Gaming machine

The gaming machine employs distinct display speeds and patterns to signal potential outcomes, addressing the need for diverse game effects and enhancing player engagement through novel game performances.

JP7843513B2Active Publication Date: 2026-04-10SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-21
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack diverse and engaging game effects to maintain player interest, necessitating the introduction of novel game effects to enhance enjoyment.

Method used

A gaming machine equipped with identification information display means, game performance execution means, and identification pattern display units that utilize different display speeds and patterns to signal potential game outcomes, offering unique game performances and animations.

Benefits of technology

This approach diversifies game presentations and significantly enhances player engagement by providing unprecedented game experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To further execute an unprecedented game performance, diversify a game performance, and execute a highly amusing game performance although a game machine has had plural game performances having different execution modes as game performances (reach-to-win performances, character performances and the like) and has shown different jackpot reliability depending on a game performance to be executed, and hence has enhanced a player's interest in a game in execution of a game performance having high jackpot reliability, and further has enhanced interest in the case of an advantageous jackpot.SOLUTION: A game machine is provided, which executes a game performance for enhancing interest in a game by execution of an unprecedented, new game performance in the game machine having various game performances.SELECTED DRAWING: Figure 46
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Description

Technical Field

[0001] The present invention relates to a gaming machine, and can be particularly applied to a pachinko gaming machine or the like.

Background Art

[0002] In conventional gaming machines, there are a plurality of effect modes, and the effect mode being executed is changed according to changes in the gaming situation such as the result of a determination executed at a predetermined time during the game or the number of times the variable display of symbols reaches a specific number of times. And there are some that execute game effects (preview effects, reach effects, etc.) with different effect modes depending on the effect mode being executed.

[0003] For example, in the gaming machine of Patent Document 1, as an effect mode, a normal effect mode and a special effect mode can be set, and a gaming machine that performs a special effect in a different effect mode depending on which effect mode is set is described.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Thus, having a plurality of effect modes and executing different game effects according to the effect mode being executed has had a certain effect in preventing boredom in the game. However, in order to further enhance the gaming interest, it is required to execute a game effect that has never existed before and diversify the game effects to execute a highly appealing game effect.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine that enhances the gaming interest by executing a novel game effect that has never existed before in a gaming machine having various game effects.

[0007] The first invention, a gaming machine designed to solve the aforementioned problems, An identification information display means that acquires information based on the fulfillment of predetermined conditions and displays identification information based on the acquired information, A game performance execution means capable of executing game performances in conjunction with the display of changes in the aforementioned identification information, An identification pattern display unit capable of displaying identification patterns, A gaming machine comprising: a special game execution means that executes a special game when the result of the display of the change in the aforementioned identification information becomes a specific result, The aforementioned game performance includes a first game performance which is performed when the result of the display of the change in the identification information is likely to result in a specific outcome, and a second game performance which is performed which suggests that the result of the display of the change in the identification information is more likely to result in a specific outcome than the first game performance. The aforementioned The acquired information includes first acquired information that enables the execution of the first game performance, and second acquired information that enables the execution of the second game performance. As the aforementioned identification pattern, at a predetermined display speed fluctuation The first identification pattern is displayed, and at a different display speed than the first identification pattern. fluctuation It has a second identification pattern that is displayed, The identification pattern display unit At The first identification pattern Variable in a predetermined direction within a predetermined size In the state in which it is displayed, upon obtaining the second acquired information, the second identification pattern is The size differs from the predetermined size and the direction differs from the predetermined direction. Display It is characterized by the following:

[0008] According to such a gaming machine, it is equipped with an identification symbol display unit capable of displaying identification symbols, and the identification symbols include a first identification symbol displayed at a predetermined display speed and a second identification symbol displayed at a different display speed from the first identification symbol. Furthermore, the acquired information includes first acquired information that enables the execution of a first game performance, and second acquired information that enables the execution of a second game performance that suggests a higher probability of a specific result than the first game performance. When the first identification symbol is displayed on the identification symbol display unit, the second identification symbol is displayed upon acquisition of the second acquired information.

[0009] This allows the game to signal that a second game animation suggesting a high probability of a specific outcome is about to be performed by displaying a second identification symbol with a different display speed, ensuring that the player is reliably aware that the second identification symbol has been displayed, and thus enhancing the enjoyment of the game. [Effects of the Invention]

[0010] According to the gaming machine of the present invention, it is possible to diversify the game presentation and enhance the enjoyment of the game by performing unprecedented game presentations. [Brief explanation of the drawing]

[0011] [Figure 1] This is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a rear view of a gaming machine according to an embodiment of the present invention. [Figure 3] This is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] Figure 3 is an enlarged view of the main display unit, illustrating the various display units included in the gaming machine. [Figure 5] This is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This table shows the correspondence between the type of win and the opening pattern of the grand prize slot. [Figure 7] This table shows the various random numbers acquired by the microcontroller used for game control. [Figure 8](A) is the jackpot determination table, (B) is the jackpot type determination table, (C) is the reach determination table, (D) is the normal symbol hit determination table, and (E) is the normal symbol variation pattern selection table. [Figure 9] It is a variation pattern table. [Figure 10] It is a flowchart of the main control main process. [Figure 11] It is a flowchart of the interrupt process. [Figure 12] It is a flowchart of the start port sensor detection process. [Figure 13] It is a flowchart of the normal symbol operation process. [Figure 14] It is a flowchart of the normal symbol standby process. [Figure 15] It is a flowchart of the normal symbol validity determination process. [Figure 16] It is a flowchart of the normal symbol random number shift process. [Figure 17] It is a flowchart of the normal symbol variation process. [Figure 18] It is a flowchart of the normal symbol determination process. [Figure 19] It is a flowchart of the normal electric accessory process. [Figure 20] It is a flowchart of the special symbol operation process. [Figure 21] It is a flowchart of the special symbol standby process. [Figure 22] It is a flowchart of the special symbol 2 validity determination process. [Figure 23] It is a flowchart of the special symbol 2 variation pattern selection process. [Figure 24] It is a flowchart of the special symbol 2 variation pattern selection process. [Figure 25] It is a flowchart of the special symbol 2 random number shift process. [Figure 26] It is a flowchart of the special symbol 1 validity determination process. [Figure 27] It is a flowchart of the special symbol 1 variation pattern selection process. [Figure 28] This is a flowchart of the variable pattern selection process shown in Figure 1. [Figure 29] This is a flowchart for the random number shifting process in Special Feature 1. [Figure 30] This is a flowchart of the processing during special symbol changes. [Figure 31] This is a flowchart for the process of determining special symbols. [Figure 32] This is a flowchart for the special electric bonus mechanism processing 1 (jackpot game). [Figure 33] This is a flowchart for the game state setting process. [Figure 34] This is a flowchart for the special electric bonus mechanism processing 2 (minor win game). [Figure 35] This is a flowchart of the sensor detection process for a specific area. [Figure 36] This is a flowchart for processing the number of balls held in reserve. [Figure 37] This is a flowchart for power outage monitoring. [Figure 38] This is a flowchart of the sub-control main processing. [Figure 39] This is a flowchart for receiving interrupt processing. [Figure 40] This is a flowchart for handling a 2ms timer interrupt. [Figure 41] This is a flowchart for handling a 10ms timer interrupt. [Figure 42] This is a flowchart of the received command parsing process. [Figure 43] This is a flowchart of the received command parsing process. [Figure 44] This is a flowchart for the process of initiating the animation when a ball enters the field. [Figure 45] This is a flowchart for the process of initiating the variable animation. [Figure 46] This is a diagram showing the execution of gameplay effects. [Figure 47] This is a diagram showing the execution of gameplay effects. [Figure 48] This figure shows the display method for the performance hold in Example 2. [Figure 49] This figure shows the display method for the performance hold in Example 2. [Figure 50] This figure shows the display method for the performance hold in Example 2. [Figure 51] This figure shows the display method for the performance hold in Example 2. [Figure 52] This figure shows the display method for the performance hold in Example 2. [Figure 53] This figure shows the display method of the profits earned in Example 3. [Figure 54] This figure shows the display method of the profits earned in Example 3. [Figure 55] This figure shows the display method of the profits earned in Example 3. [Figure 56] This figure shows the display method of the profits earned in Example 3. [Modes for carrying out the invention]

[0012] Next, embodiments of the present invention will be described using examples. In the following, an example will be described in which the present invention is applied to a pachinko game machine that can execute a winning game in which a predetermined amount of game benefits (for example, prize balls) can be awarded to the player when the winning symbol is displayed in a stopped state as the display of changing symbols ends. [Examples]

[0013] As shown in Figures 1 to 3, the pachinko game machine 1 of Embodiment 1 comprises a game machine frame 50 and a game board 2 mounted inside the game machine frame 50, with the game board 2 being detachable from the game machine frame 50. Figure 3 shows the game board 2 removed from the game machine frame 50. The game machine frame 50 comprises a front frame 51 with a decorative surface, a main frame 52 for mounting the game board 2, etc., and an outer frame 53 for mounting the pachinko game machine 1 to the island equipment in the hall. The front frame 51, main frame 52, and outer frame 53 are pivotally supported at one end and are each configured to be openable and closable.

[0014] The front frame 51 is also equipped with a launch handle 60 for launching game balls with a launching strength corresponding to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 for storing game balls and supplying the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also equipped with a first effect button 63a and a second effect button 63b (these two effect buttons are collectively referred to simply as "effect buttons 63") that the player can operate during the execution of game effects that are performed as the game progresses. The multiple effect buttons allow the player to choose which effect button to use depending on the type of game effect. The front frame 51 is also equipped with decorative frame lamps 66 and a speaker 67. Furthermore, the configuration of the performance button 63 is not limited to the embodiment of this first example. It may be any means capable of detecting input from the player, such as an input detection means (e.g., retractable type, touch sensor type, etc.) in which the player directly contacts the button to input, or a non-contact input detection means (e.g., photoelectric type) that detects when a part of the player's body comes into close proximity to input.

[0015] The game board 2 has a game area 3 formed by rail members 4, through which game balls launched by operating the launch handle 60 flow. The game board 2 is also equipped with decorative board lamps 5. Multiple game pins 16 are provided protruding from the game area 3 to guide the game balls. Ball return prevention pieces 6 are provided at the ends of the rail members 4 to prevent game balls that have been guided into the game area from returning to the launching device. An image display device 7, consisting of a liquid crystal display device, is provided near the center of the game area 3. The display screen 7a of the image display device 7 is provided with a performance symbol display area 7b (also called the "performance symbol display section") on which performance symbols 8L, 8C, and 8R (also simply called "performance symbol 8") are displayed. These performance symbols 8L, 8C, and 8R change in sync with the changing display of the first special symbol and the changing display of the second special symbol, which will be described later. The symbol display area 7b consists of three symbol display areas, for example, "left," "center," and "right." The left symbol display area displays the left symbol 8L, the center symbol display area displays the center symbol 8C, and the right symbol display area displays the right symbol 8R.

[0016] Furthermore, the performance symbols 8L, 8C, and 8R each consist of multiple symbols (identification information) representing, for example, numbers from "1" to "9". The left, middle, and right performance symbols that stop and are displayed in the performance symbol display area 7b display the results of the variation display of the first special symbol shown in the first special symbol display unit 41a (also called the "first special symbol display unit"), and the results of the variation display of the second special symbol shown in the second special symbol display unit 41b (also called the "second special symbol display unit") (that is, the results of the special symbol win / failure judgment (also simply called the "win / failure judgment")) in a way that is easy for the player to recognize. For example, if the result of the special symbol win / loss judgment is a jackpot (specific result), it is possible to stop and display the performance symbols with three identical digits such as "777" (also called "winning performance symbols"). The system is also equipped with identification information display means for displaying (controlling the display of) identification information (performance symbols, special symbols).

[0017] Furthermore, in the event of a minor win (specific result), it is possible to stop and display the performance symbols using pre-set chance symbols such as "135" or special symbols such as "3★3" (also called "minor win performance symbols"). Also, in the event of a loss, it is possible to stop and display the performance symbols using scattered symbols (also called "loss performance symbols") in which at least one of three symbols is different, such as "637" or "373". This makes it easy for players to understand the progress of the game by looking at the performance symbols that are stopped and displayed. In other words, players generally do not directly understand the result of the special symbol win / loss judgment by looking at the special symbols displayed in the first special symbol display unit 41a or the second special symbol display unit 41b, but rather by looking at the performance symbols displayed in the performance symbol display area 7b. Note that the positions of the left, center, and right symbol display areas do not need to be separated, and the display areas for the left, center, and right performance symbols may each be the entirety of the symbol display area (performance symbol display area 7b). Furthermore, the display of the changing symbols can be, for example, by scrolling up and down, left and right, or diagonally. Also, the control unit that controls the display of the changing symbols for the first special symbol, the second special symbol, or the symbols, and the display unit that displays the first special symbol, the second special symbol, or the symbols, are also called the "identification information display unit (identification information display means)".

[0018] On the display screen 7a of the image display device 7, in addition to displaying game effects using the aforementioned effect symbols (effect symbol game effects), the display also shows winning game effects that are executed in conjunction with winning games, and demo effects for when customers are waiting. In addition to effect symbols such as numbers, the effect symbols game effects, winning game effects, and demo effects also display effect images other than effect symbols, such as background images and character images. Furthermore, the display screen 7a of the image display device 7 has a first effect hold display area 9c (first effect hold display section) that displays the first effect hold 9a according to the number of first special symbol holds described later, and a second effect hold display area 9d (second effect hold display section) that displays the second effect hold 9b according to the number of second special symbol holds described later. Depending on the display method (number of displays) of the first or second performance hold, the number of stored first special symbol holds displayed on the first special symbol hold indicator 43a (see Figure 4) and the number of stored second special symbol holds displayed on the second special symbol hold indicator 43b can be clearly shown to the player. The system shall be equipped with means for executing these game performances.

[0019] A center decorative element 10 is provided near the center of the game area 3, in front of the image display device 7, surrounding the performance symbol display area 7b. Below the center decorative element 10 is a stage section 11 having a game ball rolling surface on which game balls can roll. A hollow warp section 12 is provided on the left side of the center decorative element 10. The warp section 12 is provided with a warp inlet and a warp outlet, receiving game balls flowing down the game area 3 from the warp inlet and discharging them from the warp outlet to guide them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 have a higher probability of entering the first start opening 20, which will be described later, compared to game balls that are not guided to the stage section 11. Furthermore, decorative elements 13, which are shaped like letters or figures, are arranged on the upper part of the center decorative element 10 and have lighting components (panel lamps 5) such as LEDs that can be lit according to the game state.

[0020] Furthermore, a movable decorative member 14 is provided at the top of the center decorative body 10, behind the decorative member 13, which can operate in conjunction with the game's performance. In Figure 3, only a portion of the movable decorative member 14 is visible, but for example, when a game performance with a relatively high probability of winning is performed, the movable decorative member falls downward, covering the front of the display screen 7a, and most of it becomes visible. This increases the player's expectation of winning. Below the image display device 7 in the game area 3, a fixed prize entry device 19 is provided, which has a non-variable first start opening 20 that does not change the ease with which the game ball enters. Based on the entry of the game ball into the first start opening 20, random numbers for determining whether a special symbol is correct or incorrect (acquired information) are acquired, and when predetermined conditions are met, a correct or incorrect determination for the first special symbol (first special symbol correct or incorrect determination) is performed, and the first special symbol is displayed in a variable manner, and then stopped based on the result of the correct or incorrect determination.

[0021] Below the first starting opening 20, a variable prize entry device 22 (also called a "variable starting opening") is provided, which includes a variable second starting opening 21 that changes the ease with which game balls can enter. Based on the entry of game balls into the second starting opening 21, random numbers for determining whether a special symbol is correct or incorrect are acquired, and when predetermined conditions are met, a determination of whether the second special symbol is correct or incorrect (second special symbol correct / incorrect determination) is performed, and the second special symbol is displayed in a variable manner, and then stopped based on the result of the correct / incorrect determination. The variable prize entry device 22 is equipped with a movable member 23, which opens and closes the second starting opening 21. Through this opening and closing operation, the second starting opening 21 can change from a first state (closed state) to a second state (open state) in which the ease with which game balls can enter is higher than in the first state. The movable member 23 is driven by a second starting opening solenoid 24 (see Figure 5). In this embodiment 1, the second starting port 21 allows game balls to enter only when the movable member 23 is in the open position, and prevents game balls from entering when the movable member 23 is in the closed position. However, the second starting port 21 does not need to completely prevent game balls from entering when the movable member 23 is in the closed position, as long as it is more difficult to enter game balls when the movable member 23 is in the closed position than when it is in the open position.

[0022] To the right of the first starting opening 20 in the game area 3, a first large prize entry device 31 (also called the "first variable ball entry opening") is provided, which is equipped with a first large prize entry opening 30. The first large prize entry device 31 is equipped with an opening / closing member 32, which opens and closes the first large prize entry opening 30. The opening / closing member 32 is driven by a first large prize entry opening solenoid 33 (see Figure 5). The first large prize entry opening 30 can only accept game balls when the opening / closing member 32 is in the open state. In other words, the first variable ball entry opening 31 can change between a state where game balls cannot enter (closed state) and a state where game balls can enter (open state) by the opening and closing operation of the opening / closing member 32.

[0023] Furthermore, above the first large prize opening 30 in the game area 3 and to the lower right of the center decorative body 10, a second large prize device 36 (also called the "second variable ball entry opening") equipped with a second large prize opening 35 is provided. The second large prize device 36 is equipped with an opening / closing member (wing member) 37, which opens and closes the second large prize opening 35. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (see Figure 5). The second large prize opening 35 can only accept game balls when the opening / closing member 37 is in the open position.

[0024] In other words, the second variable ball entry opening 36 can change between a ball entry-restricted state (closed state) where game balls cannot be entered and a ball entry-restricted state (open state) where game balls can be entered by the opening and closing operation of the opening and closing member 37. The second large prize winning device 36 has a specific area 39 through which game balls that have entered the second large prize winning opening 35 can pass. In this pachinko game machine 1, a high probability state described later is generated based on the detection that game balls that have entered the second large prize winning opening 35 have passed through the specific area 39. In other words, the specific area 39 is a probability change activation opening. Such a specific area 39 is not provided in the first large prize winning device 31.

[0025] In the right-hand area of ​​the center decorative element 10 in the game area 3, a gate 28 (game ball passage opening) through which game balls can pass is provided. Based on the passage of game balls through the gate 28, random numbers for determining whether a normal symbol wins or losses are obtained, and when predetermined conditions are met, a normal symbol win / loss determination is performed to determine whether or not to open the second start opening 21, and the normal symbols are displayed in a changing state, and a stop display is made based on the result of the normal symbol win / loss determination. When a winning normal symbol is displayed as a stop, the second start opening 21 is opened. Furthermore, multiple general ball entry openings 27 are provided in the lower part of the game area 3.

[0026] The game area 3, in which various ball entry points are arranged, can be divided into the left game area (first game area) 3A, located to the left of the center in the left-right direction, and the right game area (second game area) 3B, located to the right. Shooting the game ball so that it flows down the left game area 3A is called left-handed shooting, and shooting the game ball so that it flows down the right game area 3B is called right-handed shooting. In this pachinko game machine 1, at the start of the game, the aim is to enter the first starting point 20 using left-handed shooting. On the other hand, if the game state changes due to a win / loss determination based on the ball entering the first starting point 20, the aim is to enter the gate 28, the second starting point 21, the first large prize entry point 30, and the second large prize entry point 35 using right-handed shooting. When a game ball enters the first starting gate, the second starting gate, the first major prize gate, the second major prize gate, or the general ball entry gate, a predetermined number of game balls (also called "prize balls") are dispensed from each respective entry gate.

[0027] Furthermore, as shown in Figures 3 and 4, a main display unit 40 is located in the lower right of the game board 2. The main display unit 40 includes a first special symbol display unit 41a (first special symbol display section) that displays the first special symbol in a variable and stopped state, a second special symbol display unit 41b (second special symbol display section) that displays the second special symbol in a variable and stopped state, and a normal symbol display unit 42 (normal symbol display section) that displays the normal symbol in a variable and stopped state. The main display unit 40 also includes a first special symbol hold display unit 43a that displays the number of stored win / fail judgment information (first special symbol hold) related to the first special symbol, a second special symbol hold display unit 43b that displays the number of stored win / fail judgment information (second special symbol hold) related to the second special symbol, and a normal symbol hold display unit 44 that displays the number of stored operation hold (normal symbol hold) for the normal symbol display unit 42.

[0028] The main display unit 40 also includes a win indicator 48 that shows the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment is a win, a round indicator 45 that shows the number of rounds of the winning game to be executed when the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment is a win, a game status indicator 46 that shows the probability variation function is activated, and a launch direction indicator 47 that shows the launch direction of the game ball, i.e., whether it should be shot to the right or to the left. These various indicators included in the main display unit 40 are displayed and controlled by the main control unit described later.

[0029] The first special symbol's variation display is triggered when a game ball enters the first start opening 20. The second special symbol's variation display is triggered when a game ball enters the second start opening 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as "special symbols." Also, the first special symbol indicator 41a and the second special symbol indicator 41b may be collectively referred to as the special symbol display unit 41. Also, the first special symbol hold indicator 43a and the second special symbol hold indicator 43b may be collectively referred to as the special symbol hold display unit 43.

[0030] The special symbol display unit 41 displays a special symbol (identification information) for a predetermined period of time, then stops it, and notifies the result of a lottery (special symbol win / failure determination, jackpot lottery) based on ball entry into the first start opening 20 or the second start opening 21 based on the stopped special symbol (stopped symbol). The stopped special symbol is one special symbol selected from among several types of special symbols by the special symbol win / failure determination. If the stopped symbol is a predetermined specific special symbol (specific identification information) (i.e., a jackpot symbol or a minor win symbol), a special game (jackpot game, minor win game) is played in which the first major prize opening 30 or the second major prize opening 35 is opened in an opening pattern corresponding to the type of specific special symbol that was stopped. The opening patterns of the major prize openings (first major prize opening 30 and second major prize opening 35) in the special game will be described later.

[0031] Specifically, as shown in Figure 4, the first special symbol indicator 41a consists of eight LEDs labeled "i~p" and displays a special symbol corresponding to the result of the first special symbol win / loss determination. For example, if the result of the first special symbol win / loss determination is a first jackpot (15R jackpot), the three "ijn" LEDs light up and the rest turn off. If it is a second jackpot (2R jackpot), the four "jnkl" LEDs light up and the rest turn off. If it is a minor win, the four "mnop" LEDs light up and the rest turn off. If it is a miss, the two "lo" LEDs light up and the rest turn off. The second special symbol indicator 41b consists of eight LEDs labeled "a~h" and displays a special symbol corresponding to the result of the second special symbol win / loss determination. The stop display mode is determined to be different depending on the result of the second special symbol win / loss determination, similar to the first special symbol display 41b. In addition, before the special symbol is stopped, the special symbol is displayed in a variable state for a predetermined variable state, and the variable state display mode can be such that, for example, each LED lights up in a predetermined order, with the light flowing repeatedly from left to right.

[0032] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21, various information such as a random number for determining whether a special symbol is a hit or miss (also called "acquired information") is acquired based on the ball's entry, and the acquired information is temporarily stored in the special symbol hold storage unit 85 formed in the RAM of the main control unit. Specifically, if the ball enters the first start port 20, it is stored as the first special symbol hold in the first special symbol hold storage unit 85a, and if the ball enters the second start port 21, it is stored as the second special symbol hold in the second special symbol hold storage unit 85b. There is an upper limit on the number of special symbol holds that can be stored in each special symbol hold storage unit 85, and in this embodiment 1, the upper limit is 4 for each. These first special symbol hold storage unit 85a and second special symbol hold storage unit 85b are also called the "first acquired information storage means" and the "second acquired information storage means," respectively, and are collectively referred to as the "acquired information storage means."

[0033] Special symbol reserves stored in the special symbol reserve memory unit 85 are consumed when it becomes possible to display the variation of the special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the random number for determining whether the special symbol is correct or incorrect corresponding to that special symbol reserve, and then executing the display of the variation of the special symbol to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the variation of the special symbol based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be executed immediately at the time of entry, that is, even if the display of the variation of the special symbol is being executed or a special game is being executed, the right to determine whether the special symbol is correct or incorrect for that entry can be reserved up to a predetermined number of balls.

[0034] The number of such reserved special symbols is displayed on the first reserved special symbol indicator 43a and the second reserved special symbol indicator 43b. Specifically, the first reserved special symbol indicator 43a is composed of two LEDs labeled "uv", and displays the number of reserved special symbols by controlling the display of the LEDs according to the number of reserved special symbols. For example, if the number of reserved symbols is 0, the display will show "u□v□" (for example, □: off, ●: red light on, ▲: green light), with both LEDs turned off. If the number of reserved symbols is 1, the display will show "u□v●", with the u LED turned off and the v LED lit red. If the number of reserved symbols is 2, the display will show "u●v□", with the u LED lit red and the v LED turned off. If the number of reserved symbols is 3, the display will show "u●v●", with both LEDs lit red.

[0035] Furthermore, if the number of reserved symbols is 4 (the maximum number), both LEDs can be lit green to display "u▲v▲". The second special feature reserved symbol indicator 43b is composed of two LEDs "wx", and displays the number of reserved symbols by controlling the LEDs according to the number of reserved symbols in the second special feature. For example, if the number of reserved symbols is 0, both LEDs are turned off to display "w□x□" (for example, □: off, ●: red light, ▲: green light), and the same settings are defined for reserved symbols of 1 to 4 as for the first special feature reserved symbol indicator 43a.

[0036] The display of the regular symbols changes when a game ball passes through gate 28. The regular symbol display unit 42 displays the regular symbols changing for a predetermined time, then stops them, and the stopped regular symbol (stopped symbol) indicates the result of the regular symbol win / loss judgment based on the game ball passing through gate 28. The stopped regular symbol is one of several regular symbols selected by the regular symbol win / loss judgment. If the stopped regular symbol is a predetermined specific regular symbol (winning regular symbol), an auxiliary game is performed to open the second start opening 21 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 21 will be described later.

