value to a first value.

[0029] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 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 serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.

[0030] The "variable display" of special symbols refers to, for example, the display of 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 scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Variable display may also be expressed as variable display or simply variable.

[0031] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.

[0032] 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.

[0033] 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 up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. 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.

[0034] 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.

[0035] 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.

[0036] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.

[0037] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.

[0038] 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 of prize balls (for example, 3) are dispensed, and the first special game may be started.

[0039] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 3). 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 a vertical position, so the tips of the movable wing pieces are close to the prize ball device 6A, resulting in a closed state where game balls cannot enter the second starting prize opening (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 a tilted position, resulting in an open state where game balls can enter the second starting prize opening (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 does not need to be one that changes between a closed state and an open state, and is not limited to one equipped with an electric tulip-shaped mechanism.

[0040] 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.

[0041] Between the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 having a large prize opening is provided. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 3), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.

[0042] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0043] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.

[0044] 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."

[0045] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.

[0046] 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.

[0047] Below the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.

[0048] 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 bottom of the game area, there is an outlet where game balls that do not enter any of the winning pockets are taken in.

[0049] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided to the left and right of the main lamp 9a, surrounding the game area. Furthermore, an attacker lamp 9c is provided near the special variable prize ball device 7 in the game board 2.

[0050] A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1). A movable body lamp 9d is also provided on the movable body 32. The movable body lamp 9d, along with the aforementioned main lamp 9a, frame lamp 9b, and attacker lamp 9c, are sometimes collectively referred to as the game effect lamp 9. These main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are all composed of LEDs.

[0051] 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.

[0052] 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.

[0053] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 3).

[0054] 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 3).

[0055] 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.

[0056] Figure 2 is a rear perspective view of the pachinko game machine 1. The 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 equipped with a setting key 51 and a setting change switch 52. The setting key 51 functions as a lock switch for switching between the setting change state and the 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.

[0057] A display monitor 29 is located in the center of the back of the main board 11, and a display switching switch 31 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 31 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.

[0058] 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 prize winning area (attacker). The payout ratio is the proportion of the total number of winning balls that are awarded for winning in the second starting prize winning area (electric chute) and the proportion of the total number of winning balls that are awarded for winning in the large prize winning area (attacker). The base is the proportion of the total number of winning balls to the number of game balls launched. 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.

[0059] 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.

[0060] 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.

[0061] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be immediately executed), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).

[0062] 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).

[0063] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.

[0064] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.

[0065] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game, or during the period when the game is controlled to be in a jackpot game state or a minor jackpot game 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.

[0066] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of win described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a predetermined special symbol different from the jackpot symbol (a minor win symbol, for example, "2") stops and is displayed, it is a "minor win." Also, if a special symbol different from the jackpot or minor win symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."

[0067] After the display result in the special game is "Big Win," the game is controlled to a Big Win state, which is advantageous for the player. After the display result in the special game is "Minor Win," the game is controlled to a minor win state.

[0068] In a jackpot state, the large prize winning slot formed by the special variable prize ball entry 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 winning slot reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize winning slot can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize winning 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 upper limit number of times (15 times or 2 times).

[0069] 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.

[0070] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot entry point (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 type may be 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.

[0071] In the minor win state, the large prize slot formed by the special variable prize ball entry device 7 opens in a predetermined opening pattern. For example, in the minor win state, the large prize slot opens in the same opening pattern as in the jackpot state for some jackpot types (the number of times the large prize slot opens is the same as the number of rounds, and the closing timing of the large prize slot is also the same, etc.). In addition, similar to the jackpot types, there may also be minor win types.

[0072] 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.

[0073] 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).

[0074] 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.

[0075] 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.).

[0076] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., 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).

[0077] 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.

[0078] After the minor win game state ends, the game state is not changed, and the game continues to be controlled to the state before the special symbol game display result became "minor win" (however, if the special symbol game at the time of the "minor win" is the special symbol game of the predetermined number in the above count cut, the game state will naturally be changed). Note that the special symbol game display result does not have to be "minor win".

[0079] 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. (Regarding the progress of the performance, etc.)

[0080] 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. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they 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.

[0081] 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 in a stopped state (derived).

[0082] 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.

[0083] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.

[0084] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). 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.

[0085] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. 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-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.

[0086] When the display result of the special feature game is a "minor win," a predetermined combination of confirmed decorative symbols (for example, "1 3 5") is derived as the display result of the variable display of decorative symbols on the screen of the image display device 5 (the display result of the variable display of decorative symbols is a "minor win"). As an example, decorative symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, a common confirmed decorative symbol may be derived and displayed when the display result of the special feature game is a "jackpot" of a certain type of jackpot (a type of jackpot game state that is similar in nature to a minor win game state) and when it is a "minor win."

[0087] If the display result of the special game is "miss," the variable display mode of the decorative symbols may not become a reach mode, 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 "non-reach miss") (the display result of the variable display of the decorative symbols will be "non-reach miss"). In addition, if the display result is "miss," the variable display mode of the decorative symbols may become a reach mode, 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 jackpot combination (also called "reach miss") (the display result of the variable display of the decorative symbols will be "reach miss").

[0088] 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 in a variable display. 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 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.

[0089] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect 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.

[0090] Even during a big win, a special animation is performed to inform the player of the big win state. This animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Similarly, during a minor win, a special animation is performed to inform the player of the minor win state. It is also possible to perform the same animation during a minor win and during certain types of big wins (types of big wins that have a similar nature to the minor win state, for example, a type of big win that makes the subsequent game state a high probability state) so that the player does not know whether they are currently in a minor win state or a big win state. In such cases, it is also possible to perform the same animation at the end of both the minor win state and the big win state so that the player cannot distinguish between a high probability state and a low probability state.

[0091] 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).

[0092] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 3. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. 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.

[0093] 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).

[0094] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned 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), big win game state, small win game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0095] 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, and an I / O (Input / Output port) 105.

[0096] 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.

[0097] 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).

[0098] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).

[0099] 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 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.

[0100] 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 built-in 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 provided on the power supply board 17.

[0101] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a general electric accessory or the solenoid 82 for the big winning port door.

[0102] On the main board 11, a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door opening sensor 90 are connected. The door opening sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.

[0103] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game according to the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the big win type), the variable pattern used when executing the special figure game (details will be described later)), the game situation (for example, the start or end of the variable display, the opening status of the big winning port, the occurrence of winning, the number of reserved memories, the game state), commands for specifying the occurrence of an error, etc.

[0104] The effect control board 12 is a sub-side control board independent of the main board 11, and has a function of receiving an effect control command and executing an effect (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control command.

[0105] Mounted on the effect control board 12 are an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0106] The performance control CPU 120 performs processes for executing performances together with the display control unit 123 (processes for realizing the functions of the performance control board 12, including determination of the performances to be executed, etc.) by executing the programs stored in the ROM 121. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0107] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.

[0108] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.

[0109] Based on an instruction to execute a performance from the performance control CPU 120, the display control unit 123 supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying a performance image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the performance image and lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit driving the movable body 32.

[0110] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R.

[0111] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.

[0112] Furthermore, the control of audio output, lamp on / off (supply of sound specification signals and lamp signals, etc.), and control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.

[0113] 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).

[0114] 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, lamp signals).

[0115] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, 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 machine 1 may be configured to have multiple functions.

[0116] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.

[0117] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 4 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.

[0118] In the main game control process shown in Figure 4, the CPU 103 first sets interrupts to disabled (step S1). Next, it 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.

[0119] Next, it is determined 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 supply to the pachinko machine 1 is started, for example, if the clear switch provided 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 only needs to be able to be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect whether there is backup data and whether there are any data errors, and then determine whether the recovery conditions can be met.

[0120] If the recovery conditions are met (Step S3; Yes), the recovery process (Step S4) is executed, followed by the setting confirmation process (Step S5). The recovery process in Step S4 sets the working area based on the contents stored in RAM 102. By setting the working 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.

[0121] If the recovery conditions are not met (Step S3; No), the initialization process (Step S6) is performed, followed by the 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.

[0122] 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, 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.

[0123] 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.

[0124] When the pachinko gaming machine 1 is in the setting confirmation state, it may be set to the game stop state that stops the progress of the game in the pachinko gaming machine 1. When in the game stop state, the launch of the game ball by operating the hitting operation handle, the detection of the game ball by various switches, etc. are stopped, and in the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display 20, it may be controlled to stop displaying a losing symbol or to perform a display corresponding to a game stop state different from the losing symbol. When the setting confirmation state ends, the accompanying game stop state may also end.

[0125] In the setting change process of step S7, it is determined whether a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door open sensor 90 is in the on state and the setting key 51 is in the on operation state when the power supply is started. The setting change condition may include that the clear signal is in the on state.

[0126] When the setting change condition is satisfied in the setting change process of step S7, the pachinko gaming machine 1 enters the setting change state where the set value can be changed, and a setting change start command is transmitted from the main board 11 to the effect control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time the operation of the setting change switch 52 is detected, the numerical value displayed on the display monitor 29 is sequentially updated and displayed. Then, based on the fact that the setting key 51 is turned off by the operation of the casino staff or the like, the set value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. When ending the setting change state, a setting change end command is transmitted from the main board 11 to the effect control board 12.

[0127] When the pachinko gaming machine 1 is in the setting change state, similar to when it is in the setting confirmation state, the pachinko gaming machine 1 may be set to the game stop state. When the setting change state ends, the accompanying game stop state may also end.

[0128] 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.

[0129] The clear signal is turned ON, for example, by pressing the clear switch 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 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 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 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 is OFF, the recovery process in step S4 is executed, but the system is not controlled to the setting confirmation state.

[0130] 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, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is triggered periodically at predetermined intervals (e.g., 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 (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.

[0131] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 5. When the game control timer interrupt processing shown in Figure 5 is started, the CPU 103 first executes a predetermined switch processing 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). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning based on the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start wins, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0132] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the game random numbers used by the 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 jackpot game states and minor jackpot game states, and control of the game state are realized.

[0133] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, 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 execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.

[0134] 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.

[0135] Figure 6 is a flowchart showing an example of the process performed in step S25 shown in Figure 5 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).

[0136] 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, 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 4.

[0137] 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 S120 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 S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.

[0138] Step S110, the normal special symbol processing, is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a decision is made on whether 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 normal special symbol processing, based on a random value for determining the display result, it is determined (pre-determined) whether the display result of the special symbol or decorative symbol will be a "jackpot" or a "minor win," and if it is a "jackpot," the type of jackpot. Furthermore, in the normal special symbol processing, a confirmed special symbol (either a jackpot symbol, a minor win 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 normal special symbol 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").

[0139] 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.

[0140] 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 variable patterns using a random value for variable pattern determination, based on a prior decision result such as whether the display result should be "big win" or "small win". 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.

[0141] 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 (whether or not there is a reach, etc.), and the content of the performance during the variable display of the decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.

[0142] 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 the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols 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 symbols 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.

[0143] 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 setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbols and 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". On the other hand, if the Big Win flag is off and the display result is "Small Win", the value of the special symbol process flag is updated to "8". If the display result is "Miss", the value of the special symbol process flag is updated to "0". If the display result is "Small Win" or "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.

[0144] 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.

[0145] 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.

[0146] 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.

[0147] 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.

[0148] Step S118, the pre-opening of the minor win, is executed when the value of the special symbol process flag is "8". This pre-opening of the minor win includes processing to set the major prize opening to an open state in the minor win game state, based on the display result being "minor win". At this time, the value of the special symbol process flag is updated to "9", and the pre-opening of the minor win ends.

[0149] The minor win opening process in step S119 is executed when the value of the special symbol process flag is "9". This minor win opening process includes measuring the elapsed time since the large prize slot was opened, and determining whether it is time to return the large prize slot from the open state to the closed state based on the measured elapsed time. When the large prize slot is returned to the closed state and it is time to end the minor win game state, the value of the special symbol process flag is updated to "10", and the minor win opening process ends.

[0150] The minor win termination process in step S120 is executed when the value of the special feature process flag is "10". This minor win termination process includes a process that waits until a waiting time corresponding to the period during which a performance action that notifies the end of the minor win game state is executed has elapsed. Here, when the minor win game state ends, the game state of the pachinko machine 1 that was in place before the minor win game state began is continued. When the waiting time at the end of the minor win game state has elapsed, the value of the special feature process flag is updated to "0", and the minor win termination process ends.

[0151] 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 process 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.

[0152] Figure 7 shows an example of the configuration of the display result determination table. Figure 7(A) shows an example of the configuration of the display result determination table for the first special symbol, which is used when the variable special symbol is the first special symbol, and Figure 7(B) shows an example of the configuration of the display result determination table for the second special symbol, which is used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, the winning determination value, which is compared with the random value MR1 according to the set value, is assigned to the special symbol display result, which is the variable display result of the special symbol. The random value MR1 is a random value used to determine the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for both the first and second special symbols.

[0153] In the display result determination table, when the game state is a probability variation state (high probability state), more determination values ​​are assigned to the special symbol display result of "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, when the game state is a high probability state such as a probability variation state in which probability variation control is performed in the pachinko game machine 1, the probability of it being controlled to a jackpot game state is higher than when it is a low probability state such as a normal state or a time-saving state.

[0154] In the first special symbol display result determination table, determination values ​​are assigned such that the probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state is the same regardless of the game state or setting value. In the second special symbol display result determination table, determination values ​​are assigned such that the probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state is the same but different from the value in the first special symbol display result determination table. Note that the probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state may be different depending on the setting value. The probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state may be the same regardless of the fluctuating special symbol.

[0155] In the first special display result determination table and the second special display result determination table, when the game state is normal or time-saving state, the range of 1020 to 1237 among the win determination values ​​is set as a common numerical range for determining a win, regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "win," and only the common numerical range for determining a win is set. On the other hand, when the setting value is 2 to 6, the numerical range from 1238 according to each setting value is set as a non-common numerical range for determining a win, so as to be continuous with the common numerical range for determining a win.