[0037] Specifically, as shown in Figure 4, the regular symbol indicator 42 is composed of two LEDs labeled "st", and the way they light up indicates the regular symbol corresponding to the result of the regular symbol win / loss judgment. For example, if the judgment result is a win, the winning regular symbol is displayed as "s■t■" (for example, ■: lit, □: off), with both LEDs lit. If the judgment result is a loss, the losing regular symbol is displayed as "s□t■", with only the t LED lit. Note that the losing regular symbol is not a specific regular symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed in a variable state for a predetermined variable time, and the mode of this variable display is, for example, a mode in which both LEDs alternately light up and turn off.

[0038] In this pachinko game machine 1, when a game ball passes through gate 28, various information such as a random number for determining whether a regular symbol is a winning or losing combination (also called "acquired information") is acquired based on that passage, and the acquired information is temporarily stored as a regular symbol hold in the regular symbol hold storage unit 86 formed in the RAM of the main control unit. An upper limit is set on the number of regular symbol holds that can be stored in the regular symbol hold storage unit 86, and the upper limit in this embodiment 1 is 4.

[0039] The regular symbol reserves stored in the regular symbol reserve memory unit 86 are consumed when it becomes possible to display the variation of the regular symbols based on those regular symbol reserves. Consumption of regular symbol reserves means determining the random number for determining whether the regular symbols are correct or incorrect corresponding to that regular symbol reserve, and then executing the display of the variation of the regular symbols to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the variation of the regular symbols based on the passage of a game ball through the gate 28 cannot be executed immediately at the time of passage, that is, even if the display of the variation of the regular symbols is being executed or an auxiliary game is being executed, the right to determine whether the regular symbols are correct or incorrect for that passage can be reserved up to a predetermined number of balls.

[0040] The number of such reserved symbols is displayed on the reserved symbol indicator 44. Specifically, the reserved symbol indicator 44 consists of two LEDs labeled "qr", and displays the number of reserved symbols by lighting up the LEDs according to the number of reserved symbols. For example, if the number of reserved symbols is 0, the display will show "q□r□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off. If the number of reserved symbols is 1, the display will show "q□r●", with the q LED turned off and the r LED lit red. The reserved symbol counts of 2 to 4 are also defined in the same way as the first reserved symbol indicator 43a.

[0041] Next, the electrical configuration of this pachinko game machine 1 will be explained based on Figures 2 and 5. The pachinko game machine 1 of this embodiment 1 is equipped with a main control board 80 (also called the "main control unit" or "game control unit") that controls game benefits such as special symbol win / loss determination, normal symbol win / loss determination and transitions in game states; a sub-control board 90 (also called the "sub-control unit" or "performance control unit") that controls effects that are executed as the game progresses; a payout control board 110 (also called the "payout control unit") that controls the payout of game balls; and an image control board 100 (image control unit) that controls the display of effect symbols 8 displayed on the image display device 7, symbols displayed on the effect indicator 102, the first special symbol hold indicator 103a, and the second special symbol hold indicator 103b, etc.

[0042] As shown in Figure 2, a main control board housing case containing the main control board 80 is provided approximately in the center of the rear side (back side) of the pachinko game machine 1. Above this main control board housing case, an image control board housing case containing the sound control board 106, lamp control board 107, and image control board 100 is provided, and above the image control board housing case, a sub-control board housing case containing the sub-control board 90 is provided. Furthermore, a payout control board housing case containing the payout control board is provided to the lower left of the main control board housing, and a power supply board housing case containing the power supply board 109 is provided to the right of that.

[0043] The main control board 80 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 81 that controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcontroller 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The game control microcontroller 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcontroller 81. The ROM may also be external. The RAM of the game control microcontroller 81 is provided with the special symbol hold storage section 85 (first special symbol hold storage section 85a and second special symbol hold storage section 85b) and the general symbol hold storage section 86.

[0044] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include the first start gate sensor 20a, the second start gate sensor 21a, the gate sensor 28a, the first large prize gate sensor 30a, the second large prize gate sensor 35a, the specific area sensor 39a, and the general ball entry gate sensor 27a. These various sensors are also called "detection means".

[0045] The first start-up sensor 20a is installed inside the first start-up opening 20 and detects game balls that enter the first start-up opening 20. The second start-up sensor 21a is installed inside the second start-up opening 21 and detects game balls that enter the second start-up opening 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that pass through the gate 28. The first large prize-winning opening sensor 30a is installed inside the first large prize-winning opening 30 and detects game balls that enter the first large prize-winning opening 30. The second large prize-winning opening sensor 35a is installed inside the second large prize-winning opening 35 and detects game balls that enter the second large prize-winning opening 35. The specific area sensor 39a is installed in a specific area 39 inside the second large prize-winning opening 35 and detects game balls that pass through the specific area 39. The general ball entry sensor 27a is installed inside each general ball entry opening 27 and detects game balls that have entered the general ball entry opening 27.

[0046] In addition, the following solenoids are connected: a second start port solenoid 24, a first major prize port solenoid 33, and a second major prize port solenoid 38. The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The first major prize port solenoid 33 is for driving the opening / closing member 32 of the first major prize device 31. The second major prize port solenoid 38 is for driving the opening / closing member 37 of the second major prize device 36.

[0047] Furthermore, the main control board 80 is connected to a first special symbol indicator 41a, a second special symbol indicator 41b, a regular symbol indicator 42, a first special symbol hold indicator 43a, a second special symbol hold indicator 43b, a regular symbol hold indicator 44, a round indicator 45, a game status indicator 46, a launch direction indicator 47, and a win indicator 48. In other words, the display control of these main indicators 40 is performed by a microcomputer 81 for game control.

[0048] The main control board 80 also transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a payout device 120 that dispenses prize balls and loaned balls, and a card unit 135 (installed adjacent to the pachinko game machine 1, which enables ball lending based on information stored in an inserted prepaid card (game value storage medium), etc.), and a launching device 112 is connected via a launching control board 111 (also called the "launching control unit"). The launching device 112 includes a launching handle 60 (see Figure 1).

[0049] The payout control board 110 has a payout control one-chip microcontroller 116 (also called the "payout control microcontroller") implemented on it that controls the payout of game balls from the pachinko game machine 1 according to a program. The payout control microcontroller 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The payout control microcontroller 116 drives the payout motor 121 of the payout device 120 to pay out prize balls or loan balls based on signals from the game control microcontroller 81 and signals from the card unit 135 connected to the pachinko game machine 1 via the input / output circuit 117. The payout game balls are detected by payout sensors 122 and 123 for counting. Furthermore, if the player operates the handle 60 (see Figure 1) of the launching device 112, the touch switch 114 detects the player's contact with the launching handle 60, and the launching volume 115 detects the amount of rotation of the launching handle 60. Then, the launching motor 113 is driven and controlled so that the game ball is launched with a strength corresponding to the magnitude of the detection signal from the launching volume 115.

[0050] The main control board 80 also transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only signal transmission from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using diodes) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.

[0051] As shown in Figure 5, the sub-control board 90 is equipped with a one-chip microcontroller 91 for performance control ("performance control microcontroller") that controls the performance of the pachinko game machine 1 according to a program. The performance control microcontroller 91 includes a ROM that stores programs for controlling game performances as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The performance control microcontroller 91 transmits and receives data with other boards via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcontroller 91. The ROM may also be external.

[0052] The sub-control board 90 is connected to the image control board 100, the sound control board 106, and the lamp control board 107. The microcontroller 91 for performance control on the sub-control board 90, based on commands received from the main control board 80, causes the CPU of the image control one-chip microcontroller 101 ("image control microcontroller") on the image control board 100 to perform display control on the image display device 7, the performance indicator 102, the first special effect hold indicator 103a, and the second performance hold indicator 103b. The RAM of the image control board 100 is memory for processing image data. The ROM of the image control board 100 stores image data such as still image data and video data displayed on the image display device 7, specifically characters, items, shapes, letters, numbers, and symbols (including performance patterns, hold patterns, etc.) and background images. The CPU of the image control board 100 reads image data from the ROM based on commands from the microcontroller 91 for performance control. Then, it executes display control based on the read image data.

[0053] The performance indicator 102 consists of two LEDs and displays fluctuation and stop indications in accordance with the fluctuation and stop indications of the performance symbol 8. The stopping indication is displayed in a display manner that shows the display result of the performance symbol 8 (the result of the special symbol win / loss determination) by the lighting / extinguishing or color combination of the two LEDs. Similarly, the first special symbol hold indicator 103a and the second special symbol hold indicator 103b consist of two LEDs. The first special symbol hold indicator 103a is displayed in a display manner that shows the same number of hold items as the number of hold items displayed in the first performance hold display area 9c and the number of hold items displayed in the first special symbol hold indicator 43a, by the lighting / extinguishing or color combination of the two LEDs. The second special symbol hold indicator 103b is displayed in a display manner that shows the same number of hold items as the number of hold items displayed in the second performance hold display area 9d and the number of hold items displayed in the second special symbol hold indicator 43b. This is because displaying character images across almost the entire display screen 7a (performance image display area), or operating the movable decorative member 14 to cover almost the entire performance image display area 7b (performance image display area) of the display screen 7a, can result in some or all of the performance images, the first performance hold display area, or the second performance hold display area becoming invisible. Therefore, such a display is provided. In addition, a VDP (Video Display Processor) may be provided in place of, or in addition to, the image control one-chip microcontroller 101 of the image control board 100.

[0054] Furthermore, the microcontroller 91 for performance control outputs voice, music, sound effects, etc., from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The audio data, such as voice, output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be mounted on the audio control board 106, in which case the CPU may be used to perform audio control. In this case, a ROM may also be mounted on the audio control board 106, and the audio data may be stored in that ROM. Alternatively, the speaker 67 may be connected to the image control board 100, and the CPU of the image control board 100 may be used to perform audio control. In this case, the audio data may also be stored in the ROM of the image control board 100.

[0055] Furthermore, the microcontroller 91 for performance control determines the light emission pattern data (data that determines the on / off state, light emission color, etc., also called lamp data) for the frame lamps 66 and panel lamps 5, etc., from the data stored in ROM based on commands received from the main control board 80, and controls the lighting of the lamps (LEDs) such as the frame lamps 66 and panel lamps 5 via the lamp control board 107.

[0056] Furthermore, the performance control microcontroller 91 operates the movable decorative member 14, which is connected to the lamp control board 107 via the relay board 108, based on commands received from the main control board 80. The movable decorative member 14, although only a portion of it is visible in Figure 1, is a movable gimmick provided on the center decorative body 10. The performance control microcontroller 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined manner from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. A CPU may be implemented on the lamp control board 107, in which case the CPU may be made to perform lamp lighting control and operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be implemented on the lamp control board 107, and data related to the light emission pattern and operation pattern may be stored in the ROM.

[0057] Furthermore, the sub-control board 90 is connected to a first performance button detection switch 63c and a second performance button detection switch 63d, which detect when the first performance button 63a or the second performance button 63b (see Figure 1) is operated (pressed, rotated, pulled, etc.). Therefore, when a player performs a predetermined input operation on the first performance button 63a or the second performance button 63b, a signal is output from the corresponding performance button detection switch to the sub-control board 90.

[0058] Next, the control related to the hit / miss determination in the pachinko game machine 1 of this embodiment 1 will be explained. As a result of the special symbol hit / miss determination, there are "jackpot," "minor hit," and "miss." When it is a "jackpot," the "jackpot symbol" is stopped and displayed on the special symbol display unit 41. When it is a "minor hit," the "minor hit symbol" is stopped and displayed on the special symbol display unit 41. When it is a "miss," the "miss symbol" is stopped and displayed on the special symbol display unit 41. When it is determined to be a jackpot or a minor hit, a "special game" is executed that opens the first major prize slot 30 or the second major prize slot 35 in an opening pattern corresponding to the type of special symbol that was stopped and displayed. The special game executed when it is a jackpot is called a "jackpot game," and the special game executed when it is a minor hit is called a "minor hit game."

[0059] There are several types of wins. As shown in Figure 6, the types of wins include "15R (Round) 1st Big Win," "15R 2nd Big Win," "2R 3rd Big Win," and "15R 4th Big Win," "7R 5th Big Win," "7R 6th Big Win," and "4R 7th Big Win." The "15R 1st Big Win" and "15R 4th Big Win" are big wins in which the number of times (rounds) the big prize slot (1st big prize slot 30 or 2nd big prize slot 35) is opened is 15 times, and in the 1st and 2nd rounds, the 2nd big prize slot 35 is opened in a manner that makes it possible (easy) for the game ball to pass into a specific area 39. Rounds in which the aim is to pass the game ball into this specific area 39 can be called chance rounds or challenge rounds. The "15R 2nd Jackpot" is a jackpot in which the number of times (rounds) the large prize slot (1st large prize slot 30 or 2nd large prize slot 35) is opened is 15 times, but the opening time for the aforementioned chance rounds, the 1st and 2nd rounds, is extremely short (instantaneous opening and closing), making it difficult (or even impossible) for the game ball to pass into the specific area 39. In other words, this "15R 2nd Jackpot" is a jackpot in which the 2nd large prize device 36 is not opened in a manner that allows (or makes easy) the game ball to pass into the specific area 39.

[0060] Furthermore, the "7R 5th jackpot" is a jackpot in which the number of times (rounds) the large prize slot (1st large prize slot 30 or 2nd large prize slot 35) is opened is 7, and in the 1st and 2nd rounds, the 2nd large prize slot 35 is opened in a manner that makes it possible (easy) for the game ball to pass into the specific area 39. On the other hand, the "7R 6th jackpot" is a jackpot in which the number of times (rounds) the large prize slot (1st large prize slot 30 or 2nd large prize slot 35) is opened is 7, but the opening time in the aforementioned chance rounds, the 1st and 2nd rounds, is extremely short (instantaneous opening and closing), making it difficult (or even impossible) for the game ball to pass into the specific area 39. In other words, the "7R 6th jackpot" is a jackpot in which the 2nd large prize slot 36 is not opened in a manner that makes it possible (easy) for the game ball to pass into the specific area 39 (making it difficult for the game ball to pass into the specific area).

[0061] Furthermore, in the "4R 7th jackpot," although the number of times (rounds) the large prize slots (1st large prize slot 30 or 2nd large prize slot 35) are opened is 4, the opening time for the aforementioned chance rounds, the 1st and 2nd rounds, is extremely short (instantaneous opening and closing), making it difficult (or even impossible) for the game balls to pass into the specific area 39. In other words, this "4R 7th jackpot" is a jackpot in which the 2nd large prize device 36 is not opened in a manner that makes it possible (or easy) for the game balls to pass into the specific area 39 (making it difficult for the game balls to pass into the specific area).

[0062] Furthermore, the "2R 3rd Big Win" is a big win in which the number of times (rounds) the big prize slot (1st big prize slot 30 or 2nd big prize slot 35) is opened is two, and the 2nd big prize device 36 is opened in a manner that allows the game ball to pass into the specific area 39 during the 1st and 2nd rounds, which are chance rounds. However, since the opening time of the 2nd big prize slot 35 is only 1.8 seconds even when combining the 1st and 2nd rounds, the probability of the game ball passing into the specific area is lower than in the 15R 1st Big Win.

[0063] In the pachinko game machine 1 of this embodiment 1, the game state after the end of a jackpot game is transitioned to the high-probability state described later, based on the passage of the game ball into a specific area 39 during a jackpot game. Therefore, if the result of the special symbol win / loss judgment is the aforementioned 15R 1st jackpot, 2R 3rd jackpot, 15R 4th jackpot, or 7R 5th jackpot, the chance rounds of the 1st and 2nd rounds are executed in a manner in which the probability of the game ball passing into the specific area is relatively high. Thus, by passing the game ball into the specific area 39 during the execution of the jackpot game, the game state after the jackpot game can be transitioned to the high-probability state. In contrast, if a 15R second jackpot, a 7R sixth jackpot, or a 4R seventh jackpot occurs, the opening time for the first and second chance rounds is 0.1 seconds each. Therefore, it is extremely difficult to get the game ball into the second jackpot entry point. Consequently, the game ball cannot pass through the specific area 39 during the execution of the jackpot game, and the game state after the jackpot game is very likely to be the normal state (low probability state) described later (it can also be said that it will be in a low probability state). The means for setting these predetermined game states are called game state setting means.

[0064] On the other hand, a minor win is a win in which the large prize slot (second large prize slot 35) is opened in the same opening pattern as the 2R third big win. In other words, in a minor win, the second large prize device 36 is opened in a manner that allows the game ball to pass through the specific area 39. However, even if the game ball passes through the specific area 39 during the execution of a minor win game, the game state after the execution of the minor win game does not change from the state before the execution of the minor win game. Therefore, if the game state before the execution of the minor win game is the normal state (low probability state), the game state after the execution of the minor win game will also be the normal state. And from the player's perspective, it is not possible to distinguish between the 2R third big win and a minor win by looking at the opening pattern of the large prize slot (second large prize slot 35). In other words, it is difficult for the player to recognize whether the result of the special symbol win / loss judgment is a 2R third big win or a minor win. Therefore, even if the game ball passes through the specific area 39 during the special gameplay of the 2R 3rd jackpot, it is difficult to determine from that alone whether the subsequent game state has transitioned to a high probability state. Similarly, even if the game ball passes through the specific area 39 during the special gameplay of a minor jackpot, it is difficult to determine from that alone whether the subsequent game state remains normal or transitions to a high probability state. As a result, when a minor jackpot occurs, or when a 2R 3rd jackpot occurs, players can proceed with the game with the expectation that they may be in a high probability state, thereby enhancing the enjoyment of the game. Note that in the case of a minor jackpot, the number of times the large prize slot opens is not referred to as the number of rounds, but simply as the number of openings.

[0065] More specifically, the opening patterns of the large prize slots when a big win or small win occurs in the pachinko game machine 1 of this embodiment 1 are as shown in Figure 6. That is, when a 15R first big win occurs (when the 15R first big win symbol is stopped and displayed on the first special symbol display 41a), and when a 15R fourth big win occurs (when the 15R fourth big win symbol is stopped and displayed on the second special symbol display 41b), the second large prize slot 35 is opened for a maximum of 28 seconds from round 1 to round 2, and the first large prize slot 30 is opened for a maximum of 28 seconds from round 3 to round 15. In this win, the opening time of the second large prize slot 35 in rounds 1 and 2 is 28 seconds each, making it easy to pass the game ball through to the specific area 39 during that round.

[0066] Furthermore, in the event of a 15R second jackpot (when the 15R second jackpot symbol is displayed on the first special symbol indicator 41a), the second large prize slot 35 is opened for a maximum of 0.1 seconds from rounds 1 to 2, and the first large prize slot 30 is opened for a maximum of 28 seconds from rounds 3 to 15. In this jackpot, the opening time of the second large prize slot 35 in rounds 1 and 2 is set to an extremely short maximum of 0.1 seconds each (instantaneous opening and closing), making it virtually impossible to pass the game ball through the specific area 39 during those rounds.

[0067] In other words, the opening pattern for the 15R second jackpot differs from the opening pattern for the 15R first jackpot in the way the first and second rounds open. Specifically, in the 15R first jackpot, the second large prize slot 35 is open for 28 seconds in the first and second rounds, making it easy for the game ball to enter the second large prize slot 35. Once the game ball enters the second large prize slot 35, it has a high probability of passing through the specific area 39. In contrast, in the 15R second jackpot, the second large prize slot 35 is only open for 0.1 seconds in the first and second rounds. Therefore, it is extremely difficult for the game ball to enter the second large prize slot 35. Consequently, the probability of the game ball passing through the specific area 39 during the execution of the 15R second jackpot is considerably lower than in the 15R first jackpot. Furthermore, the probability of the game ball passing through the specific area 39 is so close to zero that it can be said that it will not pass through at all.

[0068] As shown in Figure 6, when a 2R 3rd jackpot is won (when the 2R 3rd jackpot symbol is displayed on the 1st special symbol display 41a), the 2nd large prize slot 35 is opened for a maximum of 0.9 seconds from 1R to 2R. In this jackpot, the total opening time of the 2nd large prize slot 35 in the 1st and 2nd rounds is 1.8 seconds, making it possible to pass the game ball into the specific area 39 during those rounds. In this pachinko game machine 1, one game ball is launched in about 0.6 seconds. Therefore, if the opening time of the 2nd large prize slot 35 is 1.8 seconds, it is quite possible to get the game ball into the 2nd large prize slot 35. Also, because the total opening time of the 2nd large prize slot in this 2R 3rd jackpot is short at 1.8 seconds, it is not possible to expect a large number of prize balls (game profit) like in other 15R jackpots. In other words, it is a jackpot that yields almost no prize balls compared to other jackpots. Other jackpots are also executed in the manner shown in Figure 6.

[0069] Furthermore, in the case of a first minor win (when the first minor win symbol is displayed on the first special symbol indicator 41a), and in the case of a second minor win (when the second minor win symbol is displayed on the second special symbol indicator 41b), the second major prize opening 35 is opened twice for a maximum of 0.9 seconds each time. In other words, the major prize opening is opened in the same opening pattern as the 2R third major win. In this minor win as well, the total opening time of the second major prize opening 35 is 1.8 seconds, making it possible for the game ball to pass into the specific area 39. However, as mentioned above, even if the ball passes into the specific area 39, there is no change in the game state before and after the minor win. Also, in this minor win, since the total opening time of the major prize opening is short at 1.8 seconds, it is not possible to expect a large number of prize balls, similar to the 2R third major win. In other words, minor wins offer virtually no benefits to the player, neither in terms of transitioning to a new game state nor in terms of prize balls (only prize balls for balls entering the game).

[0070] In other words, in this embodiment, the opening patterns for the second large prize winning opening 35 can include a first opening pattern in which the game ball can pass through a specific area 39 (easy to pass through) (15th first jackpot, 15th fourth jackpot), a second opening pattern in which it is difficult (impossible) for the game ball to pass through the specific area 39 (15th second jackpot), and a third opening pattern in which the game ball can pass through the specific area but the probability of passing through is lower than in the first opening pattern (2nd third jackpot). Furthermore, as an opening pattern for minor wins, there can be a fourth opening pattern in which the game ball can pass through the specific area 39, but even if it does, no special bonus is awarded (no high probability state is generated). This fourth opening pattern may also be an opening pattern in which the game ball cannot pass through the specific area 39.

[0071] Furthermore, the distribution probabilities for each jackpot in the win / loss determination of the first special symbol (Special Symbol 1) are 40% for the 15R 1st jackpot, 50% for the 15R 2nd jackpot, and 10% for the 2R 3rd jackpot. In contrast, the distribution probabilities for each jackpot in the win / loss determination of the second special symbol (Special Symbol 2) are 40% for the 15R 4th jackpot, 20% for the 7R 5th jackpot, 20% for the 7R 6th jackpot, and 20% for the 4R 7th jackpot. In other words, when a jackpot is determined by a win / loss determination based on ball entry into the second start port 21, which has become easier to enter due to the operation of the opening extension function described later (occurrence of a high base state), jackpot games that easily pass through specific areas are more likely to occur. That is, the possibility of the game state after the jackpot game ends being a high probability state increases. Thus, in this pachinko game machine 1, it is set up so that it is more advantageous for the player (high probability state) to win a jackpot when a game ball enters the second start opening 21 (jackpot lottery for the second special symbol) than when a game ball enters the first start opening 20 (jackpot lottery for the first special symbol). In other words, the player plays the game hoping that the ball will enter the second start opening 21. This is especially noticeable when the opening extension function, which increases the frequency of balls entering the second start opening 21, is in operation.

[0072] In this pachinko game machine 1, the determination of whether it is a big win, a small win, or a miss is made based on the "random number for determining whether a special symbol wins or losses (also called "information for determining whether a symbol wins or losses")", and the determination of the type of big win when a big win occurs is made based on the "random number for determining the type of big win (also called "random number for determining symbols" or "information for determining symbols")". As shown in Figure 7(A), the random number for determining whether a special symbol wins or losses takes a value in the range of 0 to 629. The random number for determining the type of big win takes a value in the range of 0 to 99. In addition to the random number for determining whether a special symbol wins or losses and the random number for determining the type of big win, the random numbers (acquired information) obtained based on the ball entering the first start port 20 or the second start port 21 also include "reach random numbers (also called "reach information")" and "variation pattern random numbers (also called "variation pattern information")".

[0073] The reach random number is a random number that determines whether or not a reach occurs in the game animation (animation symbol game animation) that shows the result using the animation symbols when the result of the special symbol win / loss judgment is a loss. Reach refers to a state where, for example, the two animation symbols 8R and 8L on the left and right stop (temporarily stop) on the same symbol, and the remaining middle animation symbol 8C is still moving (the state of "7↓7"). If the middle animation symbol 8C, which is moving, stops on the same symbol as the stopped animation symbols 8R and 8L, then all three animation symbols will have stopped on the same symbol, resulting in a win. Note that the stopping (temporarily stopping) of the animation symbols in this case also includes displays that appear to be slightly shaking (shaking fluctuation) within the animation symbol display area 7b. This reach random number takes values ​​in the range of 0 to 126.

[0074] Furthermore, the variable pattern random number is a random number used to determine the variable pattern, including the variable time. The variable pattern random number takes values ​​in the range of 0 to 198. In addition, the random numbers obtained based on passing through gate 28 include the random number for determining whether or not to hit the normal symbol, as shown in Figure 7(B). The random number for determining whether or not to hit the normal symbol is a random number used to determine whether or not to perform the auxiliary game that opens the second start opening 21 (normal symbol lottery). The normal symbol random number takes values ​​in the range of 0 to 240.

[0075] Next, the game states of the pachinko game machine 1 of this embodiment 1 will be explained. The pachinko game machine 1 has multiple game states depending on the combination of the activation or deactivation of the probability variation function, the variation time reduction function, and the opening extension function for special symbols and regular symbols. The state in which the probability variation function is activated for special symbols (first special symbol and second special symbol) is called the "high probability state," and the state in which it is not activated is called the "normal state" (also called the "low probability state"). In the high probability state, the probability of a special symbol winning or losing is higher than in the normal state. That is, in the normal state, the winning or losing is determined using the winning or losing table for the normal state, but in the high probability state, the winning or losing is determined using the winning or losing table for the high probability state, which has a larger value for the random number used to determine whether a special symbol is a winning or losing (see Figure 8(A)). In other words, when the special symbol probability variation function is activated, the probability of the special symbol variation display resulting in a jackpot (the stopping symbol becoming a jackpot symbol) is higher compared to when it is not activated.

[0076] Furthermore, the state in which the time reduction function for special symbols (the first special symbol and the second special symbol) is activated is called the "time reduction state," and the state in which it is not activated is called the "non-time reduction state." In the time reduction state, the average time of special symbol variation (the time from the start of variation display to the confirmation display) is shorter than the average time of special symbol variation in the non-time reduction state. In other words, in the time reduction state, the variation pattern is determined using a variation pattern table that is set so that variation patterns with shorter variation times are selected more often than in the non-time reduction state (see Figure 9). As a result, in the time reduction state, the pace of consumption of special symbol reserves is faster, and effective ball entry into the starting gate (ball entry that can be stored as a special symbol reserve) is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.

[0077] The probability variation function and the variation time reduction function for special symbols (first special symbol and second special symbol) may operate simultaneously, or only one may operate. The probability variation function and variation time reduction function for regular symbols are synchronized with the variation time reduction function for special symbols. In other words, the probability variation function and variation time reduction function for regular symbols operate when the special symbols are in a time-reduced state, and do not operate when they are not. Therefore, in the time-reduced state, the probability of winning in the regular symbol win / loss determination is higher than in the non-time-reduced state. That is, the regular symbol win / loss determination (regular symbol determination) is performed using a regular symbol win / loss determination table in which the value of the regular symbol random number (winning random number) that is determined to be a win is greater than in the regular symbol win determination table used in the non-time-reduced state (see Figure 8(D)). In short, when the probability variation function of the regular symbol display 42 is activated, the probability that the result of the variation display of regular symbols will be a win (the stopped symbol will be a regular winning symbol) is higher compared to when it is not activated.

[0078] Furthermore, in the time-saving state, the variation time of the normal symbols is shorter than in the non-time-saving state. In this embodiment 1, the variation time of the normal symbols is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see Figure 8(E)). In addition, in the time-saving state, the opening time of the second start opening 21 in auxiliary play is longer than in the non-time-saving state. That is, the opening time extension function of the variable prize device 22 is activated. In addition, in the time-saving state, the number of times the second start opening 21 in auxiliary play is opened is greater than in the non-time-saving state. That is, the opening count increase function of the variable prize device 22 is activated. Specifically, in the non-time-saving state, if the result of the normal symbol win / loss judgment is a win, the opening / closing member 37 of the variable prize device 22 performs an opening operation of 0.2 seconds once, and the second start opening remains open during that period. Also, in the time-saving state, if the result of the normal symbol win / loss judgment is a win, the opening / closing member 37 of the variable prize device 22 performs an opening operation of 2.0 seconds three times.

[0079] When the probability variation function and variation time reduction function for regular symbols, as well as the opening time extension function and opening number increase function of the variable prize entry device 22 are in operation, the second start port 21 opens more frequently and the frequency of game balls entering the second start port 21 increases compared to when these functions are not in operation (also called the "high-frequency state"). As a result, the base, which is the ratio of prize balls to the number of balls launched, increases. Therefore, the state in which these functions are in operation is called the "high base state," and the state in which they are not in operation is called the "low base state." In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls held.

[0080] The high base state (high frequency state) does not necessarily require all of the above functions to be activated. That is, it is sufficient if at least one of the following functions is activated: the probability variation function and the variation time reduction function for the regular symbols, and the opening time extension function and the opening number increase function for the variable prize entry device 22, so that the second start opening is more likely to open (the frequency of ball entry is higher) than when that function is not activated. Furthermore, the high base state may be controlled independently of the time reduction state for special symbols. The function that generates such a high base state can also be called the "high base generation function".

[0081] In the pachinko game machine 1 of this embodiment 1, if a 15R first jackpot is achieved, the game state after the special game will be a high probability state for special symbols, a time-saving state for special symbols, and a high base state, provided that a specific area 39 has been passed through during the special game (see Figure 6). This game state is specifically called the "high probability high base state". The high probability high base state ends when a predetermined number of special symbol fluctuations are displayed, or when a jackpot is achieved and the jackpot game is executed.

[0082] Furthermore, in the case of a 15R second jackpot, the game state after the special game is such that it is extremely difficult to pass through specific area 39 during that special game, resulting in the special symbols being in their normal state, the special symbols being in a time-saving state, and a high base state (see Figure 6). This game state is specifically called the "low probability high base state." The low probability high base state ends when the special symbols are displayed in a predetermined number of rotations (for example, 100 times) or when a jackpot is won and the jackpot game is executed. Although the probability is extremely low, if specific area 39 is passed, the state becomes the "high probability high base state."

[0083] Furthermore, in the normal state (low probability, low base state), if a 2R 3rd jackpot is achieved, the game state after the special game will be a high probability state for special symbols, a non-time-saving state for special symbols, and a low base state, if a specific area 39 is passed through during that special game (see Figure 6). This game state is specifically called the "high probability, low base state." The high probability, low base state ends when the special symbols are displayed a predetermined number of times, or when a jackpot is achieved and the jackpot game is executed.

[0084] This high-probability, low-base state is a state where the high probability state is latent, meaning it is difficult for the player to recognize that it is a high-probability state. In other words, the high-probability, low-base state is what is known as a "latent probability change state" (also called a "probability non-notification state"). In contrast, the high-probability, high-base state described above is a state where the high probability state is clear to the player. In other words, the high-probability, high-base state is what is known as a "probability change game state".

[0085] Furthermore, in a high base state, if a 2R 3rd jackpot occurs, the game state after the special game will be a high probability state for special symbols, a time-saving state for special symbols, and a high base state, provided that a specific area 39 is passed through during that special game (see Figure 6). In other words, the time-saving function and base state of special symbols will be the same as the state before the special game was executed.

[0086] Furthermore, when playing Pachinko Machine 1 for the first time, the game state after power-on is the normal state of the special symbols, the non-time-saving state of the special symbols, and the low base state. This game state is specifically called the "low probability, low base state."

[0087] In high-base states, such as high-probability high-base states or low-probability high-base states, it is advantageous to shoot the game ball to the right to enter the right game area 3B. This is because, in high-base states, the second start opening 21 is more likely to open compared to low-base states, making it easier to shoot the ball into the second start opening 21 than into the first start opening 20. Therefore, players should shoot to the right to get the game ball through the gate 28, which is the trigger for determining whether a regular symbol wins or losses, and into the second start opening 21. This allows for more start entries (opportunities for determining whether a special symbol wins or losses) than shooting to the left. In this state, the launch direction indicator 47 is controlled to light up in a predetermined manner to indicate that the ball should be launched into the right game area.

[0088] In contrast, in low-base states such as high-probability low-base state and low-probability low-base state, it is more advantageous to shoot the game ball to the left to enter the left game area 3A. This is because, in low-base states, the second start opening 21 is less likely to open compared to high-base states, making it easier to shoot the ball into the first start opening 20 than into the second start opening 21. Therefore, players should shoot to the left to get the game ball into the first start opening 20. This allows for more start entries (opportunities to determine whether a special symbol is a hit or miss) than shooting to the right. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner to indicate that the ball should be launched into the left game area.

[0089] Specifically, the firing direction indicator 47 consists of two LEDs labeled "yz," and indicates the firing direction by lighting up the LEDs according to the game state. For example, in a low base state, the display can show "y□z□" (for example, □: off, ■: on) with both LEDs off to indicate that the ball should be fired towards the left game area. In a high base state, the display can show "y■z■" (for example, □: off, ■: on) with both LEDs on to indicate that the ball should be fired towards the right game area.

[0090] [Main control processing] Next, the operation of the game control microcontroller 81 (control processing by the main control unit) will be explained based on Figures 10 to 38. Note that the counters, flags, status, buffers, etc., that appear in the explanation of the operation of the game control microcontroller 81 are located in the RAM of the main control board 80. When the power to the pachinko game machine 1 is turned on, the game control microcontroller 81 on the main control board 80 reads the main control main processing program shown in Figure 10 from the ROM of the main control board 80 and executes it. As shown in the figure, the main control main processing first performs initial settings (S101). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the CPU of the main control board 80, setting SIO, PIO, CTC (interrupt time controller), and resetting various flags, statuses, and counters. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that the initial settings (S101) are executed only once after power-on and are not executed thereafter. In addition, in Example 1 and the drawings, a regular design may be referred to as "regular design," a special design as "special design," the first special design as "special design 1" or "first special design," and the second special design as "special design 2" or "second special design."

[0091] Following the initial setup (S101), interrupts are disabled (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values ​​of the various random number counters shown in Figure 7 are updated by adding 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. The updated random number counter values ​​are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the main control board 80.

[0092] When the normal and special symbol main random number update process (S103) is completed, interrupts are enabled (S104). While interrupts are enabled, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on interrupt pulses that are repeatedly input to the CPU of the main control board 80, for example, at a 4ms period. Then, between the completion of the interrupt process (S105) and the start of the next interrupt process (S105), the update process of various counter values ​​by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU while interrupts are disabled, the interrupt process (S105) will not start immediately, but will start after interrupts are enabled (S104).

[0093] [Interrupt handling] Next, interrupt processing (S105) will be explained. As shown in Figure 11, interrupt processing (S105) first executes output processing (S201). In output processing (S201), commands (control signals), etc., set in the output buffer provided in the RAM of the main control board 80 for each of the processes described below are output to the sub-control board 90, the payout control board 110, etc. The commands etc. output here include information related to the game state, the result of the special symbol win / loss judgment, the symbols as the type of jackpot, the variation pattern, etc. Note that a command consists of, for example, 2 bytes of information. The upper byte is information about the type of command, and the lower byte is information about the content of the command.

[0094] In the input processing (S202) that follows the output processing (S201), detection signals detected by various sensors attached to the pachinko game machine 1 (first start port sensor 20a, second start port sensor 21a, first large prize port sensor 30a, second large prize port sensor 35a, general ball entry port sensor 27a, etc. (see Figure 5)) are read and stored as prize ball information in the RAM output buffer. In addition, detection signals from the lower tray full switch that detects when the lower tray 62 is full are also taken in and stored as lower tray full data in the RAM 84 output buffer.

[0095] The next process, the regular and special symbol main random number update process (S203), is the same as the regular and special symbol main random number update process (S103) performed in the main control process shown in Figure 10. That is, the update process for the various random number counter values ​​(including the regular symbol random number counter value) shown in Figure 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).

[0096] Following the normal and special symbol main random number update process (S203), the following processes are executed: start-out sensor detection process (S204), normal symbol operation process (S205), special symbol operation process (S206), specific area sensor detection process (S207), held ball count processing (S208), and power outage monitoring process (S209), which will be described later. After that, other processes not closely related to the present invention (S210) are executed, and the interrupt process (S105) is terminated. Then, until an interrupt pulse is input to the CPU of the main control board 80, the processes S102 to S104 of the main control process are repeatedly executed (see Figure 10), and when an interrupt pulse is input (after about 4 msec), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) that is executed again, the commands etc. that were set in the RAM output buffer in the previous interrupt process (S105) are output.

[0097] [Start gate sensor detection process] As shown in Figure 12, the start-up sensor detection process (S204) first determines whether a game ball has passed through gate 28, that is, whether a game ball has been detected by gate sensor 28a (S301). If a game ball has passed through gate 28 (YES in S301), it is determined whether the number of normal symbol reserved balls (the number of normal symbol reserved balls, specifically the value of the counter in RAM that counts the number of normal symbol reserved balls) is 4 or more (S302). If a game ball has not passed through gate 28 (NO in S301), the process proceeds to S305.

[0098] If the number of reserved balls with normal symbols is 4 or more (YES in S302), the process proceeds to S305. On the other hand, if the number of reserved balls with normal symbols is not 4 or more (NO in S302), "1" is added to the number of reserved balls with normal symbols (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether a normal symbol is correct or not (label-TRND-H, Figure 7(B)) stored in the RAM update value storage area (not shown) is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved balls with normal symbols in the normal symbol reserved storage section provided in the RAM of the main control board 80.

[0099] In S305, it is determined whether a game ball has entered the second start port 21, that is, whether a game ball has been detected by the second start port sensor 21a (S305). If no game ball has entered the second start port 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second start port 21 (YES in S305), it is determined whether the number of reserved balls for Special Feature 2 (the number of reserved balls for Special Feature 2, specifically the value of the counter in the RAM of the main control unit 80 that counts the number of reserved balls for Special Feature 2) has reached 4 (the upper limit) (S306). If the number of reserved balls for Special Feature 2 has reached 4 (YES in S306), the process proceeds to S309. If the number of reserved balls for Special Feature 2 is less than 4 (NO in S306), 1 is added to the number of reserved balls for Special Feature 2 (S307).

[0100] Next, the Special Symbol 2 related random number acquisition process (S308) is performed. In the Special Symbol 2 related random number acquisition process (S308), the values ​​of the special symbol win / failure determination random number counter (label-TRND-A), the jackpot type determination random number counter (label-TRND-AS), the reach random number counter (label-TRND-RC), and the variation pattern random number counter (label-TRND-T1) stored in the RAM update value storage area (not shown) are acquired (i.e., the random number values ​​shown in Figure 7(A) are acquired), and these acquired random values ​​(acquired information) are stored in the address space of the second special symbol hold storage unit 85b corresponding to the current number of special symbol 2 held balls.

[0101] Next, in the start-up port sensor detection process (S204), it is determined whether or not a game ball has entered the first start-up port 20, that is, whether or not a game ball has been detected by the first start-up port sensor 20a (S309). If no game ball has entered the first start-up port 20 (NO in S309), the process ends. However, if a game ball has entered the first start-up port 20 (YES in S309), it is determined whether or not the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1, specifically the value of the counter in the RAM of the main control unit 80 that counts the number of reserved balls for Special Feature 1) has reached 4 (the upper limit) (S310). If the number of reserved balls for Special Feature 1 has reached 4 (YES in S310), the process ends. However, if the number of reserved balls for Special Feature 1 is less than 4 (NO in S310), "1" is added to the number of reserved balls for Special Feature 1 (S311).

[0102] Next, the Special Symbol 1 related random number acquisition process (S312) is performed. In the Special Symbol 1 related random number acquisition process (S312), similar to the Special Symbol 2 related random number acquisition process (S308), the values ​​of the special symbol win / failure determination counter (label-TRND-A), the jackpot type determination random number counter (label-TRND-AS), the reach random number counter (label-TRND-RC), and the variation pattern random number counter (label-TRND-T1) stored in the RAM update value storage area (not shown) are acquired (i.e., the random values ​​shown in Figure 7(A) are acquired), and these acquired random values ​​are stored in the address space of the first special symbol hold storage unit 85a corresponding to the current number of special symbol 1 held balls.

[0103] [General operation processing] The microcomputer 81 for game control performs the normal symbol operation processing (S205) shown in Figure 13, following the start-gate sensor detection processing (S204). In the normal symbol operation processing (S205), the processing related to the normal symbol display 42 and the variable prize winning device 22 is divided into four stages, and "normal symbol operation status 1, 2, 3, 4" is assigned to each of these stages. Then, if the "Normal Symbol Operation Status" is "1" (YES in S401), the normal symbol standby process (S402) is performed. If the "Normal Symbol Operation Status" is "2" (NO in S401, YES in S403), the normal symbol variation process (S404) is performed. If the "Normal Symbol Operation Status" is "3" (NO in both S401 and S403, YES in S405), the normal symbol confirmation process (S406) is performed. If the "Normal Symbol Operation Status" is "4" (NO in all of S401, S403, and S405), the normal electric mechanism process (S407) is performed. The normal symbol operation status is initially set to "1".

[0104] [Normal symbol waiting process] As shown in Figure 14, in the normal symbol waiting process (S402), it is first determined whether the number of reserved balls for normal symbols is "0" (S501). If it is "0" (YES in S501), this process is terminated. On the other hand, if it is not "0" (NO in S501), the normal symbol win / loss determination process described later is performed (S502). Following the normal symbol win / loss determination process (S502), the normal symbol variation pattern selection process is performed (S503). In the normal symbol variation pattern selection process, the normal symbol variation pattern selection table shown in Figure 8(E) is referred to, and if the game state is a time-saving state, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected. On the other hand, if the game state is not a time-saving state, a normal symbol variation pattern with a normal symbol variation time of 30 seconds is selected. Following the normal symbol variation pattern selection process, the normal symbol random number shift process (S504) described later is performed. Next, following the normal symbol random number shift processing (S504), the normal symbol variation start processing is performed (S505), and the processing is completed. In the normal symbol variation start processing, the normal symbol variation display is started using the normal symbol variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal symbol variation start processing, a normal symbol variation start command is set to notify the sub-control board 90 that the normal symbol variation has started.

[0105] [Normal symbol win / loss determination process] As shown in Figure 15, in the normal symbol win / failure determination process (S502), first, the value of the normal symbol win / failure determination random number counter (label-TRND-H) stored in the normal symbol hold memory unit is read (S601). Next, it is determined whether the time-saving flag is ON or not (i.e., whether the game state is a time-saving state or not) (S602). If it is determined in S602 that the time-saving flag is ON, i.e., the game state is a time-saving state (YES in S602), then it is determined whether or not it is a win by high-probability normal symbol win / failure determination based on the time-saving state table (win determination value "0" to "239") of the normal symbol win / failure determination table shown in Figure 8(D) (S604), and the process proceeds to S605. That is, it is determined whether or not the read value of the normal symbol win / failure determination random number counter (label-TRND-H) matches any of the win determination values. On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that it is not in a time-saving state (NO in S602), then it is determined whether or not it is a win by low-probability normal symbol win / loss determination based on the table for non-time-saving states (win determination value is "0" or "1") among the normal symbol win determination tables shown in Figure 8(D) (S603), and the process proceeds to S605. Then, in S605, it is determined whether the result of the normal symbol win / loss judgment (S603, S604) is a win (normal symbol win) or not (S605). If it is determined to be a loss (NO in S605), the losing normal symbol to be displayed at stop is determined (S606), and the process ends. On the other hand, if it is determined to be a win (normal symbol win) in S605 (YES in S605), the winning normal symbol to be displayed at stop is determined (S607), the normal symbol win flag is turned ON (S608), and the process ends.

[0106] [Normal symbol random number shifting process] Following the normal symbol variation pattern selection process (S503), the normal symbol random number shift process (S504) is executed. As shown in Figure 16, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is decremented by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory is shifted one position away from the current position towards the side where it will be read (S702). Then, the address space, which is the storage location of the highest-level reserved memory in the normal symbol reserved memory, is cleared to 0, that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and the process ends. In this way, the normal symbol reserved balls are consumed in the order they are reserved.

[0107] [Processing during normal symbol variation] As shown in Figure 17, in the normal symbol variation processing (S404), it is first determined whether the normal symbol variation time has elapsed (S801). If it has not elapsed (NO in S801), the process ends. On the other hand, if it has elapsed (YES in S801), the normal symbol variation stop command is set (S802), and the normal symbol operation status is set to "3" (S803). Then, other processing is performed, such as stopping the normal symbol variation display with a display result (winning normal symbol or losing normal symbol) according to the determination result of the random number used for normal symbol win / loss determination (S804), and then this process ends.

[0108] [Normal symbol confirmation process] As shown in Figure 18, in the normal symbol confirmation process (S406), it is first determined whether the normal symbol win flag is ON or not (S901). If the normal symbol win flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905) and this process ends. On the other hand, if the normal symbol win flag is ON (YES in S901), it is then determined whether the time-saving flag is ON or not, that is, whether or not the time-saving state is active (S902). If the time-saving state is active (YES in S902), the opening pattern for the variable prize entry device 22 (second start opening 21) is set to the opening pattern for the time-saving state (S903). As mentioned above, the opening pattern for the time-saving state is an opening pattern that repeats an opening of 2.0 seconds three times. Therefore, "3" is set to the second start opening counter, which counts the number of times the second start opening 21 is opened.

[0109] In contrast, if the system is not in a time-saving state (NO in S902), the opening pattern for the variable prize-winning device 22 (second start port 21) is set to the opening pattern for the non-time-saving state (S906). As mentioned above, the opening pattern for the non-time-saving state is an opening pattern that performs one opening for 0.2 seconds. Therefore, the second start port opening counter is set to "1". Following the setting of the opening pattern (S903, S906), the general operation status is set to "4" (S904), and this process is completed.

[0110] [Standard electric component processing] As shown in Figure 19, in the normal electric bonus processing (S407), it is first determined whether the normal bonus end flag is ON or OFF (S1001). The normal bonus end flag is a flag that indicates that the opening of the second start port 21 has ended in the auxiliary game that was executed as a win.

[0111] If the per-cycle termination flag is not ON (NO in S1001), it is determined whether the second start port 21 is open or not (S1002). If it is not open (NO in S1002), it is determined whether it is time to open the second start port 21 (S1003). If it is not time (NO in S1003), the process is terminated; if it is time, the second start port 21 is opened (S1004), and the process is terminated. On the other hand, if the second start port 21 is open (YES in S1002), it is determined whether it is time to close the second start port 21 (i.e., whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If it is not time (NO in S1005), the process is terminated; if it is time (YES in S1005), the second start port 21 is closed (closed) (S1006).

[0112] Then, following the closing process of the second start port 21 (S1006), the value of the second start port open counter is decremented by 1 (S1007), and it is determined whether the value of the second start port open counter is "0" or not (S1008). If it is not "0" (NO in S1008), the process ends as is in order to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), the normal win termination process to end the auxiliary game is performed (S1009), and the normal win termination flag is set (S1010) to end the process. Note that the second start port open counter becomes "0" when the second start port 21 is opened (movement of the movable member 23 is opened) 3 times during the time-saving state, and becomes "0" when the second start port 21 is opened once during the non-time-saving state.

[0113] In contrast, if the normal symbol completion flag is ON in S1001 (YES in S1001), the opening operation of the second start port 21 for the number of times set in S903 or S906 has been completed, so the normal symbol completion flag is turned OFF (S1011), the normal symbol flag is turned OFF (S1012), and the normal symbol operation status is set to "1" (S1013) to end the process. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (Figure 13).

[0114] [Special Illustrative Action Processing] As shown in Figure 11, the microcomputer 81 for game control performs special symbol operation processing (S206) following the normal symbol operation processing (S205). In the special symbol operation processing (S206), as shown in Figure 20, the processing related to the special symbol display 41 and the big prize devices (first big prize device 31 and second big prize device 36) is divided into five stages, and "special symbol operation status 1, 2, 3, 4, 5" is assigned to each of these stages. If the "special symbol operation status" is "1" (YES in S1101), the special symbol standby processing (S1102) is performed. If the "special symbol operation status" is "2" (NO in S1101, YES in S1103), the special symbol variation processing (S1104) is performed. If the "special symbol operation status" is "3" (NO in both S1101 and S1103, YES in S1105), the special symbol confirmation processing is performed. Perform (S1106), and if the "Special Symbol Operation Status" is "4" (NO in S1101, S1103, and S1105, and YES in S1107), perform Special Electric Mechanism Processing 1 as a jackpot game (S1108). If the "Special Symbol Operation Status" is "5" (NO in S1101, S1103, S1105, and S1107), perform Special Electric Mechanism Processing 2 as a minor jackpot game (S1109). Note that the Special Symbol Operation Status is "1" in the initial settings.

[0115] [Special symbol waiting process] As shown in Figure 21, in the special symbol waiting process (S1102), it is first determined whether the number of balls held in the second start port 21 (i.e., the number of balls held in special symbol 2) is "0" (S1201). If the number of balls held in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value obtained due to balls entering the second start port 21, it is determined whether the number of balls held in the first start port 20 (i.e., the number of balls held in special symbol 1) is "0" (S1206). Then, if the number of reserved balls in Special Feature 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained due to balls entering the first start opening 20, it is determined whether or not the display screen 7a of the image display device 7 is in the process of being set as a standby screen (running a demo screen for waiting customers) (S1211). If so (YES in S1211), the process is terminated, otherwise (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).

[0116] If the number of reserved balls in Special Feature 2 is not "0" in S1201 (NO in S1201), that is, if there is one or more random number counter values ​​stored due to balls entering the second start opening 21, the following processes are performed in this order: Special Feature 2 win / failure determination process (S1202), Special Feature 2 variation pattern selection process (S1203), Special Feature 2 random number shift process (S1204), and Special Feature 2 variation start process (S1205). Furthermore, if the number of reserved balls for Special Feature 2 is "0" but the number of reserved balls for Special Feature 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of the random number counter value related to the second start port 21, but there is a memory of one or more random number counter values ​​obtained due to balls entering the first start port 20, the Special Feature 1 win / fail determination process (S1207), Special Feature 1 variation pattern selection process (S1208), Special Feature 1 random number shift process (S1209), and Special Feature 1 variation start process (S1210) described below are performed in this order. Thus, in this embodiment 1, the variation display of the first special symbol based on the first special symbol reserve is performed only when the second special symbol reserve is "0" (YES in S1201). In other words, the consumption of the second special symbol reserve (variation display of the second special symbol) is performed in priority over the consumption of the first special symbol reserve (variation display of the first special symbol). In this embodiment 1, the win / loss determination based on the second special symbol hold is more likely to result in a jackpot that is more beneficial to the player than the win / loss determination based on the first special symbol hold (Figure 8(B)).