[0156] In the first special display result determination table and the second special display result determination table, when the game state is in a probability variation state, the range of 1020 to 1346 among the win determination values ​​is set as a common numerical range for determining a jackpot, regardless of the setting value. When the setting value is 1, 1020 to 1346 is assigned to "jackpot," and only the common numerical range for determining a jackpot is set. On the other hand, when the setting value is 2 to 6, the numerical range from 1346 according to each setting value is set as a non-common numerical range for determining a jackpot, so as to be continuous with the common numerical range for determining a jackpot.

[0157] In the first special display result determination table, when the game state is normal or time-saving state, the range of 32767 to 33094 among the win determination values ​​is set as a common numerical range for determining minor wins, regardless of the setting value. The minor win determination values ​​are set to a different numerical range from the common and non-common numerical ranges for big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0158] In the first special display result determination table, when the game state is in a probability variation state, the range of 32767 to 33094 among the win determination values ​​is set as a common numerical range for determining minor wins, regardless of the setting value, just as when the game state is in a normal state or a time reduction state. The minor win determination values ​​are set to a different numerical range from the common numerical range and non-common numerical range for the big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0159] In the second special display result determination table, when the game state is normal or time-saving state, the range of 32767 to 33421 among the win determination values ​​is set as the common numerical range for determining minor wins, regardless of the setting value. The minor win determination values ​​are set to a different numerical range from the common and non-common numerical ranges for big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0160] In the second special display result determination table, when the game state is in a probability variation state, the range of 32767 to 33421 among the win determination values ​​is set as a common numerical range for determining minor wins, regardless of the setting value, just as when the game state is in a normal state or a time reduction state. The minor win determination values ​​are set to a different numerical range from the common numerical range and non-common numerical range for the big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0161] The number of settings that can be set in the pachinko game machine 1 may be five or fewer, or seven or more. The smaller the setting value set in the pachinko game machine 1, the more advantageous it may be for the player. The gameplay may change depending on the setting value set in the pachinko game machine 1. For example, if the setting value set in the pachinko game machine 1 is 1, the probability of hitting a jackpot in the normal state is 1 / 320, and the gameplay loops in the probability variation state at a rate of 65% (a so-called probability variation loop type). If the setting value set in the pachinko game machine 1 is 2, the probability of hitting a jackpot in the normal state is 1 / 200, and the game state after the jackpot game ends is controlled to be the probability variation state based on whether the game balls pass through a predetermined switch provided inside the special variable prize ball entry device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which game balls pass through predetermined switches during a jackpot game differs depending on the variable special symbol (a so-called V-probability variation type), and if the setting value set in the pachinko game machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the gameplay may be such that the state of a jackpot game is controlled based on whether the game balls pass through predetermined switches provided inside the special variable prize ball device 7 during high base (time reduction control) (a so-called type 1 and type 2 mixed type). The gameplay is the same when the setting value set in the pachinko game machine 1 is any of 1 to 3, but a setting may be provided in which the jackpot probability and small win probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko game machine 1 is any of 4 to 6). When the gameplay is changed according to the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable prize ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time a game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a probability variation state or a jackpot game state based on whether a game ball has passed through a predetermined switch).

[0162] 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.

[0163] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 8. When the main performance control process shown in Figure 8 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 an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations 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.

[0164] 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 (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.

[0165] 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.

[0166] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, 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.

[0167] 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.

[0168] 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.

[0169] Figure 9 is a flowchart showing an example of the process executed in step S76 of Figure 8 as part of the performance control process. In the performance control process shown in Figure 9, the performance control CPU 120 first executes a pre-read notification setting process (step S161). In the pre-read notification setting process, for example, judgments, decisions, and settings are made to execute a 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, a process is executed to display the hold indicator based on the number of hold memories identified from the performance control command.

[0170] 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 S177, depending on the value of the performance process flag provided in, for example, RAM 122.

[0171] The variable display start waiting process in step S170 is a process that is 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 is terminated.

[0172] The variable display start setting process in step S171 is a process that is 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 preview productions, and the mode and execution start timing thereof 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 is terminated. 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.

[0173] 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 voice 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 (lighting signal) to the lamp control board 14, 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.

[0174] 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 big win game state or a small win game state. When it receives a performance control command that specifies the start of a big win game state, if the command specifies the start of a big win game state, it updates the value of the performance process flag to "6". On the other hand, if the command specifies the start of a small win game state, it updates the value of the performance process flag to "4", which is the value corresponding to the performance processing during a small win. Furthermore, if the waiting time for receiving a command that specifies the start of a big win game state or a small win game state has elapsed without such a command being received, it is determined that the display result in the special feature game was "miss", and the value of the performance process flag is updated to its initial value of "0". Updating the value of the production process flag terminates the special feature win waiting process.

[0175] The mini-bonus animation processing in step S174 is executed when the value of the animation process flag is "4". In this mini-bonus animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the mini-bonus game state, and executes various animation controls in the mini-bonus game state based on that setting. Also, in the mini-bonus animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the mini-bonus game state, the value of the animation process flag is updated to "5", which is the value corresponding to the mini-bonus termination animation, and the mini-bonus animation processing is terminated.

[0176] The minor win termination animation process in step S175 is executed when the value of the animation process flag is "5". In this minor win termination animation process, the animation control CPU 120 sets an animation control pattern corresponding to, for example, the end of the minor win game state, and executes various animation controls at the end of the minor win game state based on that setting. After that, the value of the animation process flag is updated to the initial value of "0", and the minor win termination animation process ends.

[0177] The jackpot animation processing in step S176 is executed when the value of the animation process flag is "6". 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, in response to receiving, for example, a command from the main board 11 specifying the termination of the jackpot game state, the value of the animation process flag is updated to "7", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.

[0178] The ending sequence processing in step S177 is executed when the value of the sequence process flag is "7". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, 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.

[0179] (A variation of the basic explanation) This invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.

[0180] The pachinko game machine 1 described above was a payout-type game machine that dispensed a predetermined number of game media as prizes based on the occurrence of winnings. However, it may also be a sealed-type game machine that encloses game media and awards points based on the occurrence of winnings.

[0181] During the variable display of special symbols, only one type of symbol (for example, a symbol representing "-") may be displayed, and the variable display may be achieved by repeatedly displaying and extinguishing that symbol. Furthermore, even if the symbol is displayed during the variable display, it does not have to be displayed when the variable display stops (the display result does not have to be the "-" symbol).

[0182] In the basic description above, a pachinko game machine 1 was shown as the game machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of the following: Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as Bonus, etc.)) that can execute a game in which a medal is inserted, a predetermined number of bets is set, multiple types of symbols are rotated in response to the operation of the lever by the player, and when the symbols are stopped in response to the operation of the stop button by the player, a predetermined number of medals are paid out to the player if the combination of stopped symbols is a specific combination of symbols.

[0183] The program and data for realizing the present invention are not limited to being distributed and provided to a computer device included in the pachinko game machine 1 via a removable recording medium, but may also be distributed by being pre-installed on a storage device of the computer device. Furthermore, the program and data for realizing the present invention may also be distributed by being downloaded from other devices on a network connected via a communication line, etc., by providing a communication processing unit.

[0184] Furthermore, the execution method of the game is not limited to execution by attaching a removable recording medium. It may also be a form in which programs and data downloaded via a communication line are temporarily stored in internal memory and then made executable, or a form in which the game is executed directly using the hardware resources of other devices on a network connected via a communication line. Moreover, it is also possible to execute the game by exchanging data with other computer devices via a network.

[0185] In this specification, expressions comparing various percentages, such as the percentage of performance execution (expressions such as "high," "low," and "different") may include cases where one of the percentages is "0%." For example, this includes cases where one is "0%" and the other is "100%" or less than "100%."

[0186] (Explanation of feature section 109SG) Next, the feature section 109SG in the embodiment of the present invention (hereinafter abbreviated as "this feature section 109SG") will be described.

[0187] Some conventional gaming machines, such as the one described in Japanese Patent Publication No. 2013-99572 (Patent Document 1), are equipped with a speaker (sound output means) that can notify the result of a performance by the operation of a movable body (execution of a specific performance) and can output performance sounds.

[0188] The gaming machine described in Patent Document 1 is capable of performing a suggestive performance that indicates the execution of a specific performance by repeatedly operating a movable body during a period prior to the execution of that specific performance, and by performing this suggestive performance, it is conceivable that the player's attention will be drawn to whether or not the specific performance will be executed. Furthermore, in such a gaming machine, it is conceivable that the repeated operation of the movable body as a suggestive performance will end a predetermined period before the specific performance, and the type of performance sound output from the speaker will be different before and after the predetermined period (changing the type of performance sound output from the speaker), thereby improving the enjoyment of the game. However, there is a problem that the change in the type of performance sound output from the speaker before and after the predetermined period will be difficult to recognize due to the operation of the movable body.

[0189] This invention addresses these problems and aims to provide a gaming machine that makes it easy to recognize that the type of sound effect changes before and after a predetermined period.

[0190] Figure 10-1 is a front view of the pachinko game machine 1 in the feature section 109SG. As shown in Figure 10-1, in the pachinko game machine 1 of the feature section 109S, a movable unit 109SG400 is provided between the game board 2 and the image display device 5 provided on its rear side.

[0191] As shown in Figure 10-3(A), the movable unit 109SG400 has a base 109SG410. The first movable body 109SG401 is positioned in the center of the base 109SG410 in the left-right width direction, the second movable body 109SG402L is positioned on the left side of the base 109SG410 in the left-right width direction, and the third movable body 109SG402R is positioned on the right side of the base 109SG410 in the left-right width direction.

[0192] Furthermore, the movable body unit 109SG400 includes a first movable body motor 109SG421 for operating the first movable body 109SG401, a second movable body motor 109SG422 for operating the second movable body 109SG402L, and a third movable body motor 109SG423 for operating the third movable body 109SG402R. Therefore, the second movable body 109SG402L and the third movable body 109SG402R in this feature unit 109SG can operate independently of the first movable body 109SG401. In addition, a movable body LED 109SG495 is built into a predetermined position on the first movable body 109SG401 (for example, the upper position of the first movable body 109SG401).

[0193] Of these three movable bodies—the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R—the first movable body 109SG401 is capable of moving from a retracted position (see Figure 10-3(A)) which is below the image display device 5, to a suggestion position (see Figure 10-3(B)) which is above the retracted position, and to a performance position (see Figure 10-3(C)) which is above the suggestion position and is also in front of the image display device 5, by being driven by the motor 109SG421 for the first movable body.

[0194] Furthermore, the second movable body 109SG402L and the third movable body 109SG402R can move from a retracted position (see Figure 10-3(A)) which is below the image display device 5, to a position adjacent to the left and right of the first movable body 109SG401, which has moved to the performance position (see Figure 10-3(C)), by being driven by the motor for the second movable body 109SG422 and the motor for the third movable body 109SG423.

[0195] Furthermore, in this feature unit 109SG, as shown in Figures 10-3(A) to 10-3(C), the state in which the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are all in the retracted position is the first state of the movable unit 109SG400; the state in which the first movable body 109SG401 is in the suggestive position, while the second movable body 109SG402L and the third movable body 109SG402R are in the retracted position is the second state of the movable unit 109SG400; and the state in which the first movable body 109SG401 is in the performance position, while the second movable body 109SG402L and the third movable body 109SG402R are located in adjacent positions to the left and right of the first movable body 109SG401 in the performance position is the third state of the movable unit 109SG400.

[0196] Figure 10-4(A) is an explanatory diagram showing an example of the content of a performance control command used in this feature unit 109SG. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always "1", and the first bit of the EXT data is "0". Note that the command form shown in Figure 10-4(A) is just an example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.

[0197] In the example shown in Figure 10-4(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.

[0198] Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss", a "jackpot", or a "minor win", and the determination result (jackpot type determination result) of which of the multiple types of jackpots to be used when the variable display result is a "jackpot".

[0199] In the variable display result specification command, for example, as shown in Figure 10-4(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot C", as well as the jackpot type determination result. Command 8C04H is the fifth variable display result specification command, which notifies the pre-determined result that the variable display result will be "Big Win" and the big win type will be "Non-Probability Big Win," as well as the big win type determination result. Command 8C05H is the sixth variable display result specification command, which notifies the pre-determined result that the variable display result will be "Small Win."

[0200] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), and command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state). Furthermore, command 9502H is designated as a third game state specification command corresponding to a game state in which probability variation control is performed but time reduction control is not performed (high probability low base state, probability variation state without time reduction), and command 9503H is designated as a fourth game state specification command corresponding to a game state in which both time reduction control and probability variation control are performed (high probability high base state, probability variation state with time reduction).

[0201] Command A0XXH is a win start command (also called a "fanfare command") that specifies the display of a visual effect indicating the start of a big win or small win game. Command A1XXH is a big win opening notification command that indicates the period during which the big win opening is open during a big win game. Command A2XXH is a big win opening after opening notification command that indicates the period during which the big win opening has changed from an open state to a closed state during a big win game. Command A3XXH is a win end command that specifies the display of a visual effect at the end of a big win or small win game.

[0202] In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the normal open jackpot state and the high-speed open jackpot state described later (for example, "1" to "10").

[0203] Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred.

[0204] Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent based on the first start entry condition being met, for example, when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent based on the second start entry condition being met, for example, when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases).

[0205] Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memories. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memories.

[0206] Commands C4XXH and C6XXH are performance control commands (winning result specification commands) that indicate the content of the winning result judgment. Of these, command C4XXH is a symbol specification command that indicates whether the variable display result will be a "jackpot" as a winning result, the type of jackpot (probability variation or non-probability variation), and whether it will be a minor win. Command C6XXH is a variation category command that indicates whether the random value used for variation pattern judgment will result in a "non-reach," "super reach," or "other" variation pattern as a winning result.

[0207] Note that the commands shown in Figure 10-4(A) are just examples, and the system may not have some of these commands, may use different commands in place of these commands, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the number of remaining times that the probability variation control or time reduction control will be executed.