[0117] [Special Feature 2 Correct / Incorrect Determination Process] As shown in Figure 22, in the special symbol 2 win / failure determination process (S1202), first, the value of the special symbol win / failure determination random number counter (label-TRND-A) stored (the oldest stored value) in the lowest area of ​​the RAM's second special symbol hold memory unit 85b (i.e., the RAM area corresponding to the first second special symbol hold) is read out as the determination value (S1301). Next, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1302). If it is not in a high probability state (NO in S1302), that is, in a normal state, the win / failure determination is made based on the jackpot determination table for the normal state (jackpot determination values ​​are "3" and "397") from the jackpot determination table (Figure 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), the win / failure determination is made based on the jackpot determination table for the high probability state from the jackpot determination table (Figure 8(A)) (S1307). In the jackpot determination table for high probability states, the jackpot determination values ​​are set to "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".

[0118] If the result of the jackpot determination (S1303, S1309) is determined to be a "jackpot" (YES in S1304), the value of the jackpot type determination random number counter (label-TRND-AS) is read, the jackpot type is determined based on the jackpot type determination table shown in Figure 8(B) (S1310), the jackpot symbol is determined based on the value of the jackpot type determination random number (S1311), the jackpot flag is turned ON (S1312), and the process ends. In the case of a win / loss determination related to the first special symbol, the jackpot type is determined using the jackpot type determination table for the first special symbol, and in the case of a win / loss determination related to the second special symbol, the jackpot type is determined using the jackpot type determination table for the second special symbol. Furthermore, if the first special symbol (Special Symbol 1) is determined to be a jackpot, one of the following will be executed: 15R 1st jackpot, 15R 2nd jackpot, or 2R 3rd jackpot. Also, if the second special symbol (Special Symbol 2) is determined to be a jackpot, it will always be a 15R 4th jackpot (Figure 8(B)).

[0119] Furthermore, the jackpot flags include a long jackpot flag that turns ON when the jackpot type is 15R 1st jackpot, 15R 2nd jackpot, 15R 4th jackpot, 7R 5th jackpot, 7R 6th jackpot, or 4R 7th jackpot, and a short jackpot flag that turns ON when it is a 2R 3rd jackpot.Here, the round indicator 45 is composed of two LEDs, one for 2R and the other for 4R and 7R, and the other for 15R.When a 2R 3rd jackpot occurs and the short jackpot flag is turned ON, the 2R lamp lights up at the timing when the 2R 3rd jackpot symbol is displayed as confirmed.Specifically, the display will look like this: "2R▲4R△7R△15R△" (for example, ▲: lit, △: off). Furthermore, when the long win flag is turned ON by the 15R 1st jackpot, 15R 2nd jackpot, or 15R 4th jackpot, the 15R lamp lights up at the time the corresponding jackpot symbols are displayed. Specifically, the display will look like "2R△4R△7R△15R▲". For other jackpots, the corresponding round lamp lights up at the time the jackpot symbols are displayed.

[0120] On the other hand, if the result of the jackpot determination (S1303, S1307) is determined not to be a "jackpot" (NO in S1304), it is determined whether or not it is a minor win (S1305). That is, it is determined whether or not the value of the random number counter for determining whether or not it is a special symbol (label-TRND-A) matches any of the minor win determination values ​​from "101" to "105" (Figure 8(A)). If it is determined not to be a minor win (NO in S1305), the losing symbol is determined (S1308) and the process ends. If it is determined to be a minor win (YES in S1305), the minor win symbol is determined (S1306), the minor win flag is turned ON (S1306) and the process ends. Note that a separate random number may be provided to determine whether or not it is a minor win, in addition to the random number used for determining whether or not it is a special symbol.

[0121] [Special Feature 2 Variation Pattern Selection Process] In the special symbol waiting process (Figure 21), following the special symbol 2 win / failure determination process (S1202), the special symbol 2 variation pattern selection process (S1203) is performed. As shown in Figures 23 and 24, in the special symbol 2 variation pattern selection process (S1203), it is first determined whether the game state is a time-saving state or not (whether the time-saving flag is ON or OFF) (S1401). If it is not a time-saving state (NO in S1401), i.e., if it is not a time-saving state, it is determined whether the jackpot flag is ON or OFF (S1402). If it is ON (YES in S1402), the jackpot table for non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to both a non-time-saving state and a jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1403). Note that once the variation pattern is determined, the variation time is also determined. Furthermore, in this embodiment 1, the table for big wins during non-time-saving states is also divided depending on whether the big win is a long win (15R big win) or a short win (2R big win). However, since this process is a variation pattern selection process for Special Figure 2, the only big win that can be won in the lottery for Special Figure 2 is the 15R 4th big win (long win). Therefore, the section referenced in this process is always the section for long wins, and variation pattern P1 or variation pattern P2 is selected. Note that the table for big wins during non-time-saving states does not necessarily have to be divided into long win and short win sections. The same applies to the table for big wins during time-saving states described later.

[0122] On the other hand, if the big win flag is not ON (NO in S1402), it is determined whether the small win flag is ON or not (S1405). If the small win flag is ON (YES in S1405), the table for small wins in non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to non-time-saving states and small wins) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1409). Specifically, in this embodiment 1, variation pattern P4 is always selected.

[0123] Furthermore, if the minor win flag is not ON (NO in S1405), it is determined whether the reach random number counter value (label-TRND-RC) is a reach-establishing random number (S1406). As shown in Figure 8(C), the reach-establishing random number is "0" to "5" in the time-saving state and "0" to "13" in the non-time-saving state. In other words, in the time-saving state, it is less likely to get a reach when you miss than in the non-time-saving state. This is to speed up the consumption of special symbol reserves by selecting more misses without reach animations with short variation times in the time-saving state.

[0124] If the reach random number counter value (label-TRND-RC) is the random number value for a reach (YES in S1406), that is, if it is a reach but not a win, the table for reach / loss during non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to a non-time-saving state and a reach / loss) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1407). In this embodiment 1, variation pattern P5 or P6 is selected.

[0125] If the reach random number counter value (label-TRND-RC) is not the random number value for a reach (NO in S1406), that is, if there is no reach, the table for no reach misses during non-time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to both a non-time-saving state and no reach misses) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (S1408). In this case of no reach misses, the function of shortening the variation according to the number of reserved balls is activated. That is, when the number of reserved balls for the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls for the special symbol is "0" to "2". In this embodiment 1, variation pattern P7 or P8 is selected.

[0126] Furthermore, in S1401, if it is determined that the game state is a time-saving state (YES in S1401), the process (S1410 to S1416) is carried out in the same flow as steps S1402 to S1609 above, except that the variable pattern table to be referenced is changed to the table for the time-saving state (the part of the variable pattern table shown in Figure 9 that corresponds to the time-saving state), as shown in Figure 24. That is, if it is a big win, the part of Figure 9 that corresponds to the time-saving state and a big win is referenced, if it is a small win, the part of Figure 9 that corresponds to the time-saving state and a small win is referenced, if it is a near miss, the part of Figure 9 that corresponds to the time-saving state and a near miss is referenced, and if it is a near miss without a reach, the part of Figure 9 that corresponds to the time-saving state and a near miss without a reach is referenced, and a variable pattern is selected based on the variable pattern random number counter value.

[0127] Furthermore, in the time-saving mode's variation pattern table (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving mode), the function of shortening the variation according to the number of reserved balls when there is no reach miss is activated when the number of reserved balls is "2" to "4". In other words, shortened variations are more likely to be selected than in the non-time-saving mode. Also, when a long win is achieved among the big wins, a variation pattern with a shorter variation time is more likely to be selected than in the non-time-saving mode. In short, the variation pattern table in the time-saving mode is designed so that the average variation time of special symbols is shorter than that of the variation pattern table in the non-time-saving mode.

[0128] After selecting a variation pattern as described above, the process is completed by performing the other processing (S1404) shown in Figure 23. In the other processing (S1404), a variation pattern specification command corresponding to the selected variation pattern is set in the RAM output buffer. The set variation pattern specification command is included in the variation start command described later and sent to the sub-control board 90 by output processing (S201).

[0129] [Special Feature 2 Random Number Shift Processing] As shown in Figure 25, in the Special Feature 2 random number shift process (S1204), first, the number of Special Feature 2 reserved balls is decremented by 1 (S1501). Next, the storage location of various counter values ​​in the second Special Feature reserved memory unit 85b is shifted to one address lower (for example, if the second Special Feature reserved memory unit 85b consists of an address space corresponding to addresses "0000" to "0003", then to the address "0000" side) (S1502). Then, "0" is set in the highest address space of the second Special Feature reserved memory unit 85b, that is, the RAM area corresponding to the 4th Special Feature reserved ball in the second Special Feature (if the upper limit has been reached) is cleared to 0 (S1503), and this process is completed.

[0130] After executing the Special Symbol 2 random number shift process (S1204), the Special Symbol 2 variation start process (S1205) shown in Figure 21 is executed. In the Special Symbol 2 variation start process (S1205), the Special Symbol operation status is set to "2", and the variation start command is set in the RAM output buffer to start the variation display of the second special symbol.

[0131] In the special symbol waiting process (S1102) in Figure 21, if the number of reserved balls for special symbol 2 is "0" and the number of reserved balls for special symbol 1 is not "0" (YES in S1201, NO in S1206), the special symbol 1 win / fail determination process (S1207), special symbol 1 variation pattern selection process (S1208), special symbol 1 random number shift process (S1209), and special symbol 1 variation start process (S1 Perform the following steps in this order.

[0132] [Specific Figure 1 Correct / False Determination Process] As shown in Figure 26, the validation process for Feature Drawing 1 (S1207) follows the same flow as the validation process for Feature Drawing 2 (S1202) shown in Figure 22 (S1601-S1609). Therefore, a detailed explanation of this process is omitted.

[0133] However, since this process relates to Special Symbol 1, in S1601, the random number counter value for determining whether a special symbol is correct (label-TRND-A) stored in the lowest region of the RAM's first special symbol hold memory unit 85a (i.e., the RAM region corresponding to the first of the first special symbol holds) is read out. Also, in the determination of the type of jackpot in S1608, it is possible that it will be determined to be any of the following: 15R first jackpot, 15R second jackpot, or 2R third jackpot (Figure 8(B)). As shown in the column for the first special symbol (Special Symbol 1) in Figure 8(B), the distribution rates for each jackpot are 40% for 15R first jackpot, 50% for 15R second jackpot, and 10% for 2R third jackpot. If the type of jackpot is determined to be either a 15R first jackpot or a 15R second jackpot, the long jackpot flag is turned ON as the jackpot flag in step S1609. On the other hand, if it is determined to be a 2R third jackpot, the short jackpot flag is turned ON as the jackpot flag in S1609.

[0134] [Special Figure 1: Variation Pattern Selection Process] As shown in Figures 27 and 28, the 1st Specifications Variation Pattern Selection Process (S1208) follows the same flow as the 2nd Specifications Variation Pattern Selection Process (S1403) shown in Figures 23 and 24 (S1701-S1720). Therefore, a detailed explanation of this process is omitted.

[0135] However, since this process relates to Special Figure 1, if the answer in S1702 (Figure 27) is YES (i.e., the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (either a 15R first jackpot or a 15R second jackpot) (S1703). If it is a 15R jackpot (YES in S1703), the table for 15R jackpots during non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to non-time-saving states and long jackpots) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1704). Specifically, either variation pattern P1 or variation pattern P2 is selected.

[0136] On the other hand, if it is determined in S1703 that it is not a 15R jackpot (NO in S1703), that is, if it is a 2R third jackpot, the table for 2R jackpots during non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to non-time-saving states and short jackpots) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1706). Specifically, variation pattern P3 is selected.

[0137] Furthermore, in this special feature 1 variation pattern selection process, even if the answer in S1712 (Figure 28) is YES (i.e., the jackpot flag is ON), it is determined whether the type of jackpot is a 15R jackpot (either a 15R first jackpot or a 15R second jackpot) (S1713). If it is a 15R jackpot (YES in S1713), the table for 15R jackpots during the time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state and long jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (S1714). Specifically, one of variation patterns P9 to P11 is selected.

[0138] On the other hand, if it is determined in S1713 that it is not a 15R jackpot (NO in S1713), that is, if it is a 2R third jackpot, the table for 2R jackpots during the time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state and short jackpots) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1715). Specifically, variation pattern P12 is selected.

[0139] In this variable pattern selection process shown in Figure 1, after selecting a variable pattern (S1704, S1706, S1709, S1710, S1711, S1714, S1715, S1718, S1719, S1720), other processing (S1705, Figure 27) is performed to complete the process. In the other processing (S1705), a variable pattern specification command corresponding to the selected variable pattern is set in the RAM output buffer. The set variable pattern specification command is included in the variable start command described later and sent to the sub-control board 90 by output processing (S201).

[0140] [Special Feature 1 Random Number Shift Processing] As shown in Figure 29, in the Special Feature 1 random number shift process (S1209), first, the number of Special Feature 1 reserved balls is decremented by 1 (S1801). Next, the storage location of various counter values ​​in the first Special Feature reserved memory unit 85a is shifted one position lower (S2002). Then, "0" is set in the highest address space of the first Special Feature reserved memory unit 85a, that is, the RAM area corresponding to the 4th Special Feature reserved ball (if the upper limit has been stored) is cleared to 0 (S1803), and this process is completed.

[0141] After executing the Special Symbol 1 random number shift process (S1209), the Special Symbol 1 variation start process (S1210) shown in Figure 21 is executed. In the Special Symbol 1 variation start process (S1210), the Special Symbol operation status is set to "2", and the variation start command is set in the RAM output buffer to start the variation display of the first special symbol.

[0142] [Special symbol variation processing] As shown in Figure 30, the special symbol variation processing (S1104) first determines whether the variation time for the special symbol (the variation time determined according to the variation pattern selected in S1203 or S1208 in Figure 21, see Figure 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the process ends. This allows the variation display of the special symbol to continue.

[0143] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), the fluctuation stop command is set (S1902). Then, it is determined whether the probability variation flag is ON or not (S1903), and if it is ON (YES in S1903), the probability variation counter is decremented by 1 (S1904), and it is determined whether the value of the probability variation counter is "0" or not (S1905). If it is determined in S1905 that the probability variation counter is "0", the probability variation flag is turned OFF, and the process proceeds to S1907. On the other hand, if it is determined that the probability variation flag is not ON (NO in S1903), and if it is determined that the probability variation counter is not "0" (NO in S1905), the process proceeds to S1907.

[0144] Then, in S1907, it is determined whether the time-saving flag is ON or OFF (S1907). If it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter, which counts the number of times the special symbols have been displayed during the time-saving state, is deducted by 1 (S1908). It is then determined whether the value of the time-saving counter is "0" or OFF (S1909). If it is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. If it is determined that the time-saving flag is NOT ON (NO in S1907), and if it is determined that the value of the time-saving counter is NOT "0" (NO in S1909), the process proceeds to S1911.

[0145] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing is performed, such as stopping the display of the special symbol fluctuations according to the result of the determination of the special symbol win / loss random number and the jackpot type determination random number (S1912), and this process is completed.

[0146] [Special Symbol Confirmation Process] As shown in Figure 31, in the special symbol confirmation process (S1106), it is first determined whether the jackpot flag is ON or not (S2001). If the jackpot flag is ON (YES in S2001), it is then determined which type of jackpot it is (whether it is a 15R 1st jackpot, a 15R 2nd jackpot, a 2R 3rd jackpot, a 15R 4th jackpot, a 7R 5th jackpot, a 7R 6th jackpot, or a 4R 7th jackpot) (S2002). Next, a value corresponding to the type of jackpot is set in the round counter. For example, if it is a 15R 1st jackpot, "15" is set in the round counter to count the number of rounds executed during the jackpot game (in the case of one opening per round, one round is from the opening to the closing of the jackpot entry point). Next, in order to start the jackpot game, the jackpot opening command is set (S2005), the jackpot game opening sequence is started (S2006), and the special symbol operation status is set to "4" (S2007).

[0147] Furthermore, if it is determined in S2001 that the jackpot flag is not ON (NO in S2001), it is determined whether or not the minor jackpot flag is ON (S2008). If the minor jackpot flag is ON (YES in S2008), the value of the minor jackpot opening counter, which counts the number of times the big prize slot (second big prize slot 35) is opened during minor jackpot play, is set to "2", and the minor jackpot opening pattern (see Figure 6) is set as the opening pattern for the big prize devices (first big prize device 31 and second big prize device 36) (S2009).

[0148] After completing the processing in S2009, the opening command for the minor win is set (S2010) to start the minor win game, the opening animation for the minor win game is started (S2011), and the special symbol operation status is set to "5" (S2012). If the minor win flag is not ON in S2008 (NO in S2008), neither the big win game nor the minor win game will start, so the special symbol operation status is set to "1" and the processing is completed.

[0149] [Special Electric Mechanism Processing 1 (Big Win Game)] As shown in Figure 32, in the special electric bonus processing 1 (S1108), it is first determined whether the probability variation flag is ON or OFF (S2101), and if it is determined to be ON (YES in S2101), the probability variation flag is turned OFF (S2102). It is also determined whether the time reduction flag is ON or OFF (S2103), and if it is determined to be ON (YES in S2103), the time reduction flag is turned OFF (S2104). In other words, during the execution of a jackpot game, the game is controlled to be in a low probability state and a non-time reduction state. In this embodiment 1, the non-time reduction state is always in a low base state, so the game is controlled to be in a low base state during the execution of a jackpot game.

[0150] Next, it is determined whether the jackpot end flag is ON or OFF (S2105). The jackpot end flag is a flag that indicates that the opening of all the big prize devices (first big prize device 31 and second big prize device 36) has ended (the jackpot game has ended) during a jackpot game.

[0151] If the jackpot end flag is not ON (NO in S2105), it is determined whether the big prize slot (first big prize slot 30 or second big prize slot 35) is open or not (S2106). If it is not open or not (NO in S2106), it is determined whether it is time to open the big prize slot (first big prize slot 30 or second big prize slot 35), that is, whether the time for the jackpot opening has elapsed and it is time to start the first round, or whether the time for the interval between rounds has elapsed and it is time to start the next round (next opening) (S2107).

[0152] If the result of S2107 is NO, the process ends. On the other hand, if the result of S2107 is YES, it is determined whether the round being executed is either the 1st round or the 2nd round (S2108). This determination may be made using the value of the round counter for each type of jackpot, or a separate round counter may be set up to count which round the round being executed is. If it is neither the 1st round nor the 2nd round (i.e., any of rounds 3 to 15) (NO in S2108), the process proceeds to S2110, and the first jackpot opening 30 is opened according to the opening pattern corresponding to the type of jackpot (see Figure 6). On the other hand, if it is determined to be either the 1st round or the 2nd round (YES in S2108), the V validity period setting process (S2109) is performed, and then the process proceeds to S2110, and the second jackpot opening 35 is opened according to the opening pattern corresponding to the type of jackpot (see Figure 6).

[0153] In the V-effective period setting process (S2109), the period during which the second large prize opening 35 is open and the few seconds after the second large prize opening 35 is closed in the first or second round is set as the period during which the detection of game balls by the specific area sensor 39a is determined to be effective (corresponding to the first period). In this embodiment 1, however, the period other than this (including when a minor win is occurring or when a special game is not being played) is set as the period during which the detection of game balls by the specific area sensor 39a is determined to be ineffective (corresponding to the second period). Here, determining that the detection of game balls by the specific area sensor 39a is effective means that the V flag is turned ON based on the detection of game balls by the specific area sensor 39a (see steps S2401 to S2403 of the specific area sensor detection process (Figure 35) described later), and determining that the detection of game balls by the specific area sensor 39a is ineffective means that the V flag is not turned ON even if game balls are detected by the specific area sensor 39a.

[0154] Here, when a game ball is detected by the specific area sensor 39a and the V flag is turned ON, the game state indicator 46 is set to a predetermined display mode to indicate that the game state after the jackpot game has ended will be a high probability state. Specifically, the game state indicator 46 is composed of three LEDs labeled "a1a2a3". In this embodiment 1, in the normal state (low probability state), the display mode is "a1□a2□a3□" (for example, □: off, ■: on). When a game ball is detected by the specific area sensor 39a during a jackpot game and the V flag is turned ON, the display mode is set to "a1■a2■a3■". Then, when the jackpot game ends and the game state is set to a high probability state, the display mode is set to "a1□a2□a3□". Furthermore, the timing of the lighting control of the game state indicator 46 is not limited to these timings. During a jackpot game, the display may remain in the "a1□a2□a3□" pattern even if the game ball passes through a specific area. At the timing of transitioning to a high probability state after the jackpot game ends, the display may change to "a1■a2■a3■", and at the timing of transitioning from a high probability state to a low probability state, the display may change to "a1□a2□a3□".

[0155] In other words, in the specific area sensor detection process described later (Figure 35), the V flag is turned ON only when V passage (passage of a game ball into specific area 39) is detected during the V valid period, and the V flag is not turned ON when V passage is detected outside the V valid period (during the V invalid period). Furthermore, if the V flag is ON, the probability variation flag is turned ON, meaning that the game state after a big win is set to a high probability state (game state setting process described later (Figure 33)). In this way, the V flag is not turned ON based on V passage due to fraudulent activity, that is, the high probability state is not set fraudulently.

[0156] Furthermore, in the case of the 15R first jackpot or the 2R third jackpot, if the V-pass occurs in the 1st or 2nd round, the game state after the jackpot game ends is set to a high-probability state. On the other hand, even if the V-pass occurs during a minor jackpot, if the game state before the minor jackpot game is a normal state, the game state after the minor jackpot game will also be a normal state, so as not to change the probability of winning or losing before and after a jackpot game.

[0157] In this embodiment 1, the V validity period setting process (S2109) is set to a period (first period) in which the detection of game balls by the specific area sensor 39a is determined to be valid even in the case of a 15R second jackpot. However, in another embodiment, in the case of a 15R second jackpot, the first period may not be set for the 1st and 2nd rounds. That is, in the case of a 15R second jackpot, the 1st and 2nd rounds may be set to the second period. In a jackpot game related to a 15R second jackpot, the opening time of the second large prize pocket 35 is set to an extremely short time of 0.1 seconds, so the possibility of a game ball entering the second large prize pocket 35 is extremely low. However, if it is set to the second period, even if a ball does enter, the V flag will not be turned ON. This prevents the V flag from being turned ON illegally or from being turned ON by a rare ball entry. In this embodiment, the detection of game balls by the specific area sensor 39a is enabled in either round 1 or round 2, but the location of the round is not limited to this.

[0158] In S2106, if the large prize slot (first large prize slot 30 or second large prize slot 35) is open (YES in S2106), it is determined whether the number of balls that have entered the large prize slot in that round has reached the prescribed maximum number of balls (10 balls per round in this embodiment 1) (S2111). If the prescribed number of balls has not been reached (NO in S2111), it is determined whether it is time to close the large prize slot (i.e., whether a predetermined opening time (see Figure 6) has elapsed since the large prize slot was opened) (S2112). If the opening time for the large prize slot has not elapsed (NO in S2112), the process ends.

[0159] In contrast, if the prescribed number of balls has been reached (YES in S2111), or if the opening time for the large prize slot has elapsed (YES in S2112), that is, if either of the two round termination conditions is met, the large prize slot (first large prize slot 30 or second large prize slot 35) is closed (S2113). Then, the value of the round counter is decremented by 1 (S2114), and it is determined whether the value of the round counter is "0" or not (S2115). If it is determined that it is not "0" (NO in S2115), the process ends in order to start the next round.

[0160] On the other hand, if the result is "0" (YES in S2115), the jackpot termination process ends the jackpot game by setting the jackpot ending command (S2116) and starting the jackpot ending animation (S2117). Then, the jackpot termination flag is set (S2118) and the process ends. The round counter will reset to "0" when the large prize slot is opened 15 times in the case of a long jackpot (15R jackpot), and to "0" when the large prize slot is opened 2 times in the case of a short jackpot (2R jackpot).

[0161] Furthermore, if the jackpot end flag is ON in S2105 (YES in S2105), the final round has ended, so it is determined whether the execution time for the jackpot ending sequence has elapsed (S2119). If the ending time has not elapsed (NO in S2119), the process ends. On the other hand, if the ending time has elapsed (YES in S2119), the jackpot end flag is turned OFF (S2120), and the game state setting process (S2121) described later is performed. Then, the jackpot flag is turned OFF (S2122), the special symbol operation status is set to "1" (S2123), and the process ends. As a result, in the next interrupt process, the special symbol waiting process (S1102) will be executed again as the special symbol operation process (Figure 20).

[0162] [Game state setting process] As shown in Figure 33, the game state setting process (S2121) first determines whether the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (Figure 35), which will be described later. If the V flag is ON (YES in S2201), the probability variation flag is turned ON (S2202), the probability variation counter is set to "140" (S2203), the V flag is turned OFF (S2204), and the process proceeds to S2205. In other words, in this pachinko game machine 1, the game state setting process determines whether or not to set the game state after a big win to a high probability state based on whether or not the V flag is ON.

[0163] On the other hand, if the V flag is OFF (NO in S2201), the time-saving flag is turned ON (S2209) without turning on the probability variation flag, the time-saving counter is set to "100" (S2210), and the process ends. As a result, the game state after this big win is a low probability state, a time-saving state, and a high base state (i.e., a low probability high base state). This low probability high base state ends when either of the following conditions is met: the special symbols are displayed 100 times (the sum of the number of times the first special symbol is displayed and the number of times the second special symbol is displayed reaches 100), or the next big win occurs. In addition, this time-saving counter and probability variation counter count the sum of the number of times the first special symbol is displayed and the number of times the second special symbol is displayed.

[0164] In S2205, it is determined whether the completed jackpot game (the jackpot game executed this time) was a 2R third jackpot (S2205). If it is determined in S2205 that the completed (executed) jackpot game was a 2R jackpot (2R third jackpot) (YES in S2205), then it is determined whether the game state before the jackpot game, i.e., the game state when it became a 2R third jackpot, was a time-saving state or not (S2208). If it is determined in S2208 that it was not a time-saving state (NO in S2208), the process ends without turning on the time-saving flag. As a result, the game state after this jackpot game becomes a high probability state, a non-time-saving state for special symbols, and a low base state (i.e., a high probability low base state). This high-probability, low-base state ends when either of the following conditions is met: the special symbol is displayed for 140 spins, or the next jackpot occurs.