[0208] Figure 10-5 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 10-5, in this feature unit 109SG, numerical data representing the random numbers MR1 ​​for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, and MR4 for determining the normal display result are controlled to be countable on the main board 11. In addition, other random numbers may be used to enhance the game effect. Random numbers used to control the progress of the game are also called game random numbers.

[0209] The random number circuit 104 only needs to count numerical data that represents some or all of these random values ​​MR1 ​​to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as the random counter provided in the game control counter setting unit 109SG154 shown in Figure 10-10, and update various numerical data by software to count numerical data that represents some of the random values ​​MR1 ​​to MR4.

[0210] The random value MR1 for determining the special symbol display result is a random value used to determine whether or not to control the game state to a jackpot by treating the variable display result, such as a special symbol, in the special symbol game as a "jackpot," and takes values ​​in the range of "1" to "65536." The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to be one of "probability variation jackpot A," "probability variation jackpot B," "probability variation jackpot C," or "non-probability variation jackpot" when the variable display result is a "jackpot," and takes values ​​in the range of "1" to "100."

[0211] The random value MR3 used for determining the variation pattern is a random value used to determine the variation pattern in the variable display of special symbols and decorative symbols to one of several pre-prepared types, and can take values ​​in the range of "1" to "997".

[0212] The random value MR4 used for determining the result of the regular symbol display is a random value used to determine whether the variable display result in the regular symbol game using the regular symbol display unit 20 is a "regular symbol win" or a "regular symbol loss," and takes values ​​in the range of "3" to "13".

[0213] Figure 10-6(A) shows an example of the configuration of the special feature display result determination table 1 stored in the ROM 101. In this feature unit 109SG, a common special feature display result determination table is used for both the first and second special features, but the present invention is not limited to this, and separate special feature display result determination tables may be used for the first and second special features.

[0214] The Special Symbol Display Result Determination Table 1 is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A or the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.

[0215] In the special feature section 109SG, the special symbol display result determination table 1 assigns a numerical value (determination value) to be compared with the random value MR1 for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is a normal state, a time-saving state (low probability state), or a probability variation state (high probability state), to the special symbol display result of "jackpot" or "miss".

[0216] In the special symbol display result determination table 1, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a jackpot game state as a "jackpot". In the special symbol display result determination table 1 of this feature unit 109SG, when the game state is a probability variation state (high probability state), more determination values ​​are assigned to the special symbol display result of "jackpot" than when it is a normal state or a time-saving state (low probability state). As a result, in the probability variation state (high probability state) in which probability variation control is performed in the pachinko game machine 1, the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this feature unit 109SG) compared to the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" when it is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this feature unit 109SG). In other words, in the special display result determination table 1, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of deciding to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.

[0217] Figure 10-6(B) also shows an example of the configuration of the special symbol display result determination table 2 stored in ROM 101. The special symbol display result determination table 2 is a table that is referenced to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "minor win" with a variable display result before the confirmed special symbol, which will be a variable display result, is derived and displayed in a special symbol game using the first special symbol by the first special symbol display device 4A or the second special symbol by the second special symbol display device 4B.

[0218] In the special feature section 109SG, the special symbol display result determination table 2 is assigned to the "minor win" special symbol display result, regardless of whether the game state of the pachinko machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state).

[0219] In the special symbol display result determination table 2, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the game state to a minor win as a "minor win" based on the special symbol display result. In the special symbol display result determination table 2 of this feature unit 109SG, the number of determination values ​​assigned to "minor win" differs depending on whether it is a special symbol game of the first special symbol or a special symbol of the second special symbol. Specifically, if it is a special symbol game of the first special symbol, a determination value is assigned to "minor win," but if it is a special symbol game of the second special symbol, no determination value is assigned to "minor win." Therefore, as will be described later, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol, and time-saving control is executed, resulting in balls entering the second starting prize slot formed by the variable prize ball device 6B, and in a high base state where the variable display of the second special symbol is executed many times, "minor wins" are almost never performed. In a high base state where game balls can easily enter the second starting prize slot formed by the variable prize ball device 6B, the occurrence of minor wins that do not yield many game balls is avoided, thereby preventing a decrease in the enjoyment of the game.

[0220] Figure 10-7(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. The jackpot type determination table in this feature unit 109SG is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, the numerical value (determination value) compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "non-probability variation jackpot", "probability variation jackpot A", "probability variation jackpot B", and "probability variation jackpot C", depending on whether the special symbol that was displayed variably (variable display) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0221] Here, the types of jackpots in the feature unit 109SG will be explained using Figure 10-7(B). In the feature unit 109SG, the types of jackpots are set as follows: "Probability variation jackpot A" and "Probability variation jackpot B," in which high probability control and time reduction control are executed after the jackpot game state ends, transitioning to a high probability high base state; "Probability variation jackpot C," in which high probability control is executed after the jackpot game state ends, but time reduction control is not executed, transitioning to a high probability low base state; and "Non-probability variation jackpot," in which only time reduction control is executed after the jackpot game state ends, transitioning to a low probability high base state.

[0222] The winning state for "Probability-Boosting Jackpot A" is a normal opening jackpot in which rounds that change the special variable ball entry device 7 to the advantageous first state for the player are repeated 10 times (so-called 10 rounds). On the other hand, the winning state for "Probability-Boosting Jackpot B" is a normal opening jackpot in which rounds that change the special variable ball entry device 7 to the advantageous first state for the player are repeated 5 times (so-called 5 rounds). And the winning state for "Probability-Boosting Jackpot C" is a normal opening jackpot in which rounds that change the special variable ball entry device 7 to the advantageous first state for the player are repeated 2 times (so-called 2 rounds). In addition, the winning state for "Probability-Boosting Jackpot C" and "Non-Probability-Boosting Jackpot" is a normal opening jackpot in which rounds that change the special variable ball entry device 7 to the advantageous first state for the player are repeated 2 times (so-called 2 rounds). Therefore, "Probability-increasing jackpot A" may be referred to as a 10-round (10R) probability-increasing jackpot, "Probability-increasing jackpot B" as a 5-round (5R) probability-increasing jackpot, and "Probability-increasing jackpot C" as a 2-round (2R) probability-increasing jackpot.

[0223] Furthermore, although not specifically illustrated, the minor win game state in this feature section 109SG changes the special variable prize ball device 7 to a first state advantageous to the player twice, and the opening time is 0.1 seconds. After the minor win game ends, the game state immediately before the minor win game is carried over.

[0224] The high-probability control and time-saving control implemented after the end of a jackpot game state in a probability variation jackpot continue to be implemented until another jackpot occurs after the end of that jackpot game state. Therefore, if the subsequent jackpot is a probability variation jackpot, the high-probability control and time-saving control are implemented again after the end of the jackpot game state, resulting in a so-called continuous jackpot state where jackpot game states occur consecutively without going through the normal state.

[0225] On the other hand, the time-saving control performed after the end of a jackpot game state due to a "non-probability-changing jackpot" ends when a predetermined number of special symbol games (100 times in this feature unit 109SG) are played, or when the jackpot game state is reached before the predetermined number of special symbol games are played.

[0226] In the example setting of the jackpot type determination table shown in Figure 10-7(A), the assignment of determination values ​​to the jackpot types "Probability Variation Jackpot A," "Probability Variation Jackpot B," "Probability Variation Jackpot C," and "Non-Probability Variation Jackpot" differs depending on whether the variable-display special symbol is the first special symbol or the second special symbol. Specifically, when the variable-display special symbol is the first special symbol, a predetermined range of determination values ​​(values ​​in the range of "81" to "100") are assigned to the jackpot types "Probability Variation Jackpot B" and "Probability Variation Jackpot C," which have fewer rounds. On the other hand, when the variable-display special symbol is the second special symbol, no determination values ​​are assigned to the jackpot types "Probability Variation Jackpot B" and "Probability Variation Jackpot C." With this setting, the proportion of times the jackpot type is determined to be "Probability Variation Jackpot B" or "Probability Variation Jackpot C," which have fewer rounds, can be made different depending on whether the jackpot type is determined to be one of several types based on whether the first start condition for starting a special symbol game using the first special symbol by the first special symbol display device 4A is met, or whether the jackpot type is determined to be one of several types based on whether the second start condition for starting a special symbol game using the second special symbol by the second special symbol display device 4B is met. In particular, in special symbol games using the second special symbol, the jackpot type is not determined to be "Probability Variation Jackpot B" or "Probability Variation Jackpot C," which are normal opening jackpot states or high-speed opening jackpot states with fewer rounds. For example, in game states where game balls are more likely to enter the second starting prize entry point formed by the variable prize entry device 6B due to high opening control associated with time-saving control, it is possible to avoid frequent occurrences of jackpot states with fewer prize balls, thereby preventing a decrease in the enjoyment of the game.

[0227] Furthermore, in the example setting of the jackpot type determination table shown in Figure 10-7(A), the assignment of determination values ​​for the "non-probability variation" jackpot type is the same regardless of whether it is the first special symbol game or the second special symbol game. Therefore, the probability of a non-probability variation jackpot and the probability of a probability variation jackpot are the same regardless of whether it is the first special symbol game or the second special symbol game.

[0228] Therefore, as mentioned above, just as the assignment of judgment values ​​for "Probability Variation Jackpot B" and "Probability Variation Jackpot C" differs depending on whether it is a special game of the first special symbol or the second special symbol, the assignment of judgment values ​​for "Probability Variation Jackpot A" also differs depending on whether it is a special game of the first special symbol or the second special symbol, and for "Probability Variation Jackpot A," which has a large number of rounds, it is set to be easier to determine when it is a special game of the second special symbol than when it is a special game of the first special symbol.

[0229] Furthermore, even in the case of a special feature game using the second special feature, a different range of predetermined judgment values ​​than those used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". For example, in the case of a special feature game using the second special feature, a smaller judgment value than that used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". Alternatively, regardless of whether it is a special feature game using the first or second special feature, the jackpot type may be determined by referring to common table data.

[0230] Figure 10-8 shows the variation patterns in the feature unit 109SG. In the feature unit 109SG, multiple variation patterns are pre-prepared to correspond to cases where the variable display result is a "miss," specifically when the variable display mode of the decorative symbols is "not a reach" and when it is "a reach," as well as when the variable display result is a "jackpot" or "minor win." The variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "not a reach" is called the non-reach variation pattern (also called the "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "a reach" is called the reach variation pattern (also called the "reach miss variation pattern"). Furthermore, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern that corresponds to the case where the variable display result is a "miss." The variation pattern corresponding to the case where the variable display result is "jackpot" is called the jackpot variation pattern.

[0231] The jackpot variation patterns and reach variation patterns include normal reach variation patterns, in which the reach animation of a normal reach is executed, and super reach variation patterns, in which the reach animation of a super reach is executed. In this feature section 109SG, only one type of normal reach variation pattern is provided, but the present invention is not limited to this, and multiple normal reach variation patterns such as normal reach α, normal reach β, ... may be provided.

[0232] Furthermore, the variation patterns in this feature section 109SG also include a special win variation pattern (PC1-1) that corresponds to cases where the variable display result is "minor win" or when the variable display result is "big win" and the big win type is "probability variation big win C".

[0233] As shown in Figure 10-8, the special symbol variable display time for the normal reach variation pattern in this feature unit 109SG, during which the reach animation for a normal reach is performed, is set to be shorter than that for the super reach variation pattern.

[0234] Furthermore, in the feature unit 109SG, as will be described later, instead of first determining the type of variation pattern, such as the type of non-reach, the type of normal reach, or the type of super reach, and then determining the variation pattern to be executed from the variation patterns belonging to the determined type, the variation pattern is determined using only the random value MR3 for variation pattern determination without determining these types. However, the present invention is not limited to this, and for example, in addition to the random value MR3 for variation pattern determination, a random value for variation pattern type determination may be provided, and the type of variation pattern may be determined first from these random values ​​for variation pattern type determination, and then the variation pattern to be executed may be determined from the variation patterns belonging to the determined type.

[0235] Figure 10-9 is an explanatory diagram of the method for determining the variation pattern in the feature unit 109SG. In the feature unit 109SG, the variation pattern determination table to be selected differs depending on the display result of the variable display to be executed and the number of reserved memories.

[0236] Specifically, as shown in Figure 10-9, if the variable display result is a non-probability-changing jackpot, the jackpot variation pattern determination table A is selected, and the variation pattern is determined using the jackpot variation pattern determination table A from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach α1 jackpot), PB1-3 (variation pattern for super reach α2 jackpot), PB1-4 (variation pattern for super reach β1 jackpot), and PB1-5 (variation pattern for super reach β2 jackpot).

[0237] Furthermore, if the variable display result is a guaranteed jackpot, the jackpot variation pattern determination table A is selected, and the variation pattern is determined using the jackpot variation pattern determination table A from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach α1 jackpot), PB1-3 (variation pattern for super reach α2 jackpot), PB1-4 (variation pattern for super reach β1 jackpot), and PB1-5 (variation pattern for super reach β2 jackpot).

[0238] As shown in Figure 10-9, the number of judgment values ​​assigned to PB1-1 is the same in Jackpot Pattern Determination Table A and Jackpot Pattern Determination Table B, but the number of judgment values ​​assigned to PB1-2, PB1-3, PB1-4, and PB1-5 are different. Specifically, in Jackpot Pattern Determination Table A, 2 judgment values ​​are assigned to PB1-1, 45 to PB1-2, 150 to PB1-3, 300 to PB1-4, and 500 to PB1-5. On the other hand, in Jackpot Pattern Determination Table B, 2 judgment values ​​are assigned to PB1-1, 30 to PB1-2, 135 to PB1-3, 315 to PB1-4, and 515 to PB1-5. In other words, in this feature unit 109SG, when the variable display result is a probability-increasing jackpot, the variation pattern is determined to be PB1-4 or PB1-5, which are the variation patterns of Super Reach β1 and β2, at a higher rate than when the variable display result is a non-probability-increasing jackpot. Therefore, it is possible to draw the player's attention to the variation pattern in the variable display.