[0165] On the other hand, if it is determined in S2205 that the completed jackpot game (the jackpot game executed this time) was not a 2R jackpot (NO in S2205), and if it is determined in S2208 that the game state when the 2R third jackpot occurred was a time-saving state (YES in S2208), the time-saving flag is turned ON (S2206), the time-saving counter is set to "140" (S2207), and processing is completed. As a result, the game state after this jackpot game becomes a high probability state, a time-saving state for special symbols, and a high base state (i.e., a high probability high base state). This high probability high base state ends when either of the following conditions is met: the special symbols are displayed 140 times, or the next jackpot occurs.

[0166] Furthermore, in the case of a 2R 3rd jackpot, and when the V flag is turned ON during the jackpot game, the process (S2208) to determine whether the game state before the jackpot game was in a time-saving state is performed in order to make the operating state of the time-saving function and the operating state of the high base function before and after the jackpot game the same as that of a minor jackpot. If these operating states are different for a minor jackpot and a 2R 3rd jackpot, even if it is made difficult to distinguish which jackpot it is by the opening pattern of the large prize slot, it will be possible to determine which jackpot it is by the subsequent operating state. This makes it difficult to distinguish between a minor jackpot and a 2R 3rd jackpot by the opening pattern of the large prize slot, and also makes it difficult to distinguish them by the operating state of the time-saving function and high base generation function that occur afterward. Note that it is also acceptable to configure the system to simply turn on the time-saving flag if the V flag is ON without checking whether it is in a time-saving state.

[0167] [Special Electric Mechanism Processing 2 (Small Win Game)] As shown in Figure 34, in the special electric bonus processing 2 (S1109), it is first determined whether the minor win termination flag is ON or OFF (S2301). The minor win termination flag is a flag that indicates that the opening of all major prize devices (first major prize device 31 and second major prize device 36) has been completed in the minor win game.

[0168] If the minor win termination flag is not ON (NO in S2301), it is determined whether the major prize slot (first major prize slot 30 or second major prize slot 35) is open or not (i.e., whether the major prize device is open or not) (S2302). If it is not open or not (NO in S2302), it is determined whether it is time to open the major prize slot (first major prize slot 30 or second major prize slot 35), that is, whether the opening time for the minor win has elapsed and it is time to start the first opening, or whether the interval time between multiple openings has elapsed and it is time to start the next opening (S2303). If the result of the determination in S2303 is NO, the process ends there. On the other hand, if the result of the determination in S2303 is YES, the V invalidation period setting process (S2304) is performed, and then the process proceeds to S2305, where the second major prize slot 35 is opened according to the minor win opening pattern (see Figure 6).

[0169] In the V invalid period setting process (S2304), the period during which the second large prize pocket 35 is open and the few seconds after the second large prize pocket 35 is closed during a minor win game is set as a period (second period) during which the detection of game balls by the specific area sensor 39a is deemed invalid. In this embodiment 1, any period other than the period defined as the valid period in the aforementioned V valid period setting process (S2109) is set as an invalid period (second period). Therefore, in this V invalid period setting process, it is checked whether the period is not a valid period, that is, whether it is set as an invalid period. Specifically, it is checked whether the V timer (provided in the RAM of the main control board 80), which measures the elapsed time of the V valid period by countdown, is set to "0" (i.e., no valid period). If the V timer is not "0", it is set to "0". Alternatively, the V timer may be set to "0", i.e., set to a state with no valid period, without checking whether the V timer is "0" or not. This ensures that even if a V is passed during a minor win, if the game state before the minor win was in the normal state, the game state after the minor win will not transition to the high probability state. In this embodiment 1, since the period other than the period specified in the V validity period setting process (S2109) is an invalid period, the process in S2304 may be omitted.

[0170] In S2302, if the large prize slot (first large prize slot 30 or second large prize slot 35) is open (YES in S2302), it is determined whether the number of balls that entered the large prize slot during the two openings, i.e., the sum of all the game balls that entered during the two openings, has reached the prescribed maximum number of balls that can be entered (10 in this embodiment 1) (S2306). If the prescribed number of balls that can be entered has not been reached (NO in S2306), it is determined whether it is time to close the large prize slot (i.e., whether a predetermined opening time (see Figure 6) has elapsed since the large prize slot was opened) (S2307). If the opening time for the large prize slot has not elapsed (NO in S2307), the process ends.

[0171] In response to this, if the number of balls that have entered the large prize slot during the two openings has reached the specified number (YES in S2506), the large prize slot (second large prize slot 35) is closed (S2314), and the process proceeds to the small prize termination process in S2311. On the other hand, if it is determined in S2307 that the opening time for the large prize slot has elapsed (YES in S2307), the large prize slot (second large prize slot 35) is closed (S2308). Then, the value of the small prize opening counter is decremented by 1 (S2309), and it is determined whether the value of the small prize opening counter is "0" or not (S2310). If it is determined in S2310 that it is not "0" (NO in S2310), the process ends as is in order to start the next opening.

[0172] On the other hand, if it is determined that the value is "0" in S2310 (YES in S2310), the process proceeds to the minor win termination process in S2311. In S2311, as a minor win termination process to end the minor win game, the minor win ending command is set (S2311), and the minor win ending animation is started (S2312). Then, the minor win termination flag is set (S2313), and the process ends. Note that the minor win opening counter becomes "0" when the big prize opening is opened twice. In S2301, if the minor win termination flag is ON (YES in S2301), the two openings have ended, so it is determined whether the time for the minor win ending has elapsed (S2315), and if the ending time has not elapsed (NO in S2315), the process ends. On the other hand, if the ending time has elapsed (YES in S2315), the minor win termination flag is turned OFF (S2316), the minor win flag is turned OFF (S2317), and the special symbol operation status is set to "1" (S2318), ending the process. As a result, in the next interrupt process, the special symbol waiting process (S1102) will be executed again as the special symbol operation process (Figure 20).

[0173] Furthermore, the probability variation flag and time reduction flag are not switched from ON to OFF when starting a minor win game. Also, the game state setting process (S2121, Figure 34) is not performed when ending a minor win game. In other words, in this pachinko machine 1, the game state is not changed before and after the execution of a minor win game.

[0174] [Specific Area Sensor Detection Processing] As shown in Figure 11, the microcomputer 81 for game control performs a specific area sensor detection process (S207) following the special feature operation process (S206). In the specific area sensor detection process (S207), as shown in Figure 35, it first determines whether or not a game ball has been detected by the specific area sensor 39a (S2401). If it is determined that there is no detection (NO in S2401), the process ends. If it is determined that there is detection in S2401 (YES in S2401), it determines whether or not it is within the V validity period (S2402). The V validity period is the period set in the V validity period setting process (S2109) in the special electric feature processing 1 (Figure 32) mentioned above. The V validity period is set for the first and second rounds of a jackpot game.

[0175] Furthermore, if it is determined in S2402 that the V is valid (YES in S2402), the V flag is turned ON (S2403), and it is determined whether the currently running jackpot game is a 2R jackpot (2R third jackpot) or not (S2404). If it is determined that it is not a 2R jackpot (NO in S2404), i.e., a 15R jackpot, the first V pass command is set (S2405), and processing ends. On the other hand, if it is determined that it is a 2R jackpot (YES in S2404), the second V pass command is set (S2406), and processing ends. The CPU of the main control board 80 transmits this V pass command to the sub-control board 90 at a predetermined timing, and the sub-control board 90 executes game effects in the display area of ​​the effect symbols, etc., according to the type of V pass command received.

[0176] Furthermore, if it is determined in S2402 that the V valid period is not currently active (NO in S2402), the third V passage command is set (S2407) without turning on the V flag, and the process ends. The first V passage command is a command to cause the sub-control board 90 to perform V passage notification control. In contrast, the second V passage command and the third V passage command are commands to, in principle, prevent the sub-control board 90 from performing V passage notification control. The game control microcomputer 81 also functions as a means to switch the validity of game ball passage into the specific area 39 (specific area state switching means) by executing such specific area sensor detection processing (S207) and V valid period setting processing (S2109).

[0177] [Handling of held balls] As shown in Figure 11, the microcomputer 81 for game control performs the reserved ball count processing (S208) following the specific area sensor detection processing (S207). In the reserved ball count processing (S208), as shown in Figure 36, first the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the RAM of the main control board 80 is read (S2501). Next, the data for the number of reserved balls (a reserved ball count command for transmitting the information about the number of reserved balls to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502).

[0178] [Power outage monitoring process] As shown in Figure 11, the microcontroller 81 for game control performs power outage monitoring (S209) after the ball count processing (S208). In the power outage monitoring (S209), as shown in Figure 37, it first determines whether or not a power outage signal is input (S2601). If there is no input (NO in S2601), the process ends. On the other hand, if a power outage signal is input (YES in S2601), data regarding the current state of the game machine (whether it is in a probability variation mode, whether it is in a winning game, how many balls are in reserve, how many remaining spins are in probability variation / short time mode, etc.) is stored in RAM (S2602), the power outage flag is turned ON (S2603), and then the loop processing continues without returning to the interrupt processing (Figure 11).

[0179] [Sub-control main processing] Next, the operation of the performance control microcontroller 91 will be explained based on Figures 38 to 47. Note that the counters, flags, status, buffers, etc., that appear in the explanation of the performance control microcontroller 91's operation are located in the RAM of the sub-control board 90 (sub-control unit). When the power to the pachinko game machine 1 is turned on, the performance control microcontroller 91 on the sub-control board 90 reads the sub-control main processing program shown in Figure 38 from the ROM of the sub-control board 90 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization (S4001). The CPU initialization (S4001) includes setting the stack, setting constants, setting the CPU 92, setting SIO, PIO, CTC (interrupt time controller), and resetting various flags, status, and counters.

[0180] Next, in S4002, it is determined whether the power-off signal is ON and whether the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of this determination is YES (YES in S4002), the process proceeds to S4004 without initializing the RAM of the sub-control board 90. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized. However, if the power-off signal is ON due to a power outage, etc., but the contents of the RAM are normal (YES in S4002), the RAM is not initialized. Initializing the RAM resets the values ​​of various flags, statuses, and counters. Note that S4001 to S4003 are executed only once after power-on (when power-on) and are not executed thereafter.

[0181] In S4004, interrupts are disabled. Next, the random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters used to determine the effects are updated. The updated random number counter values ​​are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers used to determine the effects include random numbers used to determine the preview effects and random numbers used to determine the effect symbols. The method for updating the random numbers can be the same as the random number update process performed by the main control board 80 described above. When updating, the random value may be increased by 2 instead of 1 each time. The random numbers used to determine the effects are acquired at predetermined timings. These timings can be, for example, when a control signal (start ball entry command) notifying that a starting ball has entered has been sent from the main control board 80, when a control signal (start variation command) notifying the start of variation has been sent from the main control board 80, or when determining the variation effect pattern described later. The storage location for the acquired random numbers used to determine the performance is a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90. In this embodiment 1, the random numbers used to determine the preview performance include random numbers for determining the conversation preview, random numbers for determining the step-up preview, random numbers for determining the pseudo-variation preview, random numbers for determining the movable part preview, and random numbers for determining the pre-notification performance. The acquired values ​​of these preview performance determination random numbers and the respective preview determination tables in Figures 49 and 50 are used to determine the preview performance to be executed.

[0182] Once the random number seed update process (S4005) is completed, the command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer in the RAM of the sub-control board 90 are sent to the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives a command executes various effects (effects such as effect symbol game effects, and special game effects associated with big win games and small win games) using various effect devices (image display device 7, speaker 67, panel lamp 5, frame lamp 66, and movable decorative member 14, etc.) according to the received command. The effect control microcontroller 91 then enables interrupts (S4007). From here on, steps S4004 to S4007 are looped. While interrupts are enabled, the receive interrupt process (S4008), the 2ms timer interrupt process (S4009), and the 10ms timer interrupt process (S4010) can be executed.

[0183] [Receive interrupt handling] In the receive interrupt processing (S4008), as shown in Figure 39, it is determined whether the strobe signal (STB signal) is ON or OFF, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input of the performance control microcontroller 91 (S4101). If it is determined in S4101 that the strobe signal is not ON (NO in S4101), the processing ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the processing ends. This receive interrupt processing (S4008) is executed in priority over other interrupt processing (S4009, S4010).

[0184] [2ms Timer Interrupt Processing] The 2ms timer interrupt processing (S4009) is a process that is executed each time an interrupt pulse with a period of 2 msec is input to the sub-control board 90. As shown in Figure 40, the 2ms timer interrupt processing (S4009) first performs input processing to create switch data (edge ​​data and level data) based on detection signals from the performance button detection switches 63c and 63d (S4201). Next, it performs lamp data output processing to output the lamp data created in the 10ms timer interrupt processing described later (S4202). Then, it performs drive data output processing to create and output drive data for driving the movable decorative member 14 (S4203). Finally, it performs watchdog timer processing to reset the watchdog timer (S4204).

[0185] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4010) is a process that is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in Figure 41, the 10ms timer interrupt processing (S4010) first performs the received command analysis process described later (S4301). Next, it performs a switch state acquisition process to store the switch data created in the 2ms timer interrupt processing as switch data for the 10ms timer interrupt processing in the RAM of the sub-control board 90 (S4302). Subsequently, it performs a switch process to set the display content of the display screen 7a based on the switch data stored in the switch state acquisition process (S4303). After that, it performs other processes such as creating lamp data (data that controls the lighting of the panel lamp 5 and frame lamp 66) and updating the random number for determining the effects (S4304).

[0186] [Received command parsing process] As shown in FIGS. 42 and 43, in the received command analysis process (S4301), first, the effect control microcomputer 91 determines whether it has received a start ball entry command from the main control board 80 (main control unit) (S4401). If it is determined that the start ball entry command has been received (YES in S4401), then the ball entry effect start process described below is performed (S4402), and the process proceeds to S4403. If it is determined in S4401 that the start ball entry command has not been received (NO in S4401), the process proceeds to S4403 without performing the ball entry effect start process.

[0187] In S4403, it is determined whether a variation start command has been received from the main control unit (S4403). If it is determined that the variation start command has been received (YES in S4403), the variation effect start process described below is performed (S4404), and the process proceeds to S4405. If it is determined in S4403 that the variation start command has not been received (NO in S4403), the process proceeds to S4405 without performing the variation effect start process. In S4405, it is determined whether there is an unexecuted preview effect or the like (game effect) (S4405). If it is determined that there is an unexecuted preview effect or the like (YES in S4405), the preview effect or the like execution process described below is performed (S4406), and the process proceeds to S4407. If it is determined in S4405 that there is no unexecuted preview effect or the like (NO in S4405), the process proceeds to S4407 without performing the preview effect or the like execution process. Here, the "unexecuted preview effect or the like" refers to game effects that have been determined and set to be executed in the preview effect or the like setting process (S4506) or the like, and for which the execution timing has not yet arrived. For these set game effects that have not been executed, they will be executed in order when the execution timing defined for each game effect arrives.

[0188] In S4407, it is determined whether or not a fluctuation stop command has been received from the main control unit (S4407). If it is determined that a fluctuation stop command has been received (YES in S4407), the fluctuation effect termination process described later is performed (S4408), and the process proceeds to S4409. If it is determined in S4407 that a fluctuation stop command has not been received (NO in S4407), the process proceeds to S4409 without performing the fluctuation effect termination process.

[0189] Next, in S4409, it is determined whether or not an opening command has been received from the main control unit (S4409). If it is determined that an opening command has been received (YES in S4409), the special game performance selection process described later is performed (S4410), and the process proceeds to S4411. If it is determined in S4409 that an opening command has not been received (NO in S4409), the process proceeds to S4411 without performing the special game performance selection process. In S4411, it is determined whether or not an ending command has been received from the main control unit (S4411). If it is determined that an ending command has been received (YES in S4411), the ending performance selection process is performed (S4412), and the process proceeds to S4413. On the other hand, if it is determined in S4411 that an ending command has not been received (NO in S4411), the process proceeds to S4413 without performing the ending performance selection process.

[0190] Next, it is determined whether or not the first V-pass command has been received from the main control unit (S4413). If it is determined that the first V-pass command has been received (YES in S4413), the V-pass notification command is set (S4414), and the process proceeds to S4415. The first V-pass command is a command that notifies the sub-control unit 90 from the main control board 80 that a game ball has been detected by the specific area sensor 39a during the V-valid period in the 15R first jackpot. When the V-pass notification command is sent to the image control board 100 (image control unit), etc., in the command transmission process (S4006), the CPU of the image control board 100 reads predetermined image information from the ROM of the image control board 100 and displays characters such as "V-passed!" on the display screen 7a of the image display device 7. This notifies the player that the game ball has passed through the specific area 39 and that the game state after the jackpot game ends will be a high probability state. On the other hand, if it is determined in S4413 that the first V-pass command has not been received (NO in S4413), the process proceeds to S4415 without setting the V-pass notification command.

[0191] Displaying the text "V Passed!" is just one way of notifying the player of passing the V-zone; other display content (for example, displaying an object image resembling the letter "V" or displaying the text "Probability Change GET") may also be used to notify the player of passing the V-zone. This makes it possible to notify the player that the game state after the ongoing jackpot game (special game) will be a high-probability state.

[0192] Next, in S4415, the microcontroller 91 for performance control determines whether or not it has received a second V-pass command from the main control unit (S4415). If it determines that it has not received a second V-pass command (NO in S4415), it determines whether or not it has received a third V-pass command (S4417). In either case, if it determines in S4415 that it has received a second V-pass command (YES in S4415), or if it determines in S4417 that it has received a third V-pass command (YES in S4417), it sets a V-pass non-notification command (S4416) and proceeds to the process in S4418. On the other hand, if it determines in S4417 that it has not received a third V-pass command (NO in S4417), it proceeds to the process in S4418 without setting a V-pass non-notification command. In S4418, as part of the processing, other received commands other than those mentioned above (for example, the normal symbol variation start command and the normal symbol variation stop command) are processed, and the processing is completed. Here, the second V-pass command is a command that notifies the sub-control board 90 from the main control board 80 that a game ball was detected by the specific area sensor 39a during the V-effective period in the 2R third jackpot. The third V-pass command is a command that notifies the sub-control board 90 from the main control board 80 that a game ball was detected by the specific area sensor 39a during the V-invalid period, such as during a minor win.

[0193] When the V-pass non-notification command is sent to the image control board 100, etc., during the command transmission process (S4006), the CPU of the image control board 100 controls the display on the display screen 7a of the image display device 7 to a screen without any display of characters indicating that V has been passed, such as "V Passed!" (i.e., a screen with no notification of V passing). In other words, it is set to a V-pass non-notification mode. Therefore, in the pachinko game machine 1 of this embodiment, even if the game ball passes through a specific area 39 during a 2R 3rd jackpot or minor jackpot, this fact is not notified to the player.

[0194] Furthermore, the command set in the aforementioned specific area sensor detection process (Figure 35) may be limited to only the first V-pass command, and the second and third V-pass commands may not be set. In this case, the received command analysis process (S4301) will not execute S4415 to S4417 as described above. Even with this configuration, the pachinko machine can be made such that the player is notified only when a V-pass occurs during the V-valid period of the 15R first jackpot. In other words, if there is no effect to notify the V-pass, it is not necessary to set a command (V-pass non-notification command). However, setting a command as in this embodiment and controlling the image control board 100 based on it makes it possible to increase the stability of image control.

[0195] [Start of ball entry animation process] The ball entry performance start process (S4402) is a process executed when the main control unit receives a start ball entry command indicating that a ball has entered the start gate. This process controls the display of performance reserves (first performance reserve 9a and second performance reserve 9b) displayed on the display screen 7a of the image display device 7 (control regarding changes in the number of displayed items and the display manner of the performance reserves), and performs a so-called pre-announcement performance (also called a "pre-performance" or "pre-notification") based on the information acquired by the main control unit when a ball enters the start gate. A pre-announcement performance is a notification performance that starts a performance (game performance) before the start of the display of the performance symbols (special symbols) that indicate the result of a predetermined special symbol win or loss determination. In other words, the pre-announcement performance is executed in conjunction with the display of the performance symbols (special symbols) that are performed before the display of the performance symbols (special symbols) that indicate the result of a predetermined special symbol win or loss determination (also called the "situational variation") begins. Furthermore, a pre-announcement effect (including a pre-read effect) is an effect that indicates (suggests) the possibility that the result of the fluctuation display of a special symbol (effect symbol) that indicates the result of the determination of whether a predetermined special symbol will result in a jackpot (the jackpot pattern and jackpot symbol will be displayed) before the fluctuation display of the said special symbol (effect symbol) ends.

[0196] Specifically, as shown in FIG. 44, in the entrance ball start effect process (S4402), first, in S5001, a process of turning on a specific flag is performed, and the process proceeds to S5002. Here, the "specific flag" in the first embodiment is a flag indicating a state (high load state) where the load of the control process performed by the sub-control unit 90 (also referred to as "game effect control unit") is relatively high (the amount of control process is large). Then, this "specific flag" is turned on when the entrance ball start effect process is executed and turned off when the entrance ball start effect process ends. That is, in the first embodiment, the period during which the entrance ball start effect process is being executed is defined as a period in which the amount of control (effect control process, pre-warning effect control process) related to the game effect of the sub-control unit (game effect control unit) is more than a predetermined amount. In the first embodiment, different pre-warning decision tables used in the pre-warning effect setting process described later are set according to the state (ON or OFF) of this "specific flag". Incidentally, the state where this specific flag is ON is also referred to as a "high load state" or a "second control state", and the state where the specific flag is OFF is also referred to as a "low load state" or a "first control state".

[0197] Next, in S5002, the microcontroller 91 for performance control performs a pre-performance determination random number acquisition process (S5002) to acquire a pre-performance determination random number for pre-performance determination, and then proceeds to the process in S5003. When the start ball entry command is received from the main control unit 80, the process in S5002 is performed to acquire a predetermined value (acquired information) from the pre-performance determination random number (not shown). Furthermore, in the pre-performance determination process (S5005) described later, it is determined whether or not to execute the pre-performance based on this acquired value, and if so, the manner of execution. In S5003, the microcontroller 91 for performance control analyzes the start ball entry command received from the main control unit and proceeds to the process in S5004. The start ball entry command includes a variation pattern identification command (information that identifies the variation pattern to be executed) that can identify the variation pattern to be selected in the variation pattern selection process for the first or second special symbol. Furthermore, it includes hold information that specifies the number of acquired pieces of information (storage count, hold count) currently stored in the first special symbol hold memory unit 85a and the second special symbol hold memory unit 85b, game state information that specifies the current game state, the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment (pre-judgment result), and symbol information that specifies the type of win.

[0198] In S5004, a table for determining the pre-show effects is set up (S5004). Based on the set pre-show effect determination table, the information contained in the start ball entry command, and the random number for pre-show effect determination obtained in S5002, it is determined whether to perform the pre-show effect, and if so, which type of pre-show effect to perform (S5005), before proceeding to the process in S5006.

[0199] In S5006, the display control of the performance hold (first performance hold and second performance hold) displayed on the display screen 7a of the image display device 7 is performed, and the process proceeds to S5007. Specifically, based on the hold information analyzed in the start ball entry command analysis process (S5003), control is performed to display the first performance hold and second performance hold, which show the same number as the number of acquired information stored in the first special symbol hold storage unit 85a and the second special symbol hold storage unit 85b, in order to show the player the number of acquired information stored. This makes it easy for the player to grasp the current number of hold. In addition, if the display mode of the first performance hold and second performance hold is changed, or if the display mode of the first performance hold and second performance hold is set to a special display mode different from the normal display mode, and the possibility that the result of the variation display of the performance symbols related to the performance hold will be a specific result (jackpot) is shown before the variation display of the performance symbols begins (when executing a pre-performance), the performance hold display process in S5006 performs the corresponding display control process.

[0200] In S5007, a specific flag is turned OFF, and the ball entry animation start process is terminated. By determining that this specific flag is OFF, it is possible to determine that the ball entry animation start process is not currently running, that is, that the amount of control processing related to game animations performed by the sub-control unit is a predetermined amount. Here, whether the amount of control processing related to game animations is a predetermined amount means whether the amount of control processing is below a predetermined threshold (the amount of control processing is within a predetermined range). In this embodiment, instead of actually measuring the amount of control processing, it is possible to easily determine this by determining whether a specific control process (in Embodiment 1, the "ball entry animation start process") that generally results in a large amount of control processing (also simply called "processing amount") is being executed. Therefore, if a predetermined specific control process is being performed, it is assumed that the amount of control processing related to game animations is greater than a predetermined amount, and the corresponding high-load control process is executed. Alternatively, a measurement means for actually measuring the CPU load of the sub-control unit may be provided, and when the value (load) measured by the measurement means exceeds a predetermined threshold, the corresponding high-load control process may be executed.

[0201] [Start of variation effect processing] As shown in Figure 45, in the variable animation start process (S4404), first, in S4501, the animation control microcontroller 91 performs an animation determination random number acquisition process (S4501) in which it acquires animation determination random numbers such as animation determination random numbers and animation symbol determination random numbers. Specifically, in this embodiment, the animation determination random numbers include a conversation animation determination random number (also called the "first animation determination random number"), a step-up animation determination random number (also called the "second animation determination random number"), a pseudo-variation animation determination random number (also called the "third animation determination random number"), a movable part animation determination random number (also called the "fourth animation determination random number"), and a pre-notification animation determination random number ("fifth animation determination random number"). When the variable start command is received from the main control unit 80, the process in S4501 is performed to acquire predetermined values ​​(acquired information) from each random number. Furthermore, in the notification effect setting process (S4506) described later, the notification effects to be executed in conjunction with the display of the effect symbols (special symbols) are determined based on the acquired values.