[0239] Furthermore, if the variable display result is a minor win, a special win variation pattern determination table is selected, and the variation pattern is determined to be PC1-1 (special win variation pattern) using the special win variation pattern determination table. In other words, in this feature unit 109SG, the variable display is executed with the same variation pattern whether the variable display result is a probability variation jackpot C or a minor win, making it difficult for the player to determine from the variation pattern whether the variable display result is a probability variation jackpot C or a minor win.

[0240] Furthermore, in the normal gameplay state (low base state), if the variable display result is "miss" and the number of reserved variable symbols is 2 or less, the miss variable pattern determination table A is selected, and the variable pattern is determined using the miss variable pattern determination table A from PA1-1 (variation pattern for non-reach miss), PA2-1 (variation pattern for normal reach miss), PA2-2 (variation pattern for super reach α1 miss), PA2-3 (variation pattern for super reach α2 miss), PA2-4 (variation pattern for super reach β1 miss), and PA2-5 (variation pattern for super reach β2 miss).

[0241] Furthermore, in the normal gameplay state (low base state), if the variable display result is "miss" and the number of reserved variable symbols is 3, the miss variable pattern determination table B is selected, and the variable pattern is determined using this miss variable pattern determination table B from PA1-2 (shortened variable pattern for non-reach miss), PA2-1 (variation pattern for normal reach miss), PA2-2 (variation pattern for super reach α1 miss), PA2-3 (variation pattern for super reach α2 miss), PA2-4 (variation pattern for super reach β1 miss), and PA2-5 (variation pattern for super reach β2 miss).

[0242] Furthermore, in the normal gameplay state (low base state), if the variable display result is "miss" and the number of reserved variable symbols is 4, the miss variable pattern determination table C is selected, and the variable pattern is determined using the miss variable pattern determination table C from PA1-3 (shortened variable pattern for non-reach miss), PA2-1 (variation pattern for normal reach miss), PA2-2 (variation pattern for super reach α1 miss), PA2-3 (variation pattern for super reach α2 miss), PA2-4 (variation pattern for super reach β1 miss), and PA2-5 (variation pattern for super reach β2 miss).

[0243] Furthermore, if the variable display result is "miss" in the time-saving state (high base state), the miss variation pattern determination table D is selected, and the variation pattern is determined using the miss variation pattern determination table D from PA1-4 (time-saving shortened variation pattern for non-reach misses), PA2-1 (variation pattern for normal reach misses), PA2-2 (variation pattern for super reach α1 misses), PA2-3 (variation pattern for super reach α2 misses), PA2-4 (variation pattern for super reach β1 misses), and PA2-5 (variation pattern for super reach β2 misses).

[0244] In other words, in this feature unit 109SG, when the variable display result is a "miss," the probability of the variable display being executed by a shortened variable pattern (PA1-2, PA1-3, PA1-4), which has a shorter variable display time than the normal non-reach miss variable pattern (PA1-1), is higher, based on the fact that the number of reserved variable symbols is 3 or 4, or that it is in a time-saving state. This prevents the game from becoming drawn out and makes it possible to shorten the period until the next variable display result is a jackpot.

[0245] As shown in Figures 10-28 to 10-35, the variable display of Super Reach α1 in this feature section 109SG (variable display of variation patterns PA2-2 and PB1-2) has a special symbol variable display time of 40 seconds and is a variable display that executes a battle scene between ally character A and enemy character A as a reach effect for the Super Reach. The variable display of Super Reach α2 (variable display of variation patterns PA2-3 and PB1-3) has a special symbol variable display time of 50 seconds and is a variable display that executes a battle scene between ally character A and enemy character B as a reach effect for the Super Reach. The variable display of Super Reach β1 (variable display of variation patterns PA2-4 and PB1-4) has a special symbol variable display time of 60 seconds and is a variable display that executes a battle scene between ally character A and enemy character A as a reach effect for the Super Reach. The variable display of Super Reach β2 (variable display of variation patterns PA2-5 and PB1-5) has a special symbol variable display time of 60 seconds and is a variable display that executes a battle scene between ally character A and enemy character A as a Super Reach reach effect.

[0246] As shown in Figure 10-9, in this feature unit 109SG, the probability of winning a jackpot for each variable display is set to be highest for Super Reach β2, followed by Super Reach β1, Super Reach α2, Super Reach α1, Normal Reach, and No Reach in that order (Probability of winning a jackpot for each variable display in this feature unit 109SG: Super Reach β2 > Super Reach β1 > Super Reach α2 > Super Reach α1 > Normal Reach > No Reach).

[0247] In other words, focusing on the variable display of the super reach, in this feature section 109SG, the probability of winning a jackpot differs depending on the combination of whether the ally character displayed in the battle sequence (the reach sequence of the super reach) is ally character A or ally character B, and whether the enemy character displayed in the battle sequence (the reach sequence of the super reach) is enemy character A or enemy character B.

[0248] The RAM 102 in the feature unit 109SG is provided with a game control data storage area 109SG150, as shown in Figure 10-10, which is a region for storing various data used to control the progress of the game in the pachinko game machine 1. The game control data storage area 109SG150 shown in Figure 10-10 includes a first special symbol hold storage unit 109SG151A, a second special symbol hold storage unit 109SG151B, a regular symbol hold storage unit 109SG151C, a game control flag setting unit 109SG152, a game control timer setting unit 109SG153, a game control counter setting unit 109SG154, and a game control buffer setting unit 109SG155.

[0249] The first special symbol hold memory unit 109SG151A stores hold data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) that have not yet started, but where a game ball has passed through (entered) the first starting entry opening formed by the prize ball entry device 6A and a starting entry (first starting entry) has occurred. As an example, the first special symbol hold memory unit 109SG151A associates the hold number with the order in which the game balls enter the first starting entry opening (the order in which the game balls are detected), and stores numerical data such as random values ​​MR1 ​​for determining the special symbol display result, random values ​​MR2 for determining the type of jackpot, and random values ​​MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the fulfillment of the first starting condition in the passage (entry) of the game ball, as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). The reserved data stored in the first special symbol reserved memory unit 109SG151A indicates that the execution of the special symbol game using the first special symbol is on hold, and the reserved information makes it possible to determine whether or not a jackpot will occur based on the variable display result (special symbol display result) in this special symbol game.

[0250] The second special symbol hold memory unit 109SG151B stores hold data for special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) that have not yet started, but where a game ball has passed through (entered) the second starting entry opening formed by the variable prize ball device 6B and a starting entry (second starting entry) has occurred. As an example, the second special symbol hold memory unit 109SG151B associates the hold number with the order in which the game balls enter the second starting entry opening (the order in which the game balls are detected), and stores numerical data such as random values ​​MR1 ​​for determining the special symbol display result, random values ​​MR2 for determining the type of jackpot, and random values ​​MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the fulfillment of the second starting condition in the passage (entry) of the game ball, as hold data until the number reaches a predetermined upper limit (for example, "4"). The reserved data stored in the second special symbol reserved memory unit 109SG151B indicates that the execution of the special symbol game using the second special symbol is on hold, and the reserved information makes it possible to determine whether or not a jackpot will occur based on the variable display result (special symbol display result) in this special symbol game.

[0251] Furthermore, it is also possible to store the reserved information (first reserved information) based on the fulfillment of the first start condition when the game ball passes through (enters) the first start prize entry point, and the reserved information (second reserved information) based on the fulfillment of the second start prize when the game ball passes through (enters) the second start prize entry point, in a common reserved information storage unit, associated with the reserved number. In this case, the start entry point data indicating whether the game ball passed through (entered) the first or second start prize entry point should be included in the reserved information and stored in association with the reserved number.

[0252] The regular symbol hold memory unit 109SG151C stores hold information for regular symbol games that have not yet been started by the regular symbol display unit 20, even though the game balls that have passed through the passage gate 41 have been detected by the gate switch 21. For example, the regular symbol hold memory unit 109SG151C associates the hold number with the order in which the game balls pass through the passage gate 41, and stores numerical data such as a random value MR4 for determining the regular symbol display result, which is extracted by the CPU 103 from the random number circuit 104 etc. based on the passage of the game balls, as hold data, until the number of such data reaches a predetermined upper limit (for example, "4").

[0253] The game control flag setting unit 109SG152 is equipped with multiple types of flags whose state can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 109SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether they are on or off.

[0254] The game control timer setting unit 109SG153 is equipped with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 109SG153 stores data indicating the timer values ​​for each of several types of timers.

[0255] The game control counter setting unit 109SG154 is equipped with multiple types of counters for counting count values ​​used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 109SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 109SG154 may also be equipped with a random counter for counting some or all of the random numbers for the game so that the CPU 103 can update them by software.

[0256] The random counter in the game control counter setting unit 109SG154 stores numerical data representing random values ​​not generated by the random number circuit 104, such as random values ​​MR2 to MR4, as random count values, and the numerical data representing each random value is updated periodically or irregularly in response to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count values ​​may be for updating the random count values ​​separately from the numerical data update operation in the random number circuit 104, or it may be for updating the random count values ​​by applying predetermined processing such as scrambling or arithmetic processing to all or part of the numerical data extracted from the random number circuit 104.

[0257] The game control buffer setting unit 109SG155 is equipped with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 109SG155 stores data indicating the buffer values ​​for each of several types of buffers.

[0258] The RAM 122 mounted on the performance control board 12 is provided with a performance control data storage area 109SG190, as shown in Figure 10-11(A), which is a region for storing various data used to control performance operations. The performance control data storage area 109SG190 shown in Figure 10-11(A) includes a performance control flag setting unit 109SG191, a performance control timer setting unit 109SG192, a performance control counter setting unit 109SG193, and a performance control buffer setting unit 109SG194.

[0259] The performance control flag setting unit 109SG191 is equipped with multiple types of flags whose status can be updated according to the performance operation status, such as the display status of the performance image on the screen of the image display device 5, or performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 109SG191 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether they are on or off.

[0260] The performance control timer setting unit 109SG192 is equipped with multiple types of timers used to control the progress of various performance operations, such as the display operation of performance images on the screen of the image display device 5. For example, the performance control timer setting unit 109SG192 stores data indicating the timer value for each of the multiple types of timers.

[0261] The performance control counter setting unit 109SG193 is equipped with multiple types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 109SG193 stores data indicating the count value for each of the multiple types of counters.

[0262] The performance control buffer setting unit 109SG194 is equipped with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 109SG194 stores data indicating the buffer value for each of several types of buffers.

[0263] In this feature unit 109SG, the data constituting the start-up winning command buffer 109SG194A, as shown in Figure 10-11(B), is stored in a predetermined area of ​​the performance control buffer setting unit 109SG194. The start-up winning command buffer 109SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special feature during variable display (area corresponding to buffer number "1-0"). Furthermore, the start-up winning command buffer 109SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special feature during variable display (area corresponding to buffer number "2-0"). When a starting prize is won in the first or second starting prize slot, four commands—a starting slot entry designation command (either the first or second starting slot entry designation command), a symbol designation command, a variation category designation command, and a hold memory count notification command (either the first or second hold memory count notification command)—are sent as a set from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol hold memory and the storage area corresponding to the second special symbol hold memory in the starting prize received command buffer 109SG194A are configured to store these starting slot entry designation command, symbol designation command, variation category designation command, and hold memory count notification command separately in the first and second special symbol hold memory.

[0264] The contents of these storage areas (entries) are shifted one by one to the higher level, as described later, when the start condition is met and the variable display of the highest-level reserved memory (buffer number "1-1" or buffer number "2-1") begins. At the same time, the contents of buffer number "1-0" or buffer number "2-0", which store the contents of the reserved memory for which the start condition has been met, are cleared in the special feature winning waiting process that is executed when the variable display ends.

[0265] Furthermore, the start-up prize-winning received command buffer 109SG194A of the feature unit 109SG has a storage area reserved for each storage area (entry) so that a hold display flag, which has a flag value set according to the display pattern (display mode) of the hold memory display, can be stored in association with each buffer number corresponding to the first special feature hold memory and the second special feature hold memory.

[0266] Furthermore, in the pre-read notification setting process described later, if the execution of the pre-read notification effect is not decided, the hold display flag will store "0" corresponding to the display pattern of the normal hold memory display, and the hold memory display in the normal display mode (e.g., a white circle) will be displayed in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U located at the bottom of the image display device 5. If the execution of the pre-read notification effect is decided, "1" (square (◇)) or "2" (star (☆)) corresponding to the display pattern of the hold memory display in a special mode different from the normal display mode (e.g., a square (◇) or a star (☆)) will be set, and the hold memory display in a special mode different from the normal display mode will be displayed in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U, and the variable display corresponding to the hold memory display will announce that there is a high possibility of a big win or a super reach.

[0267] When a ball enters the first starting entry slot, the CPU 120 for performance control stores the command from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the first special symbol hold memory in the starting entry received command buffer 109SG194A. When a ball enters the second starting entry slot, the CPU 120 stores the command from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the second special symbol hold memory in the starting entry received command buffer 109SG194A. When a ball enters the starting entry slot, commands from the starting entry slot entry specification command to the hold memory count notification command are transmitted sequentially. Therefore, once a command is received, the starting entry slot entry specification command, symbol specification command, variation category specification command, and hold memory count notification command are stored in the storage area corresponding to the last digits "1" to "4" of the buffer numbers corresponding to the first special symbol hold memory or the second special symbol hold memory, in that order.

[0268] As shown in Figure 10-11(B), the commands stored in the start-up prize-receiving command buffer 109SG194A are changed each time a variable display of decorative symbols is started. The commands stored in the entry corresponding to the previously completed variable display hold memory (the entry with buffer number "1-0" or "2-0") are deleted, and the contents of the entries stored in the entry corresponding to the hold memory of the variable display to be started (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the entries after the hold memory of the variable display to be started are shifted. For example, in the storage state shown in Figure 10-11(B), when the variable display of the decorative symbols of the first special symbol hold memory is completed, each command stored in buffer number "0" is deleted, each command stored in buffer number "1" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "1", and each command stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3", respectively. Therefore, buffer number "0" becomes an area (entry) for storing each command related to the variable-display pending memory at that time.

[0269] Next, the start-up prize determination process of the feature unit 109SG, which is executed in step S101 of Figure 5, will be explained based on Figure 10-12. 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 the 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 109SGS101a). At this time, if the first start-up switch 22A is ON (step 109SGS101a; Y), the CPU 103 determines whether the first special feature reserve memory count, which is the number of reserved memories for a special feature game using the first special feature, is at a predetermined upper limit value (for example, "4" as the upper limit memory count) (step 109SGS102). The CPU 103 only needs to be able to identify the first special feature reserve memory count by, for example, reading the first reserve memory count count value, which is the stored value of the first reserve memory count counter provided in the game control counter setting unit 109SG154. If the number of reserved first special symbols is not at the upper limit in step 109SGS102 (step 109SGS102;N), for example, the value stored in the start port buffer provided in the game control buffer setting unit 109SG155 is set to "1" (step 109SGS103).

[0270] In step 109SGS101a, when the first start port switch 22A is off (step 109SGS101;N), or in step 109SGS102, when the number of reserved special symbols has reached its upper limit (step 109SGS102;Y), it is determined whether the second start port switch 22B is on or off based on the 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 109SGS101b). In this case, if the second start port switch 22B is on (step 109SGS101b;Y), it is determined whether the number of reserved special symbols, which is the number of reserved special symbols for a special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit number of reserved symbols) (step 109SGS105). The CPU 103 only needs to be able to determine the number of second special symbol reserves by reading the second reserve count value, which is the value stored in the second reserve memory counter provided in the game control counter setting unit 109SG154. If the number of second special symbol reserves in step 109SGS105 is not the upper limit value (step 109SGS105; N), the CPU 103 can determine the number of second special symbol reserves by reading the second reserve memory count value, which is the value stored in the start port buffer provided in the game control buffer setting unit 109SG155, for example, by setting it to "2" (step 109SGS106).

[0271] After either step 109SGS103 or step 109SGS106 is executed, the number of reserved special symbols, corresponding to the value stored in the start-up buffer, is updated by adding 1 (step 109SGS107). For example, when the start-up buffer value is "1", the first reserved symbol count value is added by 1, while when the start-up buffer value is "2", the second reserved symbol count value is added 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 the 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 the special symbol game using the second special symbol is met. At this time, the total reserved symbol count is also updated by adding 1 (step 109SGS108). For example, the total number of reserved balls count value, which is the value stored in the total number of reserved balls counter provided in the game control counter setting unit 109SG154, can be updated to increment by 1.

[0272] After executing the process in step 109SGS108, 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 109SG154 that represent the random value MR1 for determining the special symbol display result, the random value MR2 for determining the type of jackpot, and the random value MR3 for determining the variation pattern (step 109SGS109). The numerical data representing each of these extracted random values ​​is stored by being set 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 109SGS110). For example, when the start gate buffer value is "1", the numerical data representing the random values ​​MR1 ​​to MR3 is stored in the first special symbol hold storage unit 109SG151A, while when the start gate buffer value is "2", the numerical data representing the random values ​​MR1 ​​to MR3 is stored in the second special symbol hold storage unit 109SG151B.

[0273] The numerical data representing the random values ​​MR1 ​​for determining the special symbol display result and the random values ​​MR2 for determining the type of jackpot are used to determine whether or not the variable display result of the special symbols or decorative symbols is a "jackpot," and further, if the variable display result is a "jackpot," to determine the type of jackpot. The random value MR3 for determining the variation pattern is used to determine the variation pattern, including the variable display time of the special symbols or decorative symbols. The CPU 103 executes the process in step 109SGS109 to extract numerical data representing all of the random values ​​used to determine the variable display pattern, including the variable display result and variable display time of the special symbols and decorative symbols.

[0274] Following the processing in step 109SGS110, the transmission settings for the start-up prize designation command are configured according to the start-up buffer value (step 109SGS111). 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 step S27 shown in Figure 4.

[0275] Following the processing in step 109SGS111, the random value determination process at the time of winning is executed (step 109SGS112). After that, settings are made to send a reserved memory count notification command to the performance control board 12, for example, by storing the storage address of the reserved memory count notification command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer (step 109SGS113). The reserved memory count notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, when the command control processing in step S27 shown in Figure 4 is executed.

[0276] After executing the process in step 109SGS113, it is determined whether the start port buffer value is "1" (step 109SGS114). If the start port buffer value is "1" (step 109SGS114; Y), the start port buffer is cleared and its stored value is initialized to "0" (step 109SGS115), and then the process proceeds to step 109SGS104. On the other hand, if the start port buffer value is "2" (step 109SGS114; N), the start port buffer is cleared and its stored value is initialized to "0" (step 109SGS116), and then the start port entry process is terminated. This ensures that even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a valid start port entry of a game ball, the process based on the detection of valid start ports from both can be reliably completed.

[0277] Figure 10-13(A) is a flowchart showing an example of the process executed in step 109SGS112 of Figure 10-12 as a random value determination process when a prize is won. In this feature unit 109SG, when the variable display of special symbols or decorative symbols is started, the special symbol normal processing (step S22 in Figure 5, Figure 10-11), described later, determines whether or not to control the game state to a jackpot by treating the special symbol display result (variable display result of special symbols) as a "jackpot". In addition, in the variable pattern setting processing (step S23 in Figure 5, Figure 10-12), described later, the variable pattern that specifically defines the variable display mode of the decorative symbols is determined. On the other hand, separate from these determinations, when a game ball is detected in the starting entry slot (first starting entry slot or second starting entry slot), the CPU 103 executes the entry random value determination process of step 109SGS112 to determine whether or not the special display result will be determined to stop and display the jackpot symbol, and whether or not the variable display mode of the decorative symbol will be a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or decorative symbol based on the detection of the game ball that has entered the starting entry slot begins, that is, before it is determined whether or not it will be a jackpot at the start of the variable display, it is determined whether the special display result will be a "jackpot" and which category of variable display mode the decorative symbol will be. Based on this determination result, the performance control CPU 120, etc., will execute a pre-announcement effect, such as a pre-announcement effect, as described later.

[0278] In the random value determination process at the time of winning shown in Figure 10-13(A), the CPU 103 first identifies the current game state of the pachinko game machine 1 by checking the status of the time-saving flag and the probability-changing flag, for example, in the game control flag setting unit 109SG152 (step 109SGS121). The CPU 103 identifies that it is in a probability-changing state when the probability-changing flag is on, identifies that it is in a time-saving state when the probability-changing flag is off and the time-saving flag is on, and identifies that it is in a normal state when both the probability-changing flag and the time-saving flag are off.

[0279] Following the processing in step 109SGS121, the special display result determination table 1 shown in Figure 10-6 is selected and set (step 109SGS122). Then, it is determined whether the numerical data representing the random value MR1 for special display result determination extracted in step 109SGS109 in Figure 10-12 is within a predetermined jackpot determination range (step 109SGS123). The jackpot determination range is set with individual determination values ​​assigned to the "jackpot" special display result in the special display result determination table 1 selected by the processing in step 109SGS122, and the CPU 103 only needs to be able to determine whether there is a determination value that matches the random value MR1 by comparing the random value MR1 with each determination value one by one. Alternatively, by setting numerical values ​​that indicate the minimum (lower limit) and maximum (upper limit) of the judgment value included in the jackpot judgment range, the CPU 103 can determine whether or not the random value MR1 is within the jackpot judgment range by comparing it with the minimum and maximum values ​​of the jackpot judgment range. In this case, if it is determined that the random value MR1 is within the jackpot judgment range, it can be determined that the variable display result based on the pending data including the random value MR1 is determined to be a "jackpot".

[0280] If it is determined in step 109SGS123 that the result is not within the range of a jackpot, that is, if it is determined that it will not be a jackpot in the variable display (step 109SGS123;N), then the special display result determination table 2 shown in Figure 10-6 is selected and set (step 109SGS124). After that, it is determined whether the numerical data representing the random value MR1 for the special display result determination extracted in step 109SGS109 in Figure 10-12 is within a predetermined range of a minor jackpot (step 109SGS125).

[0281] If the numerical data representing the random value MR1 falls within a predetermined range for determining a minor win, that is, if it is determined to be a minor win in the variable display (step 109SGS125; Y), the system executes the transmission settings for the sixth symbol specification command, which is a symbol specification command corresponding to the variable display result being a "minor win" (step 109SGS126), selects and sets the variable pattern determination table for special wins (step 109SGS127), and proceeds to step 109SGS138.

[0282] If the numerical data representing the random value MR1 is not within the predetermined range for determining a minor win, that is, if the variable display result is "miss" in the variable display, the transmission setting for the first symbol specification command, which is a symbol specification command corresponding to the variable display result being "miss", is executed (step 109SGS128), and it is determined whether the time-saving flag is on, that is, whether the current game state is a time-saving state (step 109SGS129). If the time-saving flag is off (step 109SGS129;N), the loss variation pattern determination table A is selected and set, and if the time-saving flag is on (step 109SGS129;Y), the loss variation pattern determination table D is selected and set (step 109SGS131). Note that the loss variation pattern determination table A is a loss variation pattern determination table used when the number of reserved memories is 2 or less. Furthermore, the losing variation pattern determination table D is a losing variation pattern determination table that is used when the game state is a high base state in which time-saving control is being executed.

[0283] Furthermore, in this feature unit 109SG, in addition to the losing variation pattern determination tables A and D, a losing variation pattern determination table B, which is used when there are 3 reserved memories, and a losing variation pattern determination table C, which is used when there are 4 reserved memories, are pre-prepared. As shown in Figure 10-9, among these losing variation pattern determination tables A to C, in the losing variation pattern determination table A, 600 determination values ​​from 0 to 599 are assigned to non-reach variation patterns from the range that the random value MR3 for variation pattern determination can take. In the losing variation pattern determination table B, 700 determination values ​​from 0 to 699 are assigned to non-reach variation patterns from the range that the random value MR3 for variation pattern determination can take. In the losing variation pattern determination table C, 800 determination values ​​from 0 to 799 are assigned to non-reach variation patterns from the range that the random value MR3 for variation pattern determination can take. On the other hand, in the losing variation pattern determination tables A to C, 97 determination values ​​from 901 to 997 are assigned to the variation patterns of the super reach, from the range that the random value MR3 used for variation pattern determination can take.

[0284] Therefore, in step 109SGS126, the variation pattern is determined using the variation pattern determination table A for misses. As a result, the determination of non-reach and super reach will always result in a variation pattern of either non-reach or super reach, even if the number of reserved memories changes after the determination. Thus, in the determination at the start of a win, the variation pattern determination table A for misses is used for the determination.

[0285] Furthermore, if it is determined in step 109SGS123 that the game is within the range of a jackpot, that is, if it is determined that a jackpot will occur during variable display (step 109SGS123; Y), the type of jackpot is determined based on the random value MR2 for jackpot type determination, as shown in Figure 10-13(A) (step 109SGS132). At this time, the CPU 103 selects the jackpot type determination table data from the table data that constitutes the jackpot type determination table, according to the variable special symbol ("First Special Symbol" corresponding to "1" or "Second Special Symbol" corresponding to "2") that is identified in accordance with the start-up buffer value. Then, by referring to the selected jackpot type determination table data, it determines which of the multiple types the jackpot will be determined to be.

[0286] Furthermore, the system executes the transmission settings for symbol specification commands corresponding to the determined type of jackpot, that is, the second symbol specification command if it is a probability variation jackpot A, the third symbol specification command if it is a probability variation jackpot B, the fourth symbol specification command if it is a probability variation jackpot C, and the fifth symbol specification command if it is a non-probability variation jackpot (step 109SGS133). After that, it is determined whether the determined type of jackpot is a non-probability variation jackpot or not (step 109SGS134a). If the determined type of jackpot is a non-probability variation jackpot (step 109SGS134a; Y), the jackpot variation pattern determination table A is selected and set as the table for determining the jackpot variation pattern (step 109SGS135), and the system proceeds to step 109SGS138.

[0287] Furthermore, if the determined type of jackpot is a probability variation jackpot (step 109SGS134a;N), select and set the jackpot variation pattern determination table B (step 109SGS136), and proceed to step 109SGS138.

[0288] After executing any of the processes in steps 109SGS127, 109SGS130, 109SGS131, 109SGS135, or 109SGS136, the variable category corresponding to the range of determination values ​​that includes the random value MR3 is determined using the variable pattern determination table set in each of these steps and the numerical data indicating the random value MR3 for variable pattern determination (step 109SGS138). In this feature unit 109SG, as shown in Figure 10-13(B), when the variable display result is at least "miss," there are variable categories that result in a variable display mode of "non-reach" regardless of the total number of reserved memories, variable categories that result in a variable display mode of "super reach," and "other" variable categories that result in variable display modes other than "non-reach" and "super reach" (e.g., normal reach), and it is sufficient to determine whether or not such a variable category is determined based on the random value MR3.

[0289] After that, the settings are made to send a variable category specification command to the performance control board 12 according to the judgment result of the processing in step 109SGS138 (step 109SGS132), and then the random value judgment process at the time of winning is terminated.

[0290] Next, the operation of the performance control board 12 will be explained. Figure 10-14 is a flowchart showing an example of the process executed in step S75 of Figure 6 as a command analysis process. In the command analysis process shown in Figure 10-14, the performance control CPU 120 first checks the contents of the performance control command receiving buffer to determine whether or not there is a received command from the main board 11 transmitted via the relay board 15 (step 109SGS221). If there is no received command at this time (step 109SGS221;N), the command analysis process is terminated.

[0291] If a command is received in step 109SGS221 (step 109SGS221; Y), it is determined whether the received command is a command to specify entry into the first starting gate, for example, by checking the MODE data of the received command (step 109SGS222).