[0202] Next, in S4502, the microcontroller 91 for performance control analyzes the variation start command (S4502). The variation start command includes a variation pattern specification command (information specifying the variation pattern) that specifies the variation pattern selected in the variation pattern selection process for the first or second special symbol. The information specifying the variation pattern includes variation pattern information (P1 to P17) shown in Figure 9, game state information that specifies the current game state, the judgment result of the first special symbol win / fail judgment or the second special symbol win / fail judgment, and symbol information that specifies the type of win (see Figure 8). The variation pattern information, game state information, and symbol information can also be used in other processes other than the variation performance start process that are executed from here on.

[0203] Next, in S4503, the microcontroller 91 for performance control refers to the current mode status (S4503). The mode status is used to determine the performance mode to be executed. The mode status is one of the values ​​from "1" to "4", and each value is assigned to a performance mode A to D.

[0204] Here, the production mode is the mode of production in the image display device 7. When the production mode is different, part or all of the production modes of game productions such as preview productions and reach productions are considered to be different. Specifically, the images displayed on the image display device 7 are different, such as different characters, items, background images, and pending patterns appearing, and the production symbol game production is also executed in a mode corresponding to the production mode. Also, when providing a plurality of game productions (such as preview productions and reach productions), different game productions may be made executable depending on the production mode. In this embodiment, production mode A is executed when the high-probability high-base state is controlled, production mode B is executed when the low-probability high-base state is controlled, or when the high-probability high-base state is controlled, and production mode C is executed when the low-probability high-base state is controlled. Also, production mode D is executed when the low-probability low-base state is controlled. Therefore, by checking which of the production modes A to D it is, the player can infer or recognize the current game state. Also, in each of the production modes A to D of the production modes, there may be a plurality of production modes (production modes). For example, as production mode D executed in the low-probability low-base state, there may be a plurality of production modes in which at least a part of the characters, items, background images, pending patterns, etc. that appear are different. Thereby, in the game in the low-probability low-base state, it is possible to prevent boredom and maintain the game interest.

[0205] Also, production mode B is executed when the high-probability high-base state or the low-probability high-base state is controlled. Therefore, when it is production mode B, even if the player checks the production mode, it is difficult to accurately grasp whether the probability state of the special symbol hit or miss determination is in the high-probability state or the low-probability state, even though it is possible to predict. In that sense, production mode B can be said to be a probability non-notification mode.

[0206] Next, in S4504, a table for determining the variable performance pattern (also called "performance pattern") for the image display device 7, panel lamps 5, movable decorative members 14, etc., controlled by the performance control microcomputer 91 is set (S4504). Specifically, as the table for determining the variable performance pattern, a performance symbol variation pattern determination table is set based on the variable pattern specification command received from the main control unit 80, although it is not shown in the figure, to determine the variation pattern of the performance symbols. In this embodiment, different performance symbol variation pattern determination tables are set depending on the game state and performance mode.

[0207] Next, in S4505, based on the variable performance pattern table set in S4504, a variable performance pattern is selected that matches the specified variable pattern and corresponds to the performance mode indicated by the referenced mode status (S4505). Also in S4505, among the variable performance patterns, the variation mode of the performance symbols displayed in the performance symbol display area 7b (the mode of performance symbol game performance) is determined. This sets whether a reach performance is performed in the performance symbol game performance (performance symbol game performance with reach), whether a character performance using a specific character is performed (performance symbol game performance with character), or whether neither a reach performance nor a character performance is performed (performance symbol game performance without reach).

[0208] Furthermore, the pachinko game machine 1 of this embodiment has the following types of symbol variation patterns (reach types): Reach A, Reach B, Reach C, Super Reach (also called "SP Reach") A, Super Reach B, Super Reach C, and character effects. In S4505, based on the symbol variation pattern determination table, it is determined which of these effects to perform, or whether to perform any of these effects at all (this is also called "normal variation"). In addition, each of these reach effects (including reach, super reach, and character effects) differs in some or all of its effect patterns, and by enabling a variety of reach effects in conjunction with the display of the variation of the symbols, it is possible to prevent players from getting bored with the game.

[0209] When a reach-enabled symbol game animation is executed, one of the reach animations is set based on the variation pattern specification command and the animation symbol variation pattern determination table. Also, when a reach-enabled symbol game animation is executed, if reach A, reach B, or reach C (also called "normal reach") is executed, the "reach flag" is turned ON and the "super reach flag" is turned OFF. When super reach A, super reach B, or super reach C is executed, the "super reach flag" (also called "SP reach flag") is turned ON and the "reach flag" is turned OFF. Also, if a reach-enabled symbol game animation is not executed, both the "reach flag" and the "super reach flag" are turned OFF. The state of these flags is determined to perform the pre-announcement animation described later.

[0210] Here, as a gameplay feature, when a super reach feature is executed, the probability of a jackpot is set to be higher compared to when a normal reach feature is executed. In other words, the super reach feature is a gameplay feature with a higher jackpot reliability (probability of a jackpot, probability of executing a jackpot game) compared to the reach (normal reach) feature. Next, in S4506, the notification feature setting process described later is performed. In the notification feature setting process (S4506), based on the random number for determining the feature obtained in S4501, it is determined which of the notification feature types described later will be executed from among the variable feature patterns. It is also determined which feature symbols to stop and display (also called "stopped feature symbols"). Through these processes (S4505 and S4506), the variable feature pattern is determined.

[0211] Next, in S4507, a variable animation start command is set to start the animation symbol game animation, etc., based on the variable animation pattern selected in S4505 and S4506 (S4507), and the variable animation start process ends. When the variable animation start command set in S4505 is transmitted to the image control board 100 by the command transmission process (S4006), the CPU of the image control board 100 reads a predetermined animation image from the ROM of the image control board 100 and performs the animation symbol game animation on the display screen 7a of the image display device 7.

[0212] Furthermore, the symbols that stop and are displayed as a result of the special symbol gameplay animation are set to a sequence of odd-numbered symbols such as "777" when the result of the special symbol win / loss judgment is a 15R first jackpot, and to a sequence of even-numbered symbols such as "666" when it is a 15R second jackpot. In addition, when there is a near miss, one of the three special symbols such as "787" will be a scattered sequence different from the other special symbols, and when there is a miss without a near miss, at least one of the three special symbols such as "635" will be a scattered sequence different from the other special symbols. In addition, when there is a 2R third jackpot or a minor win, predetermined chance symbols such as "135" or symbols specifically for the 2R third jackpot and minor win such as "33☆" may be stopped and displayed. In other words, the same special symbols are stopped and displayed for both the 2R third jackpot and the minor win. Therefore, players cannot determine whether they have won a 2R 3rd specific jackpot or a minor jackpot simply by checking the stopped symbols displayed. Furthermore, the aforementioned stopping symbols are just examples, and the symbols displayed when a jackpot is achieved can be changed as appropriate.

[0213] (Chance period notification effect) Next, using Figures 46 and 47, the execution methods of game effects (effect modes and their notification methods) in a predetermined game state (for example, a low probability, low base state) will be explained. Figure 46(a) shows a scene in which a predetermined effect symbol (special symbol) is being displayed in a variable state. As shown in Figure 46(a), in the center of the display screen 7a, three effect symbols 8 (8L, 8C, 8R) are being displayed in a variable state in the vertical direction. In addition, a first effect hold display area 9c (first effect hold display section) is provided in the lower left of the display screen 7a. Furthermore, in the variable symbol display area 9e in the lower center of the display screen 7a, one variable symbol 9f is displayed as a "〇" symbol that is slightly larger than the first effect hold 9a. In this variable symbol display area 9e, the variable symbol 9f is displayed to indicate that a variable display is currently being performed. Depending on the display method of this variable symbol 9f, it may also indicate the possibility that the result of the currently performed variable display will be a jackpot (stopped and displayed as a jackpot symbol).

[0214] Furthermore, the gaming machine of this embodiment has a "mountain mode" as a performance mode when the probability is low and the base is low, in which a mountain symbol is displayed on the background symbol 215. Figure 46(a) shows a scene in which the "mountain mode" is being performed as a performance mode. In addition, at the top of the display screen 7a, there is a gaming information display unit 210 (identification symbol display unit) that can display the performance mode being performed, an explanation of the game method, an explanation of the game performance (jackpot reliability, etc.), and an explanation of whether the situation is close to a jackpot (whether a game performance with a high probability of a jackpot is being performed, or whether reserve information with a high probability of a jackpot is being stored) (these are referred to as "game information 211 (identification symbol)").

[0215] In Figure 46(a), the game information display unit 210 displays the text information "Mountain Mode" (first game information 211a, game information 211), which indicates the currently running performance mode, and a display direction indication display 212 that indicates the direction of the variation display (movement display direction) of the first game information 211a. In Figure 46(a), the first game information 211a ("Mountain Mode") and the display direction indication display 212 are displayed in a scrolling manner (variation display, movement display) in the direction indicated by the arrow of the display direction indication display 212, which is to the left of the page.

[0216] Figure 46(b) shows the same variable display as in Figure 46(a), but after a predetermined time has elapsed since Figure 46(a). In Figure 46(b), the display mode continues to move to the left, showing the words "Mountain Mode" (game information 211), which indicates the currently running performance mode, on the game information display unit 210. After a predetermined time has elapsed since the scene in Figure 46(a), a ball enters the first start opening 20, and the acquired information (various information such as random numbers for determining whether a special symbol is correct or not) obtained based on this ball entry is stored. The first performance hold display area 9c then displays the first performance hold 9a (hold symbol) indicating that new acquired information has been obtained. The first performance hold (hold symbol) displayed in Figure 46(b) is displayed in the normal mode 9s (first hold symbol). Furthermore, Figure 46(a) shows that no unprocessed acquired information (held information) is stored because the fluctuation start condition has not been met, while Figure 46(b) shows that one piece of unprocessed acquired information (held information) is stored because the fluctuation start condition has not been met.

[0217] Figure 46(c) shows the same variable display as in Figure 46(b), but after a predetermined time has elapsed since Figure 46(b). In Figure 46(c), a ball enters the first start opening 20 at a predetermined time after the scene in Figure 46(b), and the acquired information (various information such as random numbers for determining whether a special symbol is correct or not) obtained based on this ball entry is stored. The first performance hold display area 9c displays the first performance hold 9a (hold symbol) indicating that new acquired information has been obtained. It also indicates that two unprocessed acquired information (hold information) is stored. The first performance hold 9a (hold symbol) newly displayed in Figure 46(c) is displayed in special mode 9t (first special mode, second hold symbol). The first performance hold in special mode is a symbol resembling the sun, and its display mode is different from the display mode of the first performance hold in normal mode.

[0218] Furthermore, the display pattern for the first performance hold is determined by pre-determining whether the acquired information indicates a jackpot (whether there is a high probability of a jackpot, and whether to execute a game performance with a high probability of a jackpot (such as a reach performance or a pre-announcement performance)). The special pattern of the first performance hold indicates a higher probability of a jackpot than the normal pattern of the first performance hold. Therefore, when the special pattern of the first performance hold is displayed, the player's expectation of a jackpot increases, enhancing the enjoyment of the game.

[0219] Furthermore, Figure 46(c) shows a scene in which the display information on the game information display unit 210 at the top of the display screen 7a changes based on the display of a special type of first performance reserve 9a indicating a high probability of winning a jackpot (also referred to as "the change condition has been met") (based on the acquisition information (special acquisition information with a high probability of winning a jackpot) being stored based on the ball entering the first start opening). As a result of this change condition being met, the display content, display mode, display direction, and display speed of the game information 211 (identification pattern) that had been displayed on the game information display unit 210 up to that point change.

[0220] Specifically, before the change condition is satisfied, the first game information 211a (the characters of "Mountain Mode" and the first identification symbol) moves and is displayed in a predetermined size (the first size) in a predetermined direction (the left direction, the first direction) at a predetermined display speed (the first display speed) (see Fig. 46(b) etc.). On the other hand, when the change condition is satisfied, the second game information 211b (the characters of "Mountain Chance" and the second identification symbol) is displayed in a size different from the predetermined size (a size larger than the predetermined size, the second size). Also, the second game information 211b moves and is displayed in a direction different from the predetermined direction (the right direction, the second direction). Also, the second game information 211b moves and is displayed at a display speed different from the predetermined display speed (a display speed faster than the predetermined display speed, the second display speed). Also, the position and display size of the display area of the game information display section also change before and after the change condition is satisfied.

[0221] Thus, when the change condition is satisfied, the display content (the displayed characters), display mode (display size, display font), display direction (moving direction), and display speed of the game information 211 displayed on the game information display section 210 (identification symbol display section) change, so that the player can surely notice that the change condition has been satisfied. Also, when the change condition is satisfied, that is, when special acquisition information with a high jackpot reliability is stored based on the ball entry into the first start port, a game effect (reach effect or notice effect) with a high jackpot reliability (where the result of the variable display of the identification information is likely to be a specific result) is executed. Therefore, when the display mode of the game information display section changes, the player's expectation for a jackpot is increased and the game interest is enhanced.

[0222] Also, in this embodiment, based on the satisfaction of the change condition, the display content (the displayed characters), display mode (display size, display font), display direction (moving direction), and display speed of the game information displayed on the game information display section are changed, but it is not necessary to change all of these. By changing at least one element, it becomes possible to make the player recognize that a game effect with a high jackpot reliability is executed (a situation where a jackpot is likely to be executed).

[0223] Furthermore, the game features include a first game feature (first game feature) that executes a feature with a predetermined level of reliability for winning (first feature), and a second game feature (second feature) that executes a high-reliability feature (second feature) that is higher than the predetermined level of reliability. In addition, when a special feature is displayed as the first feature hold (feature hold), the probability of the second game feature (second game feature) executing in conjunction with the variation of the feature symbols related to the feature hold is higher when a special feature hold is displayed than when a normal feature hold is displayed.

[0224] Furthermore, acquired information corresponding to a normal type of performance hold may be designated as "first acquired information," and acquired information corresponding to a special type of performance hold may be designated as "second acquired information." According to this, when the first acquired information is stored, a game performance (first game performance) is executed in conjunction with the fluctuation display related to the first acquired information, in which the jackpot reliability is determined to be higher than when the second acquired information is stored (the probability of execution is higher than when the second acquired information is stored). When the second acquired information is stored, a game performance (second game performance) is executed in conjunction with the fluctuation display related to the second acquired information, in which the high reliability performance (second performance) is determined to be higher than the predetermined reliability (the probability of execution is higher than when the first acquired information is stored).

[0225] Figure 46(d) shows the scene after the variation display shown in Figure 46(c) has ended and the three performance symbols have stopped displaying as the losing symbols (losing symbol combination) "357". Also, in the game information display section 210 at the top of the display screen, the second game information 211b continues to move and display in the manner in which the change condition has been met, similar to Figure 46(c).

[0226] Figure 46(e) shows the scene where the next variation display in Figure 46(d) has started. Also, the variation display is being executed for the oldest acquired information among the stored unprocessed acquired information (acquired information corresponding to normal mode 9s in Figure 46(d)). Accordingly, in Figure 46(e), the first performance reserved 9a of normal mode 9s (first reserved symbol), which was displayed at the position of reserved 1, is shifted and displayed in the variation symbol display area 9e as the variation symbol 9f of normal mode 9v (first variation symbol). Also, the first performance reserved 9a (reserved symbol) of special mode 9t (first special mode, second reserved symbol), which was displayed at the position of reserved 2, is shifted and displayed at the position of reserved 1 while maintaining its display mode. Furthermore, in the game information display section 210 at the top of the display screen, the second game information 211b continues to move and display in the change condition fulfilled mode, similar to Figure 46(c).

[0227] Figure 46(f) shows the scene where the next variation display in Figure 46(e) has started. Also, the variation display is currently being executed for the oldest acquired information among the stored unprocessed acquired information (the acquired information corresponding to special mode 9t in Figure 46(e)). Accordingly, in Figure 46(f), the first performance reserved 9a of special mode 9t (first special mode, second reserved symbol), which was displayed at the position of reserved 1, is shifted and displayed in the variation symbol display area 9e as the variation symbol 9f of special mode 9w (first special mode, second variation symbol). By setting the display mode of this variation symbol 9f to a special mode, it is indicated that the probability of the result of the currently executed variation display being a jackpot (stopping and displaying a jackpot symbol) is higher than in the normal mode. In addition, the game information display unit 210 at the top of the display screen continues to display the second game information 211b in the change condition fulfilled mode, similar to Figure 46(c).

[0228] Furthermore, the fluctuation display initiated in Figure 46(f) is a fluctuation display related to the acquired information that triggered the change in the display pattern of the game information 211 displayed in the game information display unit 210, that is, the trigger for the fulfillment of the change condition. Therefore, the chance display shown in the game information display unit 210 (display of the second game information 211b) is a display indicating that there is a high probability that the result of the fluctuation display performed in Figure 46(f) will be a jackpot.

[0229] Figure 47(g) shows the same variable display as in Figure 46(f), but after a predetermined time has elapsed since Figure 46(f). Figure 47(g) shows a scene where both the left performance symbol 8L and the right performance symbol 8R have stopped displaying as "7" symbols (matching symbols, reach symbols 216), and the middle performance symbol 8C continues to display variable symbols, resulting in a so-called reach state. Also, in the game information display unit 210 at the top of the display screen, the second game information 211b continues to move and display in the state where the change condition has been met, similar to Figure 46(c). In addition, in order to clearly indicate to the player that the currently running variable display is a variable display related to the acquired information that triggered the meeting of the change condition, the display mode of the game information display unit and / or the game information may be made different from that in Figure 46(e) (for example, color change, brightness change, display mode change, etc.).

[0230] Figure 47(h) shows the same variable display as in Figure 47(g), but after a predetermined time has elapsed since Figure 47(g). Figure 47(h) also shows a scene where Battle Reach 217 is selected as the reach animation (game animation) to be performed in accordance with the reach pattern established in Figure 47(g). At the top of the display screen, there is a reach type display unit 214 that displays the type (name) of the game animation to be performed, and the words "Battle Reach" are displayed. In addition, the reach symbol 216, the "7" symbol, is displayed at the top left and right of the display screen. Battle Reach 217 is a game animation in which an ally character 218 and an enemy character 219 battle, and if the ally character wins against the enemy character, it is a jackpot, and if the ally character fails to win against the enemy character (loses), it is a miss.

[0231] Furthermore, Battle Reach 217 (second game animation) is a reach animation (game animation) among the multiple reach animations (game animations) that this game machine has, and it is a reach animation that informs the player that it has a relatively high probability of winning a jackpot. Therefore, there are reach animations (first game animation, normal reach) that have a lower probability of winning a jackpot (inform the player that it has a lower probability of winning a jackpot) than Battle Reach 217 (second game animation). When the aforementioned "Mountain Chance" is executed (when "Mountain Chance" is displayed on the game information display), it is confirmed (and the player is notified) that a reach animation (Battle Reach, etc.) with a high probability of winning a jackpot will be executed.

[0232] Furthermore, based on the fact that a battle reach with a high probability of winning, which was suggested by "Mountain Chance," is executed, the display of the game information display unit 210 that was displaying "Mountain Chance" is terminated, and the battle reach is executed using almost the entire display screen (game performance display unit) (including the display area that was displaying the game information display unit).

[0233] Figure 47(i) shows a scene where, in the battle reach shown in Figure 47(h), the allied character wins and the display ends, and the three performance symbols stop displaying the jackpot symbol 220 (jackpot symbol combination, win notification performance) of "777". In this execution mode, the scenario in which "Mountain Chance" is displayed and a jackpot is achieved as a result of the battle reach has been described. However, it is not always the case that a jackpot is achieved; it is also possible that "Mountain Chance" is displayed and a battle reach or other reach performance is executed, resulting in a loss.

[0234] Furthermore, Figure 47(j) shows a scene in which the first game information 211a, "Mountain Mode," is displayed (moved) on the game information display unit 210. In Figure 47(j), there are no performance symbols being displayed in a variable state, and no unprocessed acquired information is stored. The first game information 211a (first identification symbol) is game information that can be displayed even when such a variable display is not being performed. On the other hand, the second game information 211b (second identification symbol), "Mountain Chance," is game information that can be displayed when a variable display is being performed, or when unprocessed acquired information is stored (at least when a variable display is being performed). In other words, when the variable display of performance symbols is not being performed, the second game information 211b (second identification symbol) is not performed.

[0235] Next, other execution modes for changing the display of game information 211 will be explained using Figures 47(k) and (l). Figure 47(k) shows a scene in which the display of a predetermined performance symbol (special symbol) is being performed. As shown in Figure 47(k), in the center of the display screen 7a, three performance symbols 8 (8L, 8C, 8R) are displayed in a vertically fluctuating manner. In addition, a first performance hold display area 9c (first performance hold display section) is provided in the lower left of the display screen 7a, and three first performance holds 9a are displayed, indicating that three unacquired acquisition information items are stored. Each of these three first performance holds 9a is displayed in a manner in which an airplane-like image (hold symbol) flies (moves and displays) at a predetermined speed (fifth display speed) so as to draw a circle counterclockwise (fifth direction). This airplane-like image (hold symbol) first performance hold 9a is referred to as the second normal mode 9ss (normal mode, first hold symbol).

[0236] The first performance hold 9a (second normal mode 9ss), which flies (moves and displays) in a counterclockwise circular direction (fifth direction) at a predetermined speed (fifth display speed), is the fifth game information 211e (first identification symbol) that can suggest (notify) to the player the result of the win / fail judgment (jackpot reliability), the content of the performance to be executed, and the increased expectation of a jackpot. The performance hold display area 9c on which the fifth game information 211e is displayed is the game information display unit.

[0237] Also, in the variable symbol display area 9e at the center of the lower part of the display screen 7a, one variable symbol 9f is displayed as an "airplane" symbol that is slightly larger than the first production hold 9a. In this variable symbol display area 9e, the variable symbol 9f indicating that variable display is currently being executed is displayed in the second normal mode 9vv (normal mode, first variable symbol). And depending on the display mode of this variable symbol 9f, it may also indicate the possibility that the result of the currently executed variable display will result in a big win (stop and display as a big win symbol).

[0238] Also, in the gaming machine of this embodiment, as an effect mode in the low probability and low base state, in addition to the "mountain mode", it has an "airplane mode" in which flying objects such as airplanes and rockets are displayed as characters. FIG. 47(k) shows a scene in which the "airplane mode" is being executed as an effect mode. Also, at the upper part of the display screen 7a, a game information display section 210 (identification symbol display section) is provided, and on this game information display section 210, character information of "airplane mode" indicating the currently executed effect mode (third game information 211c, game information 211), and a display direction suggestion display 212 indicating the variable display direction (moving display direction) of this third game information 211c are displayed. Also, in FIG. 47(k), the third game information 211c ("airplane mode") and the display direction suggestion display 212 are scrolled (variably displayed, moving displayed) in the direction indicated by the arrow of the display direction suggestion display 212 which is the left direction of the paper surface.

[0239] FIG. 47(l) shows a scene after a predetermined time has elapsed from FIG. 47(k) during the same variable display execution. In FIG. 47(l), a ball enters the first start port 20 at the timing after a predetermined time has elapsed from the scene of FIG. 47(k), and acquisition information (various information such as a random number for special symbol hit determination, special acquisition information) acquired based on the ball entry is stored. At the position of hold 4 in the first production hold display area 9c, a first production hold 9a (hold symbol) indicating that new acquisition information has been stored is additionally displayed. Also, it shows that 4 pieces of undigested acquisition information (hold information) are stored.

[0240] Also, based on the fact that the first effect hold 9a (hold pattern) is newly displayed at the position of hold 4 in FIG. 47(l), all of the newly displayed first effect hold 9a and the first effect holds 9a of holds 1 to 3 that have been displayed until then are displayed in the second special mode 9tt (special mode, second hold pattern). That is, all of the first effect holds displayed in the first effect hold display area (game information display unit) are displayed in the second special mode 9tt (special mode, second hold pattern).

[0241] The first effect hold of the second special mode 9tt is a pattern imitating a rocket, and it moves and is displayed in the vertical direction (the sixth direction different from the fifth direction) at a display speed (the sixth display speed) different from that of the first effect hold 9ss of the airplane pattern. Also, the first effect hold (second hold pattern) of the second special mode 9tt has a display mode (airplane, rocket) different from the display mode of the first effect hold (first hold pattern) of the second normal mode 9ss.

[0242] The first effect hold 9a (second special mode 9tt) that flies (moves and is displayed) at a predetermined speed (the sixth display speed) in the vertical direction (the sixth direction) is the sixth game information 211f (second identification pattern) that can suggest (notify) the player of the result of the success / failure determination (big win reliability), the content of the executed effect, the increase in the expectation of a big win, etc. Also, the effect hold display area 9c where the sixth game information 211f is displayed is the game information display unit.

[0243] Also, based on the fact that the first effect hold of the second special mode 9tt is displayed, the variable pattern 9f displayed in the variable pattern display area 9e also changes from the second normal mode 9vv (normal mode, first variable pattern) of the airplane pattern to the second special mode 9ww (special mode, second variable pattern) of the rocket pattern and is displayed.

[0244] Furthermore, the display mode for the first performance hold is determined by pre-determining whether the acquired information is a jackpot (whether there is a high probability of a jackpot, and whether to execute a game performance with a high probability of a jackpot (such as a reach performance or a pre-announcement performance)). The first performance hold in the second special mode (special mode) is a display mode that indicates a higher probability of a jackpot than the first performance hold in the second normal mode (normal mode). Therefore, when the first performance hold in the second special mode (special mode) is displayed, the player's expectation of a jackpot increases, enhancing the enjoyment of the game.

[0245] Furthermore, this shows a scene where the display information on the game information display unit 210 at the top of the display screen 7a changes, based on the display of the first performance reserve 9a of the second special mode 9tt, which indicates a high probability of winning a jackpot (also known as "the change condition has been met") (based on the acquisition information (special acquisition information with a high probability of winning a jackpot) being stored based on the ball entering the first start opening). As a result of this change condition being met, the display content, display mode, display direction, and display speed of the game information 211 (identification pattern) that had been displayed on the game information display unit 210 up to that point change.