[0292] If the received command in step 109SGS222 is not a command to specify entry into the first starting gate (step 109SGS222;N), it is determined whether the received command is a command to specify entry into the second starting gate (step 109SGS224).

[0293] If the received command in step 109SGS224 is not a command to specify entry into the second starting slot (step 109SGS224;N), it is determined whether the received command is a symbol specification command or not (step 109SGS226). If the received command in step 109SGS226 is not a symbol specification command (step 109SGS226;N), it is determined whether the received command is a variable category command or not (step 109SGS227). If the received command in step 109SGS227 is not a variable category command (step 109SGS227;N), it is determined whether the received command is a command to notify the first number of reserved balls (step 109SGS228).

[0294] If the received command in step 109SGS228 is not a first-reserved memory count notification command (step 109SGS228;N), it is determined whether the received command is a second-reserved memory count notification command (step 109SGS230).

[0295] If the received command in step 109SGS222 is a command to specify entry into the first starting gate (step 109SGS222;Y), or if the received command in step 109SGS224 is a command to specify entry into the second starting gate (step 109SGS224;Y), or if the received command in step 109SGS226 is a command to specify a symbol (step 109SGS226;Y), or if the received command in step 109SGS227 is a command to specify a variable category (step 1 If the received command in step 109SGS227;Y) is a first reserved memory count notification command in step 109SGS228 (109SGS228;Y), or if the received command in step 109SGS230 is a second reserved memory count notification command in step 109SGS230 (step 109SGS230;Y), the received command is stored at the beginning of the free area in the start-up prize-winning received command buffer 109SG194A shown in Figure 10-11 (step 109SGS233), and the process returns to step 109SGS221.

[0296] Furthermore, if a variable display start command (first variable display start command or second variable display start command) is received along with a hold count notification command (first hold count notification command or second hold count notification command), the hold count notification command may not be stored in the start-winning received command buffer 109SG194A. In other words, it is sufficient if the performance control commands received in response to the occurrence of a start-winning event are stored sequentially from the beginning of the available space in the start-winning received command buffer 109SG194A.

[0297] If the received command in step 109SGS230 is not a second hold memory count notification command (step 109SGS230;N), settings are made according to other received commands (step 109SGS234), and the process returns to step 109SGS221.

[0298] In particular, in the processing of this feature section 162SGS234, if the received command is a first payout state specification command, it is determined that the payout state is a low payout state and the value of the performance payout state flag is set (updated) to "0". If the received command is a second payout state specification command, it is determined that the payout state is a first high payout state and the value of the performance payout state flag is set (updated) to "1". If the received command is a third payout state specification command, it is determined that the payout state is a second high payout state and the value of the performance payout state flag is set (updated) to "2".

[0299] In the command analysis processing of the feature unit 109SG, if the received command is one of the following: a start-up entry designation command, a symbol designation command, a variation category command, or a hold-storage count notification command, the received command is sequentially stored from the beginning of the empty area of ​​the start-up entry received command buffer 109SG194A. However, the present invention is not limited thereto. If the received command is a first-start-up entry designation command, a timer may be set to wait for the receipt of a hold-storage count notification command. If the hold-storage count notification command is not received before the timer expires, the entry hold-storage that has not received the hold-storage count notification command may be excluded from the pre-read notification effect described later.

[0300] Figure 10-15 is a flowchart showing an example of the process executed in step S161 of Figure 5 as a pre-read notification setting process. In the pre-read notification setting process shown in Figure 10-15, the CPU 120 for performance control first checks the start-up entry command buffer 109SG194A (step 109SGS241) and determines whether or not there is a hold memory (entry) for which the hold display flag is not set (step 109SGS242a). If there is no hold memory for which the hold display flag is not set (step 109SGS242a;N), the pre-read notification setting process is terminated, and if there is a hold memory for which the hold display flag is not set (step 109SGS242a;Y), it further determines whether or not the reach performance of a super reach is currently being executed (step 109SGS242b).

[0301] Furthermore, whether or not a Super Reach reach animation is currently running can be determined by checking whether the value of the animation control process flag is 2 (whether or not a variable display is currently running), and if the value of the animation control process flag is 2, by referring to the contents of the process data of the currently running variable display to determine whether or not a Super Reach reach animation is currently running.

[0302] If the Super Reach reach animation is currently running (step 109SGS242b; Y), proceed to step 109SGS250. If the Super Reach reach animation is not currently running (step 109SGS242bb; N), further determine whether the symbol specification command stored in the entry (the entry for which the hold display flag is not set) is a symbol specification command indicating a minor win (step 109SGS243a). If the symbol specification command stored in the entry is a symbol specification command indicating a minor win (step 109SGS243a; Y), proceed to step 109SGS250. If the symbol specification command stored in the entry is a symbol specification command indicating a miss or a big win (step 109SGS243a; N), determine whether the symbol specification command stored in the entry is a first symbol specification command (a symbol specification command indicating a miss) (step 109SGS243b).

[0303] If the symbol specification command stored in the entry is not the first symbol specification command, that is, if the symbol specification command stored in the entry is a symbol specification command indicating a jackpot (step 109SGS243b;N), the type of jackpot is identified from the symbol specification command of the entry (step 109SGS244).

[0304] Then, based on numerical data representing random values ​​for pre-announcement effects extracted from, for example, the random number circuit 124 or the random counter of the performance control counter setting unit 109SG193, and the type of jackpot identified in step 109SGS244, the system refers to a jackpot pre-announcement effect determination table (not shown) to determine whether or not to execute the pre-announcement effect, and the display pattern if the pre-announcement effect is to be executed (step 109SGS245).

[0305] In step 109SGS245, for example, the presence or absence of the pre-announcement effect and the display pattern (type of announcement) are determined by the determination ratio shown in Figure 10-16. In the example of setting the determination ratio shown in Figure 10-16, the determination ratio for the presence or absence of the pre-announcement effect and the display pattern (type of announcement) are different depending on the type of jackpot identified in the processing of step 109SGS244.

[0306] Specifically, there are two types of display patterns (preview types) for the pre-announcement effect: display pattern α and display pattern β. When the display pattern for the pre-announcement effect is determined to be display pattern α, the hold memory display is shown as a white square (◇) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U. When the display pattern (preview type) for the pre-announcement effect is determined to be display pattern β, the hold memory display is shown as a white star (☆) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U.

[0307] Furthermore, as shown in Figure 10-16, when the type of jackpot is a "probability-increasing jackpot," the proportion of times display pattern β is determined as the display pattern (preview type) is set higher than the proportion of times display pattern α is determined. On the other hand, when the type of jackpot is a "non-probability-increasing jackpot," the proportion of times display pattern β is determined as the display pattern (preview type) is set lower than the proportion of times display pattern α is determined.

[0308] With these settings, if the variable display result is "Big Win" and the display pattern (preview type) is display pattern β, the probability of the big win being a probability variation big win will be higher than when the display pattern α is displayed, thus increasing the player's expectation of a probability variation big win.

[0309] In addition, in this feature section 109SG, if the variable display result is a jackpot, the system always decides to execute the pre-announcement effect, executing either display pattern α, which displays the reserved memory display as a white square (◇), or display pattern β, which displays it as a white star (☆). However, the present invention is not limited to this, and even if the variable display result is a jackpot, the system may also provide a case in which it decides not to execute the pre-announcement effect, similar to the case when the variable display result is a "miss".

[0310] Furthermore, in step 109SGS243b, if the symbol specification command for an entry with the display undecided flag turned on is the first symbol specification command, that is, a command indicating a miss (step 109SGS243b; Y), the variation category indicated by the variation category specification command for that entry with the display undecided flag turned on is identified (step 109SGS247). Specifically, if the variation category specification command for that entry is C600H, it is identified as the category of the "non-reach" variation pattern; if it is C601H, it is identified as the category of the "super reach" variation pattern; and if it is C602H, it is identified as the category of the "other" variation pattern, including normal reach.

[0311] Then, based on numerical data representing random values ​​for pre-announcement effects extracted from, for example, the random number circuit 124 or the random counter of the performance control counter setting unit 109SG193, and the category of fluctuation patterns identified in step 109SGS247, the system refers to a pre-announcement effect determination table for when the result is not shown, to determine whether or not to execute the pre-announcement effect, and if so, the display pattern (type of announcement) (step 109SGS248).

[0312] In step 109SGS248, for example, the decision of whether or not to execute the pre-announcement effect and the display pattern (type of announcement) is determined by the decision ratio shown in Figure 10-16. In the example of setting the decision ratio shown in Figure 10-16, the decision ratio for whether or not to execute the pre-announcement effect and the display pattern (type of announcement) is different depending on the category of the variation pattern identified in the processing of step 109SGS247.

[0313] Specifically, there are two types of display patterns (preview types): display pattern α and display pattern β. When the display pattern (preview type) is determined to be display pattern α, the hold memory display is shown as a specific white square (◇) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U. When the display pattern (preview type) is determined to be display pattern β, the hold memory display is shown as a specific white star (☆) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U. If the pre-read preview effect is not executed, the hold memory display is shown as a normal circle (○) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U.

[0314] As shown in Figure 10-16, when the variable display result is "miss" and the variable pattern category is "other," the rate at which a pre-announcement effect is executed (the rate at which it is determined to be something other than "no pre-announcement effect") is set higher than when the variable display result is "miss" and the variable pattern category is "non-reach." Also, when the variable display result is "miss" and the variable pattern category is "super reach," the rate at which a pre-announcement effect is executed (the rate at which it is determined to be something other than "no pre-announcement effect") is set higher than when the variable display result is "miss" and the variable pattern category is "other."

[0315] When the variable display result is a "miss" and the execution of the pre-announcement effect is decided, if the variable category is "other", the probability of display pattern α being determined is set higher than when the variable pattern category is "non-reach". Also, if the variable pattern category is "super reach", the probability of display pattern α being determined is set higher than when the variable pattern category is "other". Furthermore, when the variable display result is a "miss" and the execution of the pre-announcement effect is decided, if the variable pattern category is "other", the probability of display pattern β being determined is set higher than when the variable pattern category is "non-reach", and if the variable pattern category is "super reach", the probability of display pattern β being determined is set higher than when the variable pattern category is "other".

[0316] Furthermore, when the variable display result is "miss," regardless of whether the variable pattern category is "non-reach," "other," or "super reach," the probability of the pre-announcement effect being not executed is set to the highest, and the probability of the pre-announcement effect being executed and display pattern β being determined is set to the lowest.

[0317] Furthermore, when the variable display result is "Big Win," the pre-announcement effect is never decided to be not executed (no announcement effect), and the proportion of times the pre-announcement effect is decided to be executed and display pattern α or display pattern β is decided is set higher than the proportion of times display pattern α or display pattern β is decided in any category of variable pattern when the variable display result is "Miss."

[0318] Furthermore, when the variable display result is "Miss (No Reach)", "Miss (Super Reach)", or "Miss (Other)", the probability of display pattern α being determined is set higher than the probability of display pattern β being determined when the execution of the pre-announcement effect is decided. On the other hand, when the variable display result is "Big Win (Probability Change Big Win)", the probability of display pattern β being determined is set higher than the probability of display pattern α being determined when the execution of the pre-announcement effect is decided.

[0319] With these settings, when display pattern α or display pattern β is executed (displayed) as the display pattern (type of pre-announcement) for the pre-announcement effect, the probability of the variable display result being "Big Win" is higher than when display pattern α or display pattern β is not executed (displayed). In particular, when display pattern β is executed (displayed), the probability of the variable display result being "Big Win" and the type of Big Win being "Probability Variation Big Win" increases, thus increasing the player's anticipation.

[0320] After step 109SGS248 is executed, the performance control CPU 120 determines in step 109SGS247 whether or not the execution of the pre-announcement performance has been decided, that is, whether or not the display pattern (announcement type) has been decided to be either display pattern α or display pattern β (step 109SGS249).

[0321] If step 109SGS245 is executed or if the execution of the pre-announcement effect is decided (step 109SGS249; Y), the flag value corresponding to the decided display pattern (announcement type) is set to the hold display flag of the entry (step 109SGS246). Specifically, if the display pattern (announcement type) decided in step 109SGS245 or step 109SGS248 is display pattern α which indicates the hold memory display as "◇", then "1" is set to the hold display flag of the entry. If the display pattern (announcement type) decided in step 109SGS245 or step 109SGS248 is display pattern β which indicates the hold memory display as "☆", then "2" is set to the hold display flag of the entry, and then the process proceeds to step 109SGS252.

[0322] Furthermore, if the execution of the pre-announcement effect has not been decided in step 109SGS249 (step 109SGS249;N), the pending display flag for that entry is set to "0", which indicates a white "○" (step 109SGS250), and then the process proceeds to step 109SGS252.

[0323] Furthermore, as mentioned above, during the execution of a Super Reach reach animation (step 109SGS242b;Y), or when the symbol specification command for the entry is a symbol specification command indicating a minor win (step 109SGS243a), the reserve display flag for the entry is set to "0" which indicates a white "○" (step 109SGS250), and then the process proceeds to step 109SGS252.

[0324] Then, the CPU 120 for performance control updates the hold display based on the contents of the start-winning received command buffer 109SG194A (step 109SGS252). As a result, the newly stored hold memory in the start-winning received command buffer 109SG194A is displayed in a display mode corresponding to one of the "0", "1", or "2" set in the hold display flag. Furthermore, if variable display is executed and the contents of the start-winning received command buffer 109SG194A are shifted, the hold displays in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U, located below the image display device 5, are updated according to the contents of the start-winning received command buffer 109SG194A after the shift, as shown in Figure 10-17.