[0246] Specifically, before the change condition is met, the third game information 211c (the text "Airplane Mode," the first identification symbol) is displayed at a predetermined size (third size), in a predetermined direction (left, first direction), and moving at a predetermined display speed (third display speed) (see Figure 47(k), etc.). In contrast, when the change condition is met, the fourth game information 211d (the text "Rocket Chance," the second identification symbol) is displayed at a size different from the predetermined size (larger than the predetermined size, fourth size). Furthermore, the fourth game information 211d moves and is displayed in a direction different from the predetermined direction (right, second direction). Also, the fourth game information 211d moves and is displayed at a display speed different from the predetermined display speed (faster than the predetermined display speed, fourth display speed). In addition, the position and size of the display area of ​​the game information display unit also change before and after the change condition is met.

[0247] Also, in the above-described embodiment and the present embodiment, a mode has been shown in which game information (the first game information and the second game information, or the third game information and the fourth game information) is displayed in a display area where a part overlaps before and after the change condition is satisfied. Instead of such a mode, before and after the change condition is satisfied, the game information (the first game information and the second game information, or the third game information and the fourth game information) may be displayed in completely different display areas.

[0248] Thus, in the present embodiment, based on the satisfaction of the change condition, not only the game information displayed in the game information display unit at the upper part of the display screen, but also the display mode (the type of character), the display direction (the moving direction), and the display speed of the production hold (hold symbol) displayed in the production hold display area are changed. Therefore, the player can surely notice that the change condition has been satisfied.

[0249] In addition, when the change condition is satisfied, that is, when special acquisition information with a high jackpot reliability is stored based on the ball entry into the first start port, a game production (a reach production or a notice production) with a high jackpot reliability (the result of the variable display of the identification information is likely to be a specific result) is executed. And, according to the present embodiment, the execution of the game production with a high jackpot reliability can be notified to the player in advance before the game production is executed, so that the player can surely recognize it. Also, thereby, the player can surely recognize the change in the display mode of the game information display unit and the production hold display area, enhance the expectation for a jackpot, and enhance the game interest.

[0250] Furthermore, in this embodiment, the display content (displayed characters), display manner (display size, display font, character), display direction (direction of movement), and display speed of the game information and performance hold (hold symbols) displayed in the game information display unit and the performance hold display area were changed based on the fulfillment of the change conditions, but it is not necessary to change all of these. By changing at least one element, it is possible to make the player aware that a game performance with a high probability of winning is being executed (that there is a high probability of winning). In addition, either the game information display unit or the performance hold display area may be changed. Furthermore, there may be an execution mode in which both the game information display unit and the performance hold display area are changed, and an execution mode in which either the game information display unit or the performance hold display area is changed, and the execution mode in which both are changed may be used to inform a higher probability of winning than the execution mode in which only one is changed. [Examples]

[0251] Next, the display mode of the performance hold (hold symbol) in Example 2 will be explained using Figures 48 to 51. In Example 1, the display mode of the performance hold (hold symbol) was displayed in a special mode different from the normal mode, or the movement speed and direction of the performance hold (hold symbol) was changed by pre-determining (determining) the acquired information obtained based on the ball entering the start opening. In Example 2, in addition to such display modes, or instead of such display modes, Based on the ball entering the starting gate (first starting gate or second starting gate), the acquired information is pre-determined (determined), and the display position of the reserved symbols is changed based on the result of the pre-determined information. This makes it possible to inform the player of the probability of winning a jackpot in an easy-to-understand manner, and to inform the player in an easy-to-understand manner that the conditions for the occurrence of a game effect have been met.

[0252] Figure 48 shows the display modes of the performance hold display unit 230 (game information display unit) where the performance hold 231 (hold symbols, memory symbols) is displayed, multiple display modes of the performance hold 231, and an example of how the performance hold 231 is displayed on the performance hold display unit 230. As shown in Figure 48(a), the performance hold display unit 230 (game information display unit) is shaped like a triple-circle target. The outermost display position (display position away from the center) of the performance hold display unit 230, which is shaped like a triple-circle target, is designated as the first position 232 (for example, the first display unit), the middle display position is designated as the second position 233 (for example, the second display unit), and the innermost display position (center display position) is designated as the third position 234 (for example, the third display unit).

[0253] The performance hold, which is displayed in accordance with the acquired information obtained and stored based on the ball entering the starting gate, is displayed in a predetermined display manner at one of the first position 232 to the third position 234 (a predetermined position, any of the positions) of the performance hold display unit 230, based on the pre-determination result. In this embodiment 2, if the display manner of the performance hold 231 is the same, displaying the performance hold 231 closer to the center of the performance hold display unit 230 indicates a higher probability of winning a jackpot (jackpot reliability) than displaying it further from the center. That is, if the display manner of the performance hold 231 is the same, displaying the performance hold at the second position 233 indicates a higher probability of winning a jackpot than displaying it at the first position 232, and displaying the performance hold at the third position 234 indicates a higher probability of winning a jackpot than displaying it at the second position 233.

[0254] Furthermore, the performance hold display unit 230 is displayed in the first memory position 230a corresponding to hold 1, the second memory position 230b corresponding to hold 2, the third memory position 230c corresponding to hold 3, and the fourth memory position 230d corresponding to hold 4. Then, according to the number of unprocessed acquired information (number of memories), the performance hold is displayed in a predetermined manner at the predetermined position of the corresponding performance hold display unit 230.

[0255] Furthermore, Figures 48(b-1) and (b-2) show the display modes of the performance hold 231. The display mode of the performance hold 231a, which is shaped like an arrow as shown in Figure 48(b-1), is the normal mode 231a (ordinary mode), while the display mode of the performance hold 231b, which is shaped like lightning as shown in Figure 48(b-2), is the special mode 231b (special mode, high reliability mode). The performance hold in special mode 231b indicates a higher probability of winning the game than the performance hold in normal mode 231a. Which display mode of the performance hold is displayed is determined based on the pre-determination result of the acquired information. In this embodiment 2, two types of display modes of the performance hold are shown, but there may be three or more types of display modes, and the probability of winning the game that they indicate may differ.

[0256] Furthermore, Figures 48(c-1) and (c-2) show the modes in which the performance hold 231 is displayed in a predetermined position on the performance hold display unit 230 in a predetermined display mode. Figure 48(c-1) shows the mode in which the performance hold 231 is displayed in the second position 233 of the performance hold display unit 230 in the normal mode 231a. Figure 48(c-2) shows the mode in which the performance hold 231 is displayed in the second position 233 of the performance hold display unit 230 in the special mode 231b. In this embodiment 2, the mode in Figure 48(c-2) informs the player of a higher probability of winning a jackpot than the mode in Figure 48(c-1). In other words, it can be said to be a pre-announcement (preliminary announcement, game performance) with a high probability of winning a jackpot. As mentioned above, in Embodiment 2, the display position and display manner of the performance hold 231 relative to the performance hold display unit 230 can inform the player in advance of the possibility of winning a jackpot (jackpot reliability) and the possible game performances that may be performed.

[0257] In this embodiment, the following settings are configured in descending order of jackpot reliability: normal mode performance hold is displayed in the first position (jackpot reliability: 2%, no guaranteed performance), normal mode performance hold is displayed in the second position (jackpot reliability: 4%, no guaranteed performance), normal mode performance hold is displayed in the third position (jackpot reliability: 10%, guaranteed reach), special mode performance hold is displayed in the first position (jackpot reliability: 15%, guaranteed reach), special mode performance hold is displayed in the second position (jackpot reliability: 25%, guaranteed SP reach), and special mode performance hold is displayed in the third position (jackpot reliability: 40%, guaranteed SP reach).

[0258] A confirmed reach means that, in conjunction with the changing display of the symbols related to the corresponding performance hold, it is confirmed that a reach performance (first game performance) with a relatively low probability of winning will be executed. Furthermore, a confirmed SP reach means that, in conjunction with the changing display of the symbols related to the corresponding performance hold, it is confirmed that a super reach performance (battle reach, second game performance) with a relatively high probability of winning will be executed.

[0259] Figure 49(a) shows a state in which a predetermined game mode (low probability, low base state) is set, the display of changing performance symbols is not being executed, no unacquired information (reserve information) is being stored, and no jackpot game is being executed. This state is called the standby state. A performance reserve display area 230 (performance reserve display section, game information display section) is provided in the lower left of the display screen 7a. The performance reserve display area 230 displays performance reserve display sections 230 (230a, 230b, 230c, 230d) that resemble four targets. When acquired information is obtained and stored, the performance reserves 231 (reserve symbols, stored symbols) are displayed in a predetermined display manner in the corresponding performance reserve display area 230 according to the number of stored items.

[0260] In the production hold display area 230 provided at the first memory location 230a, a production hold 231 corresponding to the oldest acquired information among the undigested acquired information is displayed. In the production hold display area 230 provided at the second memory location 230b, a production hold 231 corresponding to the second oldest acquired information among the undigested acquired information is displayed. That is, it is displayed when there are two or more undigested acquired information. In the production hold display area 230 provided at the third memory location 230c, a production hold 231 corresponding to the third oldest acquired information among the undigested acquired information is displayed. That is, it is displayed when there are three or more undigested acquired information. In the production hold display area 230 provided at the fourth memory location 230d, a production hold 231 corresponding to the fourth oldest acquired information (the newest acquired information) among the undigested acquired information is displayed. That is, it is displayed when there are four (the upper limit number) undigested acquired information.

[0261] Also, the production hold display areas 230 displayed at each of the memory locations 230a to d each have a plurality of display positions (the first position 232, the second position 233, the third position 234) where the production hold 231 can be displayed. And the production hold 231 is displayed in any one of the plurality of display positions in any one of the display modes described later.

[0262] Also, on the lower right center of the display screen 7a, a variable symbol display area 236 (variable symbol display unit, game information display unit) for displaying a variable symbol 237 corresponding to the currently executing variable display is provided during the variable display of the production symbol. In the variable symbol display area 236, one variable symbol 237 (stored symbol) is displayed as a symbol slightly larger than the production hold 231. In this variable symbol display area 236, a variable symbol 237 indicating that the variable display is currently being executed is displayed. And depending on the display mode of this variable symbol 237, it may indicate the possibility that the result of the currently executing variable display is a big win (stopping and displaying with a big win symbol).

[0263] Figure 49(b) shows a scene after a predetermined time has elapsed since the scene in Figure 49(a), where a game ball enters the start gate (first start gate), and based on that ball entry, a performance reserve 231 is displayed in the performance reserve display area 230 of the first memory position 230a. Based on the ball entering the start gate, acquired information is obtained, and based on this acquired information, a performance reserve 231 resembling an arrow is displayed at the first position 232 (first display unit) of the performance reserve display area 230 of the first memory position 230a. This performance reserve 231 resembling an arrow is displayed in the normal mode 231a (ordinary mode), and indicates (notifies) the player of a lower probability of winning than the special mode 231b (special mode, high-reliability mode) which will be described later. Note that at the time of Figure 49(b), the performance symbol 8 has not yet performed a variation display.

[0264] Figure 49(c) shows a scene immediately following a predetermined time elapsed from the scene in Figure 49(b), where, as explained in Figure 49(b), a ball entry occurred in the standby state (acquired information was stored), and the display of the changing performance symbols began based on the acquired information. Based on the start of the display of the changing performance symbols, the performance hold 231, which was displayed in the performance hold display area 230 of the first storage position 230a, is shifted and displayed in the changing symbol display area 236 as the changing symbol 237 (storage symbol). Furthermore, the variable symbol 237 displayed in the variable symbol display area 236 has the same display pattern as the performance reserve 231 that was displayed in the first position 232 of the performance reserve display area 230 before the shift display. This arrow-shaped variable symbol 237 has the normal display pattern 237a (ordinary pattern), and indicates (notifies) the player of a lower probability of winning a jackpot than the special display pattern 237b (special pattern, high-reliability pattern) described later. In addition, in this embodiment, an example is shown where the same display pattern is used when shifting from a performance reserve to a variable symbol, but there may also be a pattern where the display pattern changes when shifting from a performance reserve to a variable symbol (changing from normal pattern 231a to special pattern 237b).

[0265] Furthermore, the variable symbol 237 is displayed as a slightly larger symbol than the performance hold symbol 231. The variable symbol display area 236 displays the variable symbol 237, which indicates that a variable display is currently in progress. Depending on the display pattern of this variable symbol 237, it may also indicate the possibility that the result of the currently running variable display will be a jackpot (stopped on a jackpot symbol).

[0266] Figure 49(d) shows the same variable display as in Figure 49(c), but after a predetermined time has elapsed since Figure 49(c). In Figure 49(d), during the execution of the variable display, a ball is entered to start, new information is acquired, and a new performance reserve 231 is displayed in the performance reserve display area 230 of the first memory position 230a. In this performance reserve 231, an arrow-shaped performance reserve 231 is displayed in the second position (second display section) of the performance reserve display area 230. This arrow-shaped performance reserve 231 is the normal mode 231a (ordinary mode) display mode. Also, because the performance reserve 231 is displayed in the second position 233, it informs the player of a higher probability of winning than the performance reserve 231 in Figure 49(b), which is displayed in the first position 232 in the normal mode 231a.

[0267] Figure 49(e) shows the scene after a predetermined time has elapsed since Figure 49(d), where the variable display that was running in Figure 49(d) has stopped with a losing symbol ("356") and the variable display has ended. Figure 49(f) shows the scene after the variable display has ended in Figure 49(e) and the next variable display has started. The performance hold display area 230 of the first memory position 230a in Figure 49(e) is shifted and displayed as a variable symbol 237 in the variable symbol display area 236, and the variable display of the performance symbol corresponding to this variable symbol 237 is executed. As shown by the variable symbol 237, the arrow symbol is displayed in the second position 233, indicating a higher probability of a big win than the variable display shown in Figure 49(d).

[0268] Furthermore, in Figure 49(f), at a predetermined timing during the execution of the changing display of the performance symbols, a starting ball is entered, new acquired information is obtained, and a new performance reserve 231 is displayed in the performance reserve display area 230 of the first memory position 230a. In this performance reserve 231, a performance reserve 231 resembling lightning is displayed in the third position (third display section, the position with the highest probability of winning) of the performance reserve display area 230. This lightning-like performance reserve 231 is a special mode 231b (special mode, high-reliability mode) display mode. In addition, because the performance reserve 231 is in special mode 231b and is displayed in the third position 234, it informs the player of a higher probability of winning than the performance reserve 231 displayed in Figures 49(b) and 49(d).

[0269] By diversifying the display position and display mode of the performance hold, and enabling special display modes at any display position, players will find the variations in the performance hold display mode more engaging. Furthermore, players who see a performance hold with a high probability of winning, such as in Figure 49(f), will have a heightened sense of anticipation for a big win, significantly increasing their enjoyment of the game.

[0270] Figure 50(g) shows the same variable display as in Figure 49(f), but after a predetermined time has elapsed since Figure 49(f). In Figure 50(g), during the variable display of the performance symbols, the left and right performance symbols stop displaying the same symbol, and the middle performance symbol continues to display a variable, resulting in a reach pattern ("5↓5"). The reach symbol 216 that constitutes the reach pattern is the "5" symbol.

[0271] Figure 50(h) shows the same variable display as in Figure 50(g), but after a predetermined time has elapsed since Figure 50(g). Figure 50(h) shows the execution of the "normal reach" animation (reach animation, first game animation), which has a relatively low probability of winning, based on the fact that the animation symbols have entered a reach state in Figure 50(g). In the "normal reach" animation, the left and right animation symbols (two animation symbols) stop displaying the reach symbol "5", while the middle animation symbol (one animation symbol) continues to change display. If the middle animation symbol stops displaying the same "5" as the reach symbol, it is a win; if it stops displaying a different symbol, it is a loss. In addition, the words "Normal Reach" are displayed in the reach type display section 214 at the top of the display screen to indicate the type of reach.

[0272] Here, in the variation display related to the variation symbol 237 where the arrow symbol is displayed in the second position 233, the probability of executing a reach animation is set higher than in the variation display related to the variation symbol 237 where the arrow symbol is displayed in the first position 232 (when the arrow symbol is displayed in a position with a higher probability of winning). Also, the probability of executing a reach animation with a high probability of winning is set higher. Furthermore, in the normal mode where the animation reserve is displayed in the second position, and the variation symbol corresponding to it, the probability of winning is set to 4%, and there are no guaranteed animations. "No guaranteed animations" means that the execution of reach animations and character animations is not guaranteed, and these animations may or may not be executed (it is more likely that they will not be executed).

[0273] Figure 50(i) shows a scene after a predetermined time has elapsed since Figure 50(h), where in the reach animation that was being performed in Figure 50(h), the middle animation symbol stops on a symbol different from the reach symbol ("5" symbol) ("6" symbol), then stops on a losing symbol ("565"), and the animation ends.

[0274] FIG. 50(j) shows a scene where the variable display in FIG. 50(i) has ended and the next variable display has started. The production hold 231 in the production hold display area 230 of the first storage position 230a in FIG. 50(i) is shifted and displayed as the variable pattern 237 in the variable pattern display area 236, and the variable display of the production pattern corresponding to this variable pattern 237 is being executed. As shown by the variable pattern 237, the lightning pattern which is the special mode 237b is displayed at the third position 234 which is the position with the highest jackpot reliability, and a higher jackpot possibility than the variable display shown in FIG. 49(f) etc. is shown. Incidentally, the mode in which the production hold of the special mode is displayed at the third position, and the corresponding variable pattern are set with a jackpot reliability of 40% and a SP reach production determination. "SP reach production determination" means ensuring that a SP reach production (second game production) or a game production (second game production) with a jackpot reliability higher than the SP reach production is executed as the reach production.

[0275] FIG. 50(k) shows a scene after a predetermined time has elapsed from FIG. 50(k) during the execution of the same variable display as FIG. 50(k). In FIG. 50(k), during the variable display of the production pattern, the left production pattern and the right production pattern stop and are displayed with the same pattern ("7" pattern), and the middle production pattern shows a reach mode ("7↓7") in which the variable display continues. Incidentally, the reach pattern 216 constituting the reach mode is the "7" pattern.

[0276] FIG. 50(l) shows a scene after a predetermined time has elapsed from FIG. 50(k) during the execution of the same variable display as FIG. 50(k). FIG. 50(l) shows a scene where a "battle reach" production 217 (reach production, second game production) with a relatively high jackpot reliability is executed based on the fact that the production pattern has become the reach mode ("7↓7") in FIG. 50(k). In FIG. 50(l), since the pattern of the special mode 237b is displayed at the third position 234 as the variable pattern 237, a "battle reach" production with a high jackpot reliability is executed corresponding to this display mode.

[0277] In the "Battle Reach" sequence 217, the "7" symbol, which is the reach symbol, is displayed on the left and right sides of the top of the display screen, and in the center of the display screen, a battle sequence is performed between the ally character 218 and the enemy character 219. If the ally character wins against the enemy character, it is a jackpot, and if the ally character loses (fails to win) against the enemy character, it is a miss. In addition, the words "Battle Reach" are displayed in the reach type display section 214 at the top of the display screen to indicate the type of reach.

[0278] In this case, the variation display related to the variation symbol (performance hold) where the lightning symbol is displayed in the third position has a higher probability of resulting in a jackpot than the variation display related to the variation symbol (performance hold) where the arrow symbol is displayed in the first to third positions, or the variation display related to the variation symbol (performance hold) where the lightning symbol is displayed in the first or second position. In addition, the probability of a reach performance (SP reach performance) being performed is set to be higher. Furthermore, the probability of a reach performance with a high probability of resulting in a jackpot is set to be higher.

[0279] Figure 51(m) shows a scene after a predetermined time has elapsed since Figure 50(l), in the same variable display as Figure 50(l), where in the reach performance (battle reach performance) that was performed in Figure 50(l), the ally character has defeated the enemy character, the middle performance symbols have stopped displaying the same symbols ("7" symbols) as the reach symbol ("7" symbols), and the jackpot symbol ("777") has been displayed.

[0280] Figure 51(n) shows a scene where, based on the display of a winning animation (an animation in which an ally character defeats an enemy character, and the display of the winning symbols) in Figure 50(m), the animation symbols are stopped and confirmed as the winning symbols ("777"), and the win notification animation 220 is executed. This ends the variation display. Subsequently, the jackpot game is executed. In this embodiment, the execution method shown is one in which the result of the variation display related to the variation symbols (animation hold) in which a special pattern (lightning symbol) is displayed in the third position results in a jackpot, but it may also result in a loss. Alternatively, it may be considered a confirmed jackpot.

[0281] Furthermore, Figure 51(o) shows another mode in which, during the display of a predetermined performance symbol, four unprocessed acquired pieces of information are stored. The display of the variation during execution corresponds to the variation symbol 237 displayed in the variation symbol display area 236. As shown in the variation symbol 237, the lightning symbol, which is special mode 237b, is displayed in the second position 233, which is a position with a relatively high probability of winning. Note that the variation display related to the variation symbol (performance hold) where the performance hold of the special mode is displayed in the second position has a probability of winning of 25% and is set to guarantee an SP reach performance.

[0282] Furthermore, in the performance hold display area 230 of the first memory position 230a, the performance hold of the arrow pattern, which is the normal form 231a, is displayed in the third position 234, which has a relatively high probability of winning a jackpot. Note that the variation display related to the performance hold (variable pattern) in which the normal form of the performance hold is displayed in the third position is set to have a jackpot probability of 10% and a guaranteed reach performance. Since it is a "guaranteed reach performance," it is guaranteed that at least a reach performance with a jackpot probability of a higher than the relatively low "normal reach" will be performed (some kind of reach performance will be performed). In such cases, there is a higher probability that a reach performance with a lower jackpot probability (normal reach performance, first game performance) will be performed than a reach performance with a higher jackpot probability (battle reach performance, second game performance).

[0283] Furthermore, in the performance hold display area 230 of the second memory position 230b, the performance hold of the lightning symbol, which is special form 231b, is displayed at the first position 232. Note that the variation display related to the performance hold (variable symbol) of the special form that is displayed at the first position has a jackpot reliability of 15% and is set to a guaranteed reach performance. Furthermore, in the performance hold display area 230 of the third memory position 230c, the performance hold of the arrow symbol, which is normal form 231a, is displayed at the second position 233. Note that the variation display related to the performance hold (variable symbol) of the normal form that is displayed at the second position has a jackpot reliability of 4% and is set to no guaranteed performance. Furthermore, in the performance hold display area 230 of the fourth memory position 230d, the performance hold of the arrow symbol, which is normal form 231a, is displayed at the first position 232, which has a relatively low jackpot reliability. Furthermore, for the regular type of performance hold (variable symbol) that is displayed in the first position, the variation display has a 2% chance of winning and is set to have no guaranteed performance.

[0284] Thus, the performance hold (memory symbol) can be displayed in any of multiple display positions (1st to 3rd position) based on the pre-determined results of the acquired information. Furthermore, regardless of which display position (1st to 3rd position) it is displayed in, the display mode can be either a normal mode or a special mode with different jackpot reliability. This diversifies the display modes of the performance hold and makes the jackpot reliability announced by the performance hold easy for players to understand, thereby enhancing the enjoyment of the game.

[0285] Furthermore, the likelihood of displaying a special animation with a high probability of a big win may differ depending on the display position where the animation hold is shown. For example, the likelihood of displaying a special animation may be higher when the animation hold is displayed in the second position than when it is displayed in the first position.

[0286] Furthermore, in the embodiment described above, the probability of winning a jackpot differed depending on the display position where the performance hold was displayed. Instead of this configuration, the probability of a bonus being awarded may differ depending on the display position where the performance hold was displayed. Specifically, the probability of a bonus being awarded may be higher when the performance hold is displayed in the second position than when it is displayed in the first position. Also, the probability of a bonus being awarded may be higher when the performance hold is displayed in the third position than when it is displayed in the second position. In addition, for example, a jackpot game may consist of a first jackpot game (first special game) and a second jackpot game (second special game) that is more profitable for the player than the first jackpot game (first special game), and the awarding of the second jackpot game (winning the second jackpot) may be considered a "bonus."

[0287] Furthermore, for example, as a jackpot game, there may be a favorable jackpot game (which has a high probability) after the jackpot game ends, and a disadvantageous jackpot game (which has a low probability of being in a higher probability state than the first jackpot game, including "0"), and the execution of the favorable jackpot game (achieving a favorable jackpot) may be considered a "reward".

[0288] Next, using Figure 52, we will explain other display modes (display patterns) that change the display position and display mode of the performance hold. Other display mode 1 is a mode that changes in the order of Figure 52(a) → Figure 52(b) → Figure 52(c). Figure 52(a) shows a scene in which a predetermined performance symbol variation display is being executed, and the performance hold display area 230 has performance hold 231 displayed in two places, the first memory position 230a and the second memory position 230b, respectively, and the variation symbol 237 corresponding to the variation display being executed is displayed in the variation symbol display area 236. In the variation symbol display area 236, a variation symbol in a display mode in which the arrow symbol of normal mode 237a (normal mode) is stuck in the first position 232 (first display part) of the target is displayed. This display mode is a display mode with a relatively low probability of a big win, and the expectation that the result of the variation display being executed will be a big win (a specific result) is low.

[0289] Figure 52(b) shows a scene after a predetermined time has elapsed since Figure 52(a), where the fluctuation display that was running in Figure 52(a) has ended, and the three performance symbols have stopped displaying as losing symbols ("465"). When the performance symbols stop displaying as confirmed, the display of the fluctuation symbols that were displayed in response to the fluctuation display ends (they are hidden). In addition, in the performance hold display area, target symbols are displayed even in memory positions where no performance hold is displayed. When a performance hold is displayed, symbols such as arrow symbols and lightning symbols are displayed in a manner that they appear to be stuck in the predetermined position of the target symbol. Furthermore, in the fluctuation symbol display area, target symbols and arrow symbols are displayed only while the performance symbols are fluctuating, and when the fluctuation display ends, neither target symbols nor arrow symbols are displayed.