[0325] Specifically, as shown in Figure 10-17, if there is one reserved memory in the first special feature, one reserved memory display is displayed. The display mode of this reserved memory display is as follows: if the flag value of the reserved display flag corresponding to the reserved memory is "0", it is displayed as "○" as shown in Figure 10-17; if the flag value of the reserved display flag is "1", it is displayed as "◇"; and if the flag value of the reserved display flag is "2", it is displayed as "☆". If there are two reserved memories in the first special feature, two reserved memory displays are displayed, and each reserved memory display is displayed in the first reserved memory display area 109SG005D in a manner corresponding to the flag value set in the reserved display flag of the corresponding reserved memory. If there are three reserved memories in the first special feature, three reserved memory displays are displayed, and each reserved memory display is displayed in the first reserved memory display area 109SG005D in a manner corresponding to the flag value set in the reserved display flag of the corresponding reserved memory. Furthermore, if the number of reserved memories in the first special feature is four, four reserved memory displays will be shown, and each reserved memory display will be displayed in the first reserved memory display area 109SG005D in a manner corresponding to the flag value set in the reserved memory display flag of the corresponding reserved memory.

[0326] Furthermore, if there is one reserved memory in the second special feature, one reserved memory display is displayed. The display mode of this reserved memory display is the same as in the case of the first special feature: if the flag value of the reserved display flag corresponding to the reserved memory is "0", it is displayed as "○"; if the flag value of the reserved display flag is "1", it is displayed as "◇"; and if the flag value of the reserved display flag is "2", it is displayed as "☆". If there are two reserved memories in the second special feature, for example, as shown in Figure 10-17, two reserved memory displays are displayed, and each reserved memory display is displayed in the second reserved memory display area 109SG005U in a manner corresponding to the flag value set in the reserved display flag of the corresponding reserved memory. For example, one reserved memory display is displayed as "○" and one reserved memory display is displayed as "☆". Furthermore, if there are three reserved memories in the second special feature, three reserved memory displays will be shown, and each reserved memory display will be shown in the second reserved memory display area 109SG005U in a manner corresponding to the flag value set in the reserved display flag of the corresponding reserved memory. Furthermore, if there are four reserved memories in the second special feature, four reserved memory displays will be shown, and each reserved memory display will be shown in the second reserved memory display area 109SG005U in a manner corresponding to the flag value set in the reserved display flag of the corresponding reserved memory.

[0327] Then, each time the variable display is executed, the reserved memory is reduced (consumed), and as shown in Figure 10-17, the reserved memory display also shifts in a predetermined shift direction (towards the center of the screen in this feature unit 109SG).

[0328] In other words, when the variable display start setting process, which is executed at the start of the variable display and will be described later, consumes the reserved memory and shifts the reserved memory in the start-winning received command buffer 109SG194A, the reserved memory display in the first reserved memory display area 109SG005D and the second reserved memory display area 109SG005U is also shifted and displayed based on the reserved memory in the start-winning received command buffer 109SG194A after the shift. Furthermore, if there is new reserved memory due to a start-up win, the display pattern of that reserved memory is determined and set in the reserved display flag, and it is displayed in the first reserved memory display area 109SG005D and the second reserved memory display area 109SG005U in a display manner corresponding to the flag value set in the reserved display flag.

[0329] In this feature section 109SG, an example is given in which the processing of step 109SGS252 is performed in the pre-read notification setting process. However, the present invention is not limited thereto, and the processing for updating the hold display in the first hold storage display area 109SG005D and the second hold storage display area 109SG005U may be performed separately as a process different from the pre-read notification setting process (for example, a hold display update process).

[0330] Furthermore, in this feature section 109SG, the execution or non-execution of the pre-read notification effect in the reserve memory for the start-up win is determined in step 109SGS242 on the condition that there is a new storage of the command for the start-up win. However, if a start-up win occurs in both the first and second start-up win pockets simultaneously, and it is determined in step 109SGS242 that there is a new storage of the command for the start-up win in both the first and second special symbols, that is, if there are entries with the display undecided flag turned on in both the first and second special symbol reserve memory, then both entries are subject to the decision on whether or not to execute the pre-read notification effect. If the decision to execute or not execute the pre-announcement effect is based on both the newly stored hold memory containing the command for the start of a win in the first special feature and the newly stored hold memory containing the command for the start of a win in the second special feature, then the pre-announcement effect may be executed simultaneously in both the hold display of the first special feature's hold memory and the hold display of the second special feature, unless there is an entry for the hold display flag "1" or "2" indicating the execution of the pre-announcement effect.

[0331] Furthermore, in the feature unit 109SG, as described above, when a starting prize is won at the first starting prize slot and a starting prize is won at the second starting prize slot, both the hold memory containing the newly stored command for the starting prize in the first special feature and the hold memory containing the newly stored command for the starting prize in the second special feature are subject to the decision on whether or not to execute the pre-announcement effect. However, the present invention is not limited to this, and in such cases, the decision on whether or not to execute the pre-announcement effect in the hold memory of the first special feature and the decision on whether or not to execute the pre-announcement effect in the hold memory of the second special feature may be made to only one of them.

[0332] Specifically, if the game state is a normal state where high-opening control is not performed, the decision to execute or not execute the pre-announcement effect in the hold memory of the first special symbol takes precedence over the decision to execute or not execute the pre-announcement effect in the hold memory of the second special symbol. If it is decided to execute the pre-announcement effect in the hold memory of the first special symbol, the decision to not execute the pre-announcement effect in the hold memory of the second special symbol is made invariably. If it is decided not to execute the pre-announcement effect in the hold memory of the first special symbol, then it is sufficient to decide whether to execute or not execute the pre-announcement effect in the hold memory of the second special symbol.

[0333] On the other hand, if the game state is a time-saving state where high opening control is performed (high probability high base state or low probability high base state), the decision to execute or not execute the pre-announcement effect in the reserve memory of the second special symbol takes precedence over the decision to execute or not execute the pre-announcement effect in the reserve memory of the first special symbol. If it is decided to execute the pre-announcement effect in the reserve memory of the second special symbol, the execution of the pre-announcement effect in the reserve memory of the first special symbol is uniquely decided to be not executed. If it is decided not to execute the pre-announcement effect in the reserve memory of the second special symbol, then it is sufficient to decide whether to execute or not execute the pre-announcement effect in the reserve memory of the first special symbol.

[0334] Figure 10-18 is a flowchart of the variable display start setting process (step S171) in the performance control process shown in Figure 7. In the variable display start setting process, the performance control CPU 120 first determines whether the first variable display start command reception flag is in the ON state (step 109SGS271). If the first variable display start command reception flag is in the ON state (step 109SGS271; Y), the various command data and various flags stored in the buffer numbers "1-0" to "1-4" of the first special symbol hold memory in the start-up winning received command buffer 109SG194A are shifted one buffer number higher (step 109SGS272). Note that the contents of buffer number "1-0" cannot be shifted because there is no destination to shift to, so it is erased.

[0335] Specifically, the various command data and flags stored in the buffer number "1-1" of the first special feature hold memory are shifted to be stored in the buffer number "1-0", the various command data and flags stored in the buffer number "1-2" of the first special feature hold memory are shifted to be stored in the buffer number "1-1", the various command data and flags stored in the buffer number "1-3" of the first special feature hold memory are shifted to be stored in the buffer number "1-2", and the various command data and flags stored in the buffer number "1-4" of the first special feature hold memory are shifted to be stored in the buffer number "1-3".

[0336] Furthermore, if the first variable display start command reception flag is off in step 109SGS271 (step 109SGS271; N), it is determined whether the second variable display start command reception flag is on (step 109SGS273). If the second variable display start command reception flag is off (step 109SGS273; N), the variable display start setting process is terminated. If the second variable display start command reception flag is on (step 109SGS273; Y), the various command data and flags stored in the buffer numbers "2-0" to "2-4" of the second special symbol hold memory in the start-up prize-receiving command buffer 109SG194A are shifted one buffer number higher (step 109SGS274). Note that the contents of buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.

[0337] Specifically, the various command data and flags stored in the buffer number "2-1" of the second special feature hold memory are shifted to be stored in the buffer number "2-0", the various command data and flags stored in the buffer number "2-2" of the second special feature hold memory are shifted to be stored in the buffer number "2-1", the various command data and flags stored in the buffer number "2-3" of the second special feature hold memory are shifted to be stored in the buffer number "2-2", and the various command data and flags stored in the buffer number "2-4" of the second special feature hold memory are shifted to be stored in the buffer number "2-3".

[0338] After step 109SGS272 or step 109SGS274 is executed, the performance control CPU 120 reads the variable pattern specification command from the variable pattern specification command storage area (step 109SGS275).

[0339] Next, the display result (stopping pattern) of the decorative pattern is determined according to the data stored in the display result specification command storage area (i.e., the received display result specification command) (step 109SGS276). In this case, the performance control CPU 120 determines the stopping pattern of the decorative pattern according to the display result specified by the display result specification command, and stores the data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area.

[0340] Furthermore, in this feature unit 109SG, if the received variable display result specification command is a second variable display result specification command corresponding to a probability variation jackpot A, the performance control CPU 120 will determine, for example, a combination of decorative symbols (jackpot symbols) in which three symbols are aligned as "7" as the stopping symbols. If the received variable display result specification command is a third variable display result specification command corresponding to a probability variation jackpot B, the stopping symbols will be determined from among several combinations of odd number symbols other than "7" (for example, combinations of decorative symbols such as "111", "333", "555", and "999"). If the received variable display result specification command is a fourth variable display result specification command corresponding to a probability variation jackpot C, the stopping symbols will be determined from among "334" and "778", which are the same chance symbols as for a minor win. Furthermore, if the received variable display result specification command is the 5th variable display result specification command corresponding to a non-probability-changing jackpot, the performance control CPU 120 determines, for example, a combination of decorative symbols (jackpot symbols) in which three symbols are even numbers as the stopping symbols. Furthermore, if the received variable display result specification command is the 6th variable display result specification command corresponding to a minor win, the stopping symbols are determined from among "334" and "778", which are the same chance symbols as the probability-changing jackpot C. Furthermore, if the received variable display result specification command is the 1st variable display result specification command corresponding to a miss, the stopping symbols are determined to be decorative symbols in which three symbols are not aligned, and are combinations other than the above-mentioned chance symbols (miss symbols).

[0341] In determining these stop symbols, the CPU 120 for performance control can, for example, extract a random number to determine the stop symbol and use a stop symbol determination table, in which data indicating combinations of decorative symbols are associated with numerical values, to determine the stop symbol for the decorative symbols. In other words, the stop symbol can be determined by selecting data indicating combinations of decorative symbols that correspond to the numerical value that matches the extracted random number.

[0342] Then, in step 109SGS281, the CPU 120 for performance control selects a performance control pattern (process table) corresponding to the variable pattern specification command. Then, it starts the process timer in process data 1 of the selected process table (step 109SGS282).

[0343] Furthermore, the process table contains display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from speakers 8L and 8R, and operation unit control execution data for controlling the operation of push buttons 31B and stick controllers 31A, all arranged sequentially in chronological order and associated with each process data n (from 1 to N).

[0344] Next, the CPU 120 for performance control executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and the operation unit (push button 31B, stick controller 31A, etc.)) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1) (step 109SGS283). For example, in order to display an image corresponding to a variation pattern on the image display device 5, it outputs a command to the display control unit 123. In addition, in order to control the on / off operation of the various lamps, it outputs a control signal (lamp control execution data) to the lamp control board 14. In addition, in order to output sound from speakers 8L, 8R, it outputs a control signal (sound number data) to the sound control board 13.

[0345] In addition, in this feature unit 109SG, the CPU 120 for performance control controls the variable display of decorative symbols using a variation pattern that corresponds one-to-one with the variation pattern specification command. However, the CPU 120 for performance control may also select the variation pattern to be used from multiple types of variation patterns that correspond to the variation pattern specification command.

[0346] Then, a value corresponding to the variable display time specified by the variable pattern specification command is set in the variable display time timer (step 109SGS284). Also, the first time is set in the variable display control timer (step 109SGS285). The first time is, for example, 33ms, and the performance control CPU 120 writes the image data during the variable display, including image data showing the display state of the left, center, and right decorative symbols, to VRAM every time the first time has elapsed. The display control unit 123 outputs a signal to the image display device 5 corresponding to the image data written to VRAM, and the image display device 5 displays an image corresponding to the signal. This realizes the variable display of decorative symbols and the display of other animations (see Figure 10-20).

[0347] Furthermore, the CPU 120 for performance control determines whether the variation pattern of the variable display is the variation pattern of a super reach (step 109SGS287). If the variation pattern of the variable display is the variation pattern of a super reach (step 109SGS287; Y), the CPU 120 sets a second time in the movable body control timer (step 109SGS288). The second time is, for example, 1 ms, and the CPU 120 for performance control controls the first movable body motor 109SG421, the second movable body motor 109SG422, and the third movable body motor 109SG423 each time the first time has elapsed. This enables movement control of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R (see Figure 10-20).

[0348] After step 109SGS288 is executed, or if the variable display variation pattern is not the variation pattern for a super reach (step 109SGS287;N), the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance processing during the variable display (step S172), and terminates the variable display start setting process (step 109SGS286).

[0349] Figure 10-19 is a flowchart of the variable display performance processing (step S172) in the performance control process. During the variable display performance processing, the performance control CPU 120 decrements the values ​​of the process timer, variable display time timer, and variable display control timer by 1 (steps 109SGS301, 109SGS302, and 109SGS303). Furthermore, if the variable display is a super reach variable display (steps 109SGS303b; Y), the value of the movable body control timer is decremented by 1 (step 109SGS303c).

[0350] If step 109SGS303c is executed, or if the Super Reach is not displayed in a variable format (step 109SGS303b;N), proceed to step 109SGS306.

[0351] In step 109SGS306, the CPU 120 for performance control checks whether the process timer has timed out. If the process timer has timed out, it switches the process data (step 109SGS307). That is, it restarts the process timer by setting the next set process timer value in the process table to the process timer (step 109SGS308). It also changes the control state for the performance device (performance components) based on the next set display control execution data, lamp control execution data, sound control execution data, operation unit control data, etc. (step 109SGS309a). On the other hand, if the process timer has not timed out, it executes control of the performance device (performance components) according to the contents of the process data corresponding to the process timer (display control execution data, lamp control execution data, sound control execution data, operation unit control data, etc.) (step 109SGS309b).

[0352] After the execution of step 109SGS309a or step 109SGS309b, the CPU 120 for performance control determines whether the variable display is a variable display for a super reach (step 109SGS309f).

[0353] If the variable display is a Super Reach variable display (step 109SGS309f;Y), it is further determined whether the movable body control timer has timed out (109SGS309g). If the movable body control timer has timed out (step 109SGS309g;Y), the first movable body motor 109SG421, the second movable body motor 109SG422, and the third movable body motor 109SG423 are driven according to the contents of the process data (step 109SGS309h). Then, the movable body control timer is reset (the second time is set again on the movable body control timer) and the process proceeds to step 109SGS310 (step 109SGS309i).

[0354] Furthermore, if the variable display is not the variable display for Super Reach (step 109SGS309f;N) or if the movable body control timer has not timed out (step 109SGS309g;N), the process in steps 109SGS309h and 109SGS309i is not executed, and the process proceeds to step 109SGS310.

[0355] Next, it is checked whether the variable display control timer has timed out (step 109SGS310). If the variable display control timer has timed out (step 109SGS310; Y), the performance control CPU 120 creates image data for the next display screen during variable display (the screen to be displayed 33ms after the previous image update) including the left, center, and right decorative patterns, and writes it to a predetermined area of ​​VRAM (step 109SGS311). In this way, variable display control of the decorative patterns and display control of other images (display control of moving images) are realized in the image display device 5. The display control unit 123 outputs a signal to the image display device 5 based on data obtained by superimposing image data of a predetermined area such as the set background image and image data based on the display control execution data set in the process table. In this way, the background image, character image and decorative patterns in the variation of the decorative patterns are displayed in the image display device 5. The variable display control timer is also reset to the first time (step 109SGS312).

[0356] Furthermore, if the variable display control timer has not timed out (step 109SGS310; N), after the execution of step 109SGS312, the performance control CPU 120 checks whether the variable display time timer has timed out or not (step 109SGS313). If the variable display time timer has timed out, the value of the performance control process flag is updated to a value corresponding to the special symbol hit waiting process (step S173) (step 109SGS315). Even if the variable display time timer has not timed out, if the confirmation command reception flag, which indicates that a symbol confirmation specification command has been received, is in the ON state (step 109SGS314; Y), the value of the performance control process flag is updated to a value corresponding to the special symbol hit waiting process (step S173) (step 109SGS315). Even if the variable display time timer has not timed out, the system will switch to a control that stops the variation once a pattern confirmation command is received. For example, even if a variation pattern specification command indicating a long variation time is received due to noise between boards, the variable display of decorative patterns can be terminated when the normal variable display time has elapsed (when the variable display of special patterns ends).

[0357] Furthermore, the process table used for controlling the variable display of decorative patterns contains the process data for the variable display of the decorative patterns. In other words, the sum of the process timer settings for process data 1 to n in the process table corresponds to the variable display time of the decorative patterns. Therefore, when the process timer for the last process data n times out in step 109 SGS306, there is no process data to switch (such as display control execution data or lamp control execution data), and the variable display control of the decorative patterns based on the process table ends.

[0358] Next, the operation of each display device during the reach performance of Super Reach α1, Super Reach α2, Super Reach β1, and Super Reach β2 in the feature section 109SG will be explained. The variable display performance will be explained based on Figures 10-21 to 10-24.

[0359] First, as shown in Figures 10-21 and 10-22, for the variable display of Super Reach α1 and Super Reach α2, when the reach animation of Super Reach α1 and Super Reach α2 begins, the character images displayed on the image display device 5 (ally character A and enemy character A in the case of the Super Reach α1 reach animation, and ally character A and enemy character B in the case of the Super Reach α2 reach animation) are enlarged during the first enlarged display period, the second enlarged display period, and the third enlarged display period.

[0360] Specifically, during the first magnification period, the character image is magnified at a constant speed from the normal display magnification (1x) to display magnification m1. During the second magnification period, the character image is magnified at a constant speed from display magnification m1 to display magnification m2. During the third magnification period, the character image is magnified at a constant speed from display magnification m2 to display magnification m3. After the third magnification period ends, the display magnification of the character image is maintained at m3 for a predetermined period, and then returned to the normal display magnification when that predetermined period has elapsed.

[0361] In this feature unit 109SG, the first, second, and third magnification periods are all of the same length. Also, as shown in Figures 10-21 and 10-22, the difference between each display magnification is largest between the normal display magnification and display magnification m1, and smallest between display magnification m2 and display magnification m3. In other words, in this feature unit 109SG, the magnification speed of the character image is set to be fastest during the first magnification period and slowest during the third magnification period (character image magnification speed: first magnification period > second magnification period > third magnification period). In this feature unit 109SG, "fast magnification speed" means that the magnification ratio of the image per unit time is large.

[0362] Hereafter, in this feature unit 109SG, the period combining the aforementioned first enlarged display period and the second enlarged display period (the period during which the motion suggestion effect is executed) may be referred to as period T2, and the period combining the third enlarged display period and a predetermined period during which the display magnification of the character image is maintained at m3 may be referred to as period T3.

[0363] Furthermore, as shown in Figure 10-21, during the reach sequences of Super Reach α1 and Super Reach α2, if the variable display result is a jackpot, a movable body operation sequence A is executed from the end of period T3 to the end of the variable display to announce that the variable display result is a jackpot. This sequence involves moving the first movable body 109SG401 from its retracted position to the sequence position, and moving the second movable body 109SG402L and the third movable body 109SG402R to positions adjacent to the left and right of the first movable body 109SG401 (after changing the movable body unit 109SG400 from the first state to the third state). After a short delay, the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are moved to their respective retracted positions (changing the movable body unit 109SG400 from the third state to the first state).

[0364] On the other hand, as shown in Figure 10-22, during the reach animations of Super Reach α1 and Super Reach α2, if the variable display result is a miss, a miss notification animation is performed to notify that the variable display result is a miss by not operating the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R from the end of period T3 to the end of the variable display.

[0365] Hereafter, in this feature section 109SG, the execution period of the movable body effect A and the miss notification effect may be referred to as period T4. Of these periods T2 to T4, period T3 is the shortest period and period T4 is the longest period (length of periods T2 to T4: period T4 > period T2 > period T3).

[0366] Furthermore, during the reach sequences of Super Reach α1 and Super Reach α2, the image display device 5 also displays effect images as Movable Body Movement Suggestion Sequence A and Movable Body Movement Sequence A (only if the variable display result is a jackpot).

[0367] Specifically, as shown in Figures 10-21 and 10-22, the image display device 5 executes a movable body movement suggestion effect A over the aforementioned period T2 (first enlarged display period and second enlarged display period), in which multiple star-shaped effect images 109SG005S move toward the first movable body 109SG401 at a speed V1.

[0368] Furthermore, if the variable display result is a jackpot, as part of the aforementioned movable body movement effect A, multiple star-shaped effect images 109SG005S move (diffuse) from the first movable body 109SG401 towards the edge of the image display device 5 at a speed V2 over a period T4. Note that the absolute value of speed V2 is greater than the absolute value of speed V1. In other words, the movable body movement effect A in this feature section 109SG is also an effect in which the star-shaped effect images 109SG005S move at a faster speed than the movable body movement suggestion effect A.

[0369] Furthermore, during the reach animations of Super Reach α1 and Super Reach α2, the movable LED 109SG495 also lights up. Specifically, as shown in Figures 10-21 and 10-22, the movable LED 109SG495 lights up at brightness C1 over the aforementioned period T2 (the first and second enlarged display periods) and partway through period T3 (more precisely, from the start of the first enlarged display period to the end of the third enlarged display period). In addition, if the variable display result is a jackpot, the movable LED 109SG495 lights up at brightness C2, which is brighter than brightness C1, over the period T4.

[0370] Furthermore, during the reach sequences of Super Reach α1 and Super Reach α2, four types of sound effects can be output from speakers 8L and 8R: background music, sound effects, action indication sounds, and jackpot notification sounds. The type of sound output varies depending on the stage of the reach sequence.

[0371] Specifically, as shown in Figures 10-21 and 10-22, the background music (BGM) is a sound effect output from speakers 8L and 8R from the start of the variable display, and the output from speakers 8L and 8R is stopped only during period T3. In other words, the BGM output during the reach animation is performed from the start of the reach animation until the end of period T2, and also throughout period T4.

[0372] Furthermore, sound effects (SE), like background music (BGM), are sound effects output from speakers 8L and 8R from the start of the variable display. However, unlike BGM, there is no period during which the output from speakers 8L and 8R stops. In other words, the output of SE during a reach animation is performed throughout the entire reach animation.

[0373] The motion indication sound is a sound effect output from speakers 8L and 8R as part of the movable body motion indication effect A. In other words, the motion indication sound is output only during period T2, which is the execution period of the movable body motion indication effect A, and is not output during other periods. The jackpot notification sound is a sound effect output from speakers 8L and 8R as part of the movable body motion effect A. In other words, the jackpot notification sound is output only during period T4, which is the execution period of the movable body motion effect A when the variable display result is a jackpot, and is not output during other periods.

[0374] As shown in Figures 10-23 and 10-24, for the variable display of Super Reach β1 and Super Reach β2, when the reach animation of Super Reach β1 or Super Reach β2 starts, the character images displayed on the image display device 5 (ally character B and enemy character A in the case of the Super Reach β1 reach animation, and ally character B and enemy character B in the case of the Super Reach β2 reach animation) are enlarged during the first enlarged display period, the second enlarged display period, and the third enlarged display period.

[0375] Hereafter, the explanation of the enlarged display of character images in the variable displays of Super Reach β1 and Super Reach β2, the lighting patterns of the movable LED 109SG495, and the output of BGM, SE, operation suggestion sounds, and jackpot notification sounds from speakers 8L and 8R will be omitted as they are the same as those of the variable displays of Super Reach α1 and Super Reach α2 shown in Figures 10-21 and 10-22.

[0376] As shown in Figure 10-23, during the reach sequences of Super Reach β1 and Super Reach β2, if the variable display result is a jackpot, the first movable body 109SG401 is moved from its retracted position to the sequence position, and the second movable body 109SG402L and the third movable body 109SG402R are moved to positions close to the first movable body 109SG401 (after changing the movable body unit 109SG400 from the first state to the third state). After a short delay, the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are moved to their respective retracted positions (changing the movable body unit 109SG400 from the third state to the first state). This is called the movable body operation sequence B.

[0377] On the other hand, as shown in Figure 10-24, during the reach animations of Super Reach β1 and Super Reach β2, if the variable display result is a miss, a miss notification animation is performed to indicate that the variable display result is a miss by not operating the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R from the end of period T3 to the end of the variable display. Movable body animation B is an animation that is performed over period T4, just like the aforementioned movable body animation A and the miss notification animation.

[0378] Furthermore, during the reach animations of Super Reach β1 and Super Reach β2, as shown in Figures 10-23 and 10-24, a movable body movement suggestion animation B is performed, in which the first movable body 109SG401 is repeatedly moved (back and forth) between the retracted position and the suggestion position over the aforementioned period T2 (first enlarged display period and second enlarged display period). Note that the period T1 required for one back and forth movement of the first movable body 109SG401 between the retracted position and the suggestion position in the movable body movement suggestion animation B is shorter than the aforementioned period T3 (length of periods T1 to T4: period T4 > period T2 > period T3 > period T1).

[0379] As described above, in the variable display of Super Reach α1, Super Reach α2, Super Reach β1, and Super Reach β2, as shown in Figure 10-25, the motion suggestion effect is performed during the first and second enlarged display periods, while the motion suggestion effect is not performed during the third enlarged display period. Furthermore, in the first, second, and third enlarged display periods, the character image enlargement speed is set to be the fastest during the first enlarged display period (largest image enlargement rate per unit time), and the character image enlargement speed is set to be th...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state for the player, and can be controlled to a normal state and a special state that is more easily controlled to the advantageous state than the normal state, Sound output means, Display means and Light-emitting means, It comprises a means for executing a performance that can perform a performance, The aforementioned performance execution means is It is possible to perform specific effects that suggest the system is controlled to the aforementioned advantageous state, It is possible to implement action-promoting effects that encourage the player to take action, The aforementioned specific performance is, The performance involves the display means displaying a performance video, the sound output means outputting performance sounds, and the light-emitting means emitting light. It includes a first specific performance and a second specific performance which has a higher expectation of being controlled to the advantageous state than the first specific performance, The system includes a first period, a second period following the first period, and a third period following the second period, during which either a favorable or unfavorable outcome is announced as a result of the performance. The aforementioned performance execution means is During the first period, the performance video in a performance mode progressing at a first speed can be displayed. During the second period, the performance video can be displayed in a performance mode that proceeds at a second speed slower than the first speed. In either the first period or the second period, the emission mode of the light-emitting means can be changed. When the first specific performance is executed, in the second period, it is possible to change the light emission mode of the light emission means at the same interval as the period of change in the light emission mode of the light emission means in the first period. When the second specific performance is performed, it is possible to change the light emission mode of the light emission means at intervals shorter than the period of change in the light emission mode of the light emission means during the first period, During the second period, after the display of the animation video progressing at the second speed, a still image can be displayed by pausing the animation video. When the aforementioned static effect is performed, the aforementioned action acceleration effect is not performed during the static effect. There are multiple ways to perform the aforementioned static animation. Depending on which type of presentation the static presentation is, the expected degree to be controlled to the advantageous state will differ. The aforementioned performance execution means is It is possible to display information related to the game in an operational manner, Even while the aforementioned static animation is being performed, the information display operation will continue. The information display can be displayed without changing the operating speed of the information display between the first period and the second period. The system further includes an update means capable of updating predetermined numerical data according to the number of times the advantageous state occurred during an advantageous period in which the system was controlled from the normal state to either the advantageous state or the special state, and was not controlled to the normal state at all. A gaming machine characterized by the following features.

Citation Information

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