[0290] Figure 52(c) shows the scene where the next variation display has started after the variation display of the performance symbols shown in Figure 52(b) has ended. The performance hold 231 in the first memory position 230a in Figure 52(b) is shifted and displayed as variation symbol 237, and the performance hold 231 in the second memory position 230b in Figure 52(b) is shifted and displayed in the first memory position 230a. In addition, the variation display of the performance symbols currently being executed in Figure 52(c) is the variation display corresponding to variation symbol 237.

[0291] Furthermore, Figure 52(c) shows that at the timing when the variation display of the performance symbol ends and the next variation display begins (the timing when the performance hold is shifted display), the display mode of the performance hold, which is displayed in the normal form 231a of the arrow symbol at the first position 232 (first display unit, first area), changes from the same first position 232 (first display unit, first area) to the special form 231b of the lightning symbol. Thus, Figures 52(a) → 52(b) → 52(c) show a mode in which the display mode is changed while maintaining the display in the same first display unit (first area) at the timing when the performance hold is shifted display from the second memory position 230b to the first memory position 230a. Although not shown in the illustration, when shifting display from the performance hold to the variation symbol, there may also be a mode in which the display mode is changed while maintaining the display in the same first display unit (first area), similar to the above.

[0292] Another display mode 2 is a mode that changes in the sequence shown in Figure 52(a) → Figure 52(b) → Figure 52(d). Explanations for Figures 52(a) and 52(b) are omitted. Figure 52(d) shows the scene where the next variation display has started after the variation display of the performance symbols shown in Figure 52(b) has ended. The performance hold 231 in the first memory position 230a in Figure 52(b) is shifted and displayed as variation symbol 237, and the performance hold 231 in the second memory position 230b in Figure 52(b) is shifted and displayed in the first memory position 230a. In addition, the variation display of the performance symbols currently being executed in Figure 52(d) is the variation display corresponding to variation symbol 237.

[0293] Furthermore, Figure 52(d) shows how, at the timing when the variation display of the performance symbols ends and the next variation display begins (the timing when the performance hold is shifted), the display mode of the performance hold, which is displayed in the normal form 231a of the arrow symbol at the first position 232 (first display unit, first area), changes to a performance hold that is displayed in the special form 231b of the lightning symbol at the second position 233 (second display unit, second area). Thus, Figures 52(a)→52(b)→52(d) show how, at the timing when the performance hold is shifted from the second memory position 230b to the first memory position 230a, the display area changes from the first display unit (first area) to the second display unit (second area), and the display mode also changes. Such effects, in which the display mode of the pending effect changes from the normal mode to a special mode, or in which the pending effect is displayed in a special mode different from the normal mode, are called "pending effect change effects (memory symbol change effects)."

[0294] Other display mode 3 is a mode that changes in the sequence from Figure 52(a) to Figure 52(e). The explanation for Figure 52(a) is omitted. Figure 52(e) shows the same variation display of the performance symbols shown in Figure 52(a), but after a predetermined time has elapsed since Figure 52(a). In Figure 52(e), the display mode of the performance hold displayed in the second memory position 230b changes at a predetermined timing during the variation display of the performance symbols. Specifically, it shows a mode in which a performance hold displayed in the first position 232 (first display unit, first area) in the normal mode 231a of an arrow symbol changes to a performance hold displayed in the same first position 232 (first display unit, first area) in the special mode 231b of a lightning symbol. Thus, Figure 52(a) to Figure 52(e) shows a mode in which the display mode of the performance hold changes at a predetermined timing during the variation display, while maintaining the display in the same first display unit (first area). Although not shown in the diagram, when shifting from a performance hold to a variable symbol display, the display mode may be changed while maintaining the display in the same first display unit (first area), as described above.

[0295] Other display mode 4 is a mode that changes in the sequence from Figure 52(a) to Figure 52(f). The explanation for Figure 52(a) is omitted. Figure 52(f) shows the same variation display of the performance symbols shown in Figure 52(a) during execution, but after a predetermined time has elapsed since Figure 52(a). Figure 52(f) shows that the display mode of the performance hold displayed in the second memory position 230b changes at a predetermined timing during the variation display of the performance symbols. Specifically, it shows a mode in which the performance hold displayed in the first position 232 (first display unit, first area) in the normal mode 231a of the arrow symbol changes to a performance hold displayed in the third position 234 (third display unit, second area) in the special mode 231b of the lightning symbol. As shown above, Figures 52(a) and 52(f) illustrate a mechanism in which, at a predetermined timing while the display of the changing symbols is being executed, the display area changes from the first display unit (first area) to the second display unit (second area) at a predetermined memory location, and the display mode also changes. A mechanism in which the display mode of a performance hold changes from a normal mode to a special mode, or a mechanism in which a performance hold is displayed in a special mode different from the normal mode, is called a "hold change mechanism (memory symbol change mechanism)".

[0296] This allows for diversification of the display patterns for the performance hold, and also makes it possible to draw attention to both the display position and display pattern of the performance hold during the performance symbol change display or at the timing when the next change display begins, thereby enhancing the enjoyment of the game. [Examples]

[0297] Next, the pachinko game machine of Example 3 will be described using Figures 53 to 55. In Example 3, a high-probability low-base state is set as a game state after the end of a jackpot game. In Example 1, the variation time of the special symbols is different between the non-time-saving state and the time-saving state (see Figure 7). In Example 3, the variation time of the special symbols is different in the low-probability low-base state, the high-base state (low-guaranteed base state, high-probability high-base state), and the high-probability low-base state (high-probability low-base state).

[0298] In particular, the variation time of the special symbols related to a minor win (specific win) when the result of the special symbol win / loss judgment is a minor win (hereinafter also referred to as "minor win variation time") is made different for each game state. Specifically, in the low probability low base state (game state A) in Example 3, the minor win variation time is set to a relatively long variation time (for example, 60 seconds). In the high base state (game state B), the minor win variation time is set to a relatively long variation time (for example, 30 seconds), although shorter than in the low probability low base state. On the other hand, in the high probability low base state (game state B, specific game state), the minor win variation time is set to a relatively short variation time (for example, 2 seconds). This increases the frequency of minor wins (minor win games) that can occur per unit time in the high probability low base state (specific game state). Furthermore, in this game state (specific game state, high probability low base state), the frequency of minor wins (minor win games) is higher than in other game states (low probability low base state, low probability high base state, high probability high base state), so this game state (specific game state) is also called the "minor win RUSH" state.

[0299] Furthermore, in Embodiment 3, in the low probability low base state, the game is played by aiming at the first start opening 20 by shooting left to send the game balls down into the left game area, and in the low probability high base state, high probability high base state, and high probability low base state, the game is played by aiming at the second start opening 21 by shooting right to send the game balls down into the right game area. Playing the game in this manner is the most profitable way for the player. In Embodiment 3, a third start opening 261 may also be provided at a position where game balls flowing down into the right game area can enter (for example, the non-variable ball entry opening diagonally above and to the right of the first large prize entry opening 30 in Figure 3 is designated as the third start opening 261). This third start opening 261 has a third start opening sensor 261a that detects the entry of game balls.

[0300] Furthermore, the third starting port, like the first starting port 20, is a non-variable starting port in which the ease of entry of the game ball does not change. Based on the entry of a game ball into the third starting port 261, random numbers for determining whether a special symbol is correct or incorrect (acquired information) are acquired, and when predetermined conditions are met, a determination of whether the second special symbol is correct or incorrect (second special symbol correct or incorrect determination) is performed, and the second special symbol is displayed in a variable manner, and then stopped based on the result of the determination. In addition, the acquired information acquired based on the entry of a ball into the third starting port, together with the acquired information acquired by the entry of a ball into the second starting port 21, can be stored in reserve for up to four unsaved pieces of acquired information.

[0301] As a result, in a high-probability, low-base state, when the player shoots to the right, even without opening the variable second start port 21, the game ball can be sent into the third start port 261 to perform a second special symbol win / fail judgment, and if the result of the judgment is a minor win, a minor win game can be generated. In addition, in a high-probability, low-base state (specific game state), the second start port is not opened frequently because it is a low-base state, and the frequency of balls entering the second start port is not high. On the other hand, because the minor win variation time when a minor win occurs is set to be short, the execution frequency of minor win games per unit time is higher than in other game states. Then, by sending a game ball into the second large prize port 35, which is opened by a minor win (minor win game), it is possible to acquire a predetermined amount of game balls. Furthermore, the amount of prize balls (game profit) that can be obtained by one ball entering the second main prize slot is greater than the amount of prize balls (game profit) that can be obtained by one ball entering the second starting slot.

[0302] Furthermore, in the high probability low base state, the number of prize balls that can be obtained from the small win game (provided that the small win occurs at the predetermined small win probability) is set to be greater than the number of balls that are lost due to firing. In other words, it is a game state (specific game state) that is advantageous to the player. In this embodiment 3, the way in which prize balls (game profits) are obtained in this special game state (specific game state) that is advantageous to the player is implemented with a new and highly appealing display method to enhance the enjoyment of the game. In the implementation method described below, the presentation mode that notifies the player of the high probability low base state (specific game state) is called "Special Mode".

[0303] Figure 53(a) shows a scene where the game state after a big win has ended is set to a high probability low base state, and a notification (the text "Special Mode Entered") indicating that the game state has been set is displayed at the top of the display screen. In the left center of display screen 7a, the performance symbol 8 is performing a variation display. Furthermore, the upper left of the display screen 7a displays a launch direction notification unit 243 (a right arrow and the words "Right Shooting") which notifies the player to launch a game ball into the second game area and play the game (so-called "right-shooting"). The lower part of the display screen 7a is provided with a second performance reserve display area 9d (performance reserve display unit) capable of displaying the second performance reserve (performance reserve, reserve symbol), and a variable symbol display area 9e capable of displaying the variable symbol 9f. In Figure 53(a), the second performance reserve is not displayed in the second performance reserve display area 9d, indicating that no unsaved acquired information (reserve information) is stored. The variable symbol display area 9e displays the variable symbol 9f corresponding to the performance symbol 8 that is currently changing.

[0304] The right-hand display area of ​​the display screen 7a (game performance display area) has a first profit display area 241 for displaying game profits earned during special mode, and a second profit display area 242 for displaying game profits earned during special mode. Of the 10 profit display areas indicated by horizontally elongated rectangular dashed lines in the right-hand area of ​​the display screen 7a, the five vertical display areas on the right are the first profit display area 241. The first profit display area 241 displays a symbol (profit display) indicating that a game profit has been earned based on a game ball entering the second large prize pocket 35 when a small win occurs in special mode (specific game state). In addition, of the 10 profit display areas indicated by horizontally elongated rectangular dashed lines in the right-hand area of ​​the display screen 7a, the five vertical display areas on the left are the second profit display area 242. The second profit display unit 242 displays a symbol (profit display) indicating that a game profit has been earned when a game ball enters the special ball entry slot 262 during special mode (specific game state).

[0305] In this embodiment 3, when one game ball enters the second large prize slot 35, 15 game balls are awarded (paid out) as prize balls, and when one game ball enters the special ball slot 262, 10 game balls are awarded (paid out) as prize balls. The second large prize slot is closed (unable to enter) by the opening / closing member 32 when a winning game (big win game, small win game) is not being played, and opens in a predetermined opening pattern when a winning game (big win game, small win game) is played. The special ball slot 262 is a non-variable ball slot, and although the frequency of ball entry (possibility of ball entry) is not as high as the open second large prize slot, it is always in a state where game balls can be entered.

[0306] Figure 53(b) shows the same variable display as in Figure 53(a) continuing, with three game balls entering the second start opening 21 during the variable display, and three second performance reserves 9b (reserve symbols) corresponding to the acquired information obtained based on the balls entering are displayed in the second performance reserve display area 9d. Also, as shown in Figure 53(b), the first profit display unit 241 is, from bottom to top, the first profit display unit A241a, the first profit display unit B241b, the first profit display unit C241c, the first profit display unit D241d, and the first profit display unit E241e. Also, the second profit display unit 242 is, from bottom to top, the second profit display unit A242a, the second profit display unit B242b, the second profit display unit C242c, the second profit display unit D242d, and the second profit display unit E242e.

[0307] Furthermore, in Special Mode (specific game state), if a minor win occurs and a game ball enters the second major prize slot 35 (specific prize slot, first specific prize slot), the first profit display 251 (game profit display) will be displayed for a predetermined time on one of the display units A241a to E241e of the first profit display unit, depending on the situation at the time. Also, in Special Mode (specific game state), if a game ball enters the special ball slot 262 (second specific prize slot), the second profit display 252 (game profit display) will be displayed for a predetermined time on one of the display units A242a to E242e of the second profit display unit, depending on the situation at the time. Note that Special Mode (specific game state, bonus game state) includes the period during which the high probability low base state is in operation, and the period during which minor win games occur in the said high probability low base state are in operation.

[0308] Figure 53(c) shows the result of the fluctuation display in Figure 52(b) being a minor win, and the minor win symbol 244 ("33★", a specific win symbol) is displayed as a confirmed stop in the left display area of ​​the display screen 7a. Based on the display of this minor win symbol ("33★"), the minor win game is then executed. Figure 53(d) shows the scene in which the minor win game is executed based on the confirmed stop display of the minor win symbol in Figure 53(c) (the result of the special symbol win / fail judgment was a minor win). The specific win notification symbol 245 is displayed in the upper center of the display screen 7a. This specific win notification symbol 245 displays an image of an airplane flying to the right, informing the player that it is the time for the minor win game and that the minor win game should be played by shooting to the right. Furthermore, the display of the minor win symbol ("33★") is maintained even while the minor win game is in progress.

[0309] Furthermore, the first profit display unit A241a (first display unit) displays the text image (image, pattern) "15pt" as the first profit display A251a. This text image "15pt" (first profit display A251a) means that 15 prize balls have been won (game profit has been won) when one game ball enters the second large prize pocket in one opening during a minor win game. If two game balls enter the second large prize pocket in one opening during a minor win game, the text image (image, pattern) "30pt☆" will be displayed in a designated display section of the first profit display unit 241a (first display unit). In other words, if the amount of game profit differs depending on whether a ball enters the second large prize pocket 35, a different display image ("15pt", "30pt☆", etc.) will be displayed in the first profit display unit.

[0310] Furthermore, the mini-win game is set up to open twice for 0.9 seconds each time, and the number of balls that enter each time is totaled, and the game profit obtained from the balls that enter is displayed on a predetermined display unit of the first profit display unit 241. For example, if the first profit display is not shown on either of the first profit display units, if two balls enter during the first opening, the text image "30pt☆" will be displayed on the first profit display unit A241a (first display unit), and if one ball enters during the second opening, the text image "15pt" will be displayed on the first profit display unit B241b (second display unit) while the display on the first profit display unit 241a remains unchanged. If no balls enter during one opening in the mini-win game, nothing may be displayed, or "0pt" may be displayed.

[0311] Furthermore, each of the first profit displays 251 (such as "15pt" or "30pt☆") displayed in the first profit display unit 241 maintains its display for a predetermined time (10 seconds in this embodiment) after it is displayed. After the predetermined time has elapsed, the display of the first profit display 251 is terminated. Also, in this embodiment, if a first profit display is displayed when none of the five first profit display units 241 (241a to 241e) are displaying anything (when a ball enters the second prize pocket), the first profit display is displayed in the lowest first profit display unit A241a.

[0312] Furthermore, if a first profit display is shown in any of the first profit display units 241, and a first profit display is shown again (when a ball enters the second prize slot), the said first profit display will be shown in the first profit display unit 241 one position above the first profit display unit 241 in which the first profit display is currently displayed. Additionally, if a first profit display is shown in the uppermost first profit display unit 241 (including the state where all first profit display units 241 are displayed), and a first profit display is shown again (when a ball enters the second prize slot), the said first profit display will be shown in the lowermost first profit display unit A241a.

[0313] Figure 53(e) shows a scene in which the minor win game shown in Figure 53(d) is continuing, and the first profit display unit B241b displays the first profit display B251b ("30pt☆") based on the fact that two balls entered the second major prize slot during the second opening of the minor win game. At the top of the display screen 7a, the specific win notification symbol 245 (minor win game notification symbol), which indicates that a minor win game is in progress, is displayed. In the scene in Figure 53(e), since the predetermined period (10 seconds) has not yet elapsed since the first profit display unit A241a displayed the first profit display A251a ("15pt"), the display of the first profit display A251a ("15pt") is maintained, and the first profit display unit B241b displays the first profit display B251b ("30pt☆"). Additionally, the first profit display B251b shows the text image (picture, design) "30pt☆". This "30pt☆" text image (first profit display B251b) means that in a single opening during a minor win game, 2 game balls entered the second major prize slot, resulting in the acquisition of 30 prize balls (acquisition of game profit).

[0314] Figure 53(f) shows the scene after the minor win game shown in Figure 53(e) has ended and the display of the next reel symbol has begun. The special mode (high probability low base state, specific game state, bonus game state) is still in progress. As the display of the next reel symbol begins, the three reel symbols 9b (reserve symbols) that were displayed in Figure 53(e) are shifted and displayed. Specifically, the reel symbol 9b at the position of reserve 1 is shifted and displayed as a variable symbol 9f in the reel symbol display area 9e, and the reel symbols 9b at the positions of reserve 2 and reserve 3 are shifted and displayed as reel symbols 9b at the positions of reserve 1 and reserve 2, respectively. In addition, the first profit display A251a and the first profit display B251b displayed in the first profit display unit A241a and the first profit display unit B241b are still displayed because the predetermined period (10 seconds) has not elapsed since they were displayed.

[0315] Figure 54(g) shows the same variable display as in Figure 53(f) continuing, but after a predetermined time has elapsed. Special mode is also being continued. Furthermore, while the variable display is running, one game ball enters the second start port 21, and the second performance reserve 9b (reserve symbol) corresponding to the acquired information obtained based on that ball entry is displayed at the position of reserve 3 in the second performance reserve display area 9d. In addition, the first acquired profit display A251a and the first acquired profit display B251b displayed in the first acquired profit display unit A241a and the first acquired profit display unit B241b are both being displayed because the predetermined period (10 seconds) has not elapsed since they were displayed.

[0316] Figure 54(h) shows the scene after the fluctuation display shown in Figure 54(g) has ended and the losing symbol ("337") has been confirmed and stopped. Also, the special mode is still in progress. Furthermore, the first profit display A251a and the first profit display B251b displayed in the first profit display unit A241a and the first profit display unit B241b are still displayed because the predetermined period (10 seconds) has not elapsed since they were displayed.

[0317] Figure 54(i) shows the scene where the next variation display begins after the variation display in Figure 54(h) has ended. Also, as the variation display of the next performance symbol begins, the three performance hold 9b (hold symbols) that were displayed in Figure 53(h) are each shifted in display. Furthermore, the first profit display B251b ("30pt☆") displayed in the first profit display unit B241b remains displayed because the predetermined period (10 seconds) has not elapsed since it was displayed. On the other hand, the first profit display A251a ("15pt") that was displayed in the first profit display unit A241a has ended its display and is no longer shown because the predetermined period (10 seconds) has elapsed since it was displayed.

[0318] Figure 54(j) shows the scene after the variation display shown in Figure 54(i) has ended and the next variation display has started. Special mode is still in progress. Also, while the variation display is running, one game ball enters the second start opening 21, and the second performance reserve 9b (reserve symbol) corresponding to the acquired information obtained based on that ball entry is displayed in the reserve 3 position of the second performance reserve display area 9d. In addition, the first acquired profit display B251b ("30pt☆") that was displayed in the first acquired profit display unit B241b (third display unit) has ended its display and is no longer visible because a predetermined period (10 seconds) has elapsed since it was displayed. In this way, the acquired profit displays displayed in the acquired profit display unit each end their display sequentially after a predetermined period has elapsed since they were displayed.

[0319] On the other hand, during the fluctuation display, based on the fact that a game ball has entered the special ball entry opening 262, the second profit display unit A242a displays the text image (image, pattern) "10pt" as the second profit display A252a. This second profit display 252 (game profit display) displayed in the second profit display unit 242 is a profit acquisition notification image that is displayed when a game ball enters the special ball entry opening 262, which is located in a position where it can be entered by shooting to the right, just like in a minor win game, during special mode (high probability low base state, specific game state, bonus game state).

[0320] Furthermore, the "10pt" text image (second profit display A252a) displayed in the second profit display section 242 indicates that 10 prize balls have been won (game profits have been earned) when one game ball enters the special ball entry opening 262. This is displayed in the second profit display section each time a ball enters the special ball entry opening. Also, the game profits (prize balls) obtained from balls entering the special ball entry opening are less than (and different from) the game profits (prize balls) obtained from balls entering the second large prize entry opening. In addition, the display format of the first profit display shown in the first profit display section and the second profit display shown in the second profit display section are different (see Figure 54(l), etc.). This is to diversify the display format and to clarify the differences in game profits. In other words, the display format is different depending on the difference in game profits earned.

[0321] Furthermore, the display methods for both the first profit display A and the first profit display B are different (presence or absence of ☆, difference in characters). Also, similar to the first profit display, this second profit display continues to be displayed for a predetermined time (for example, 10 seconds) after the display starts. In this embodiment, the display time for the first profit display and the second profit display is the same (10 seconds), but in other cases, they may be different (either display time may be longer). Furthermore, the display time may be different depending on the difference in game profit. Also, the display time may be longer the larger the game profit.

[0322] Figure 54(k) shows the result of the fluctuation display (special symbol win / loss determination) in Figure 54(j) as a minor win, and the minor win symbol 244 (specific win symbol, "33★") is displayed as a confirmed stop. Also, the second profit display A252a ("10pt") displayed in the second profit display unit A242a is still displayed because the predetermined period (10 seconds) has not elapsed since it was displayed.

[0323] Figure 54(l) shows a scene where a minor win game is played based on the fact that the minor win symbol was confirmed to stop in Figure 54(k) (the result of the special symbol win / failure judgment was a minor win). At the top center of the display screen 7a, the specific win notification symbol 245 is displayed, indicating that a minor win game is in progress. In addition, the first profit display unit A241a shows the first profit display A251a ("15pt") indicating that during the first opening of the minor win game, one ball entered the second large prize slot (first ball entry, first specific prize), and 15 prize balls were won (game profit was won). When this first profit display A251a was displayed, the first profit display unit A241a did not have a first profit display, so it was displayed in the first profit display unit A241a.

[0324] Furthermore, the first profit display unit B241b shows the first profit display A251a ("15pt") indicating that during the second opening of the small-win game, one ball entered the second large prize slot (second ball entry, second specific prize entry, another ball entry), resulting in the acquisition of 15 prize balls (acquisition of game profit). When this first profit display A251a was displayed, the first profit display unit A241a already displayed the first profit display based on the previous ball entry, so this time the first profit display A251a was displayed in the first profit display unit B241b.

[0325] Furthermore, the second profit display unit B242b (fourth display unit) shows a second profit display A252a ("10pt") indicating that during the execution of a minor win game, one ball entered the special ball entry slot 262 (fourth specific win), resulting in the acquisition of 10 prize balls (acquisition of game profit). When this second profit display A252a was displayed, the second profit display was displayed in the second profit display unit A242a (third display unit), and therefore, this second profit display A252a was displayed in the second profit display unit B242b (fourth display unit). In addition, the second profit display A252a ("10pt") displayed in the second profit display unit A242a remains displayed because the predetermined period (10 seconds) has not elapsed since it was displayed.

[0326] In this way, by getting game balls into the second major prize slot or special ball slot in a short period of time, it is possible to display the winnings while maintaining the display of the previous (and the one before that, the one before that, and so on) winnings. This makes players feel that they are winning a large amount of winnings in a short time, which can increase their enjoyment of the game. In addition, because players play in order to display many winnings simultaneously, it is possible to suppress repeated firing and stopping (so-called "stop-and-go shooting") during gameplay and improve the operating rate of the game machine.

[0327] Figure 55(m) shows the scene after the minor win game shown in Figure 54(l) has ended and the display of the next performance symbol has begun. Also, the special mode (high probability low base state) is still in effect. Furthermore, as the display of the next performance symbol has begun, the three performance reserve 9b (reserve symbols) that were displayed in Figure 54(l) are each shifted in display. In addition, the first profit display A251a displayed in the first profit display unit A241a and the first profit display unit B241b are both maintained because the predetermined period (10 seconds) has not elapsed since they were displayed. Similarly, the second profit display A252a displayed in the second profit display unit A242a and the second profit display unit B242b are both maintained because the predetermined period (10 seconds) has not elapsed since they were displayed.

[0328] Figure 55(n) shows a scene where the result of the fluctuation display (special symbol win / loss judgment) shown in Figure 55(m) is a minor win, and the minor win symbol 244 (specific win symbol, "33★") is displayed as a confirmed stop. In addition, the first profit display A251a displayed in the first profit display unit A241a and the first profit display unit B241b are both still displayed because the predetermined period (10 seconds) has not elapsed since they were displayed. Similarly, the second profit display A252a displayed in the second profit display unit B242b is also still displayed because the predetermined period (10 seconds) has not elapsed since it was displayed. On the other hand, the second profit display A252a ("10pt") displayed in the second profit display unit A242a has ended its display and is no longer visible because the predetermined period (10 seconds) has elapsed since it was displayed.

[0329] Figure 55(o) shows a scene where a minor win game is executed based on the fact that the minor win symbol was confirmed to stop in Figure 55(n) (the result of the special symbol win / failure judgment was a minor win). At the top center of the display screen 7a, the specific win notification symbol 245 is displayed, indicating that a minor win game is in progress. In addition, the first profit display unit C241c displays the first profit display B251b ("30pt☆"), indicating that during the first opening of the minor win game, two balls entered the second large prize slot (first ball entry, first specific prize), and 30 prize balls were won (game profit was won). When this first profit display B251b was displayed, the first profit display was displayed in the first profit display unit B241b, so this time the first profit display B251b was displayed in the first profit display unit C241c.

[0330] Furthermore, the first profit display unit D241d displays the first profit display A251a ("15pt"), indicating that during the second opening of the small-win game, one ball entered the second large prize slot (second ball entry, second specific prize), resulting in the acquisition of 15 prize balls (acquisition of game profit). When this first profit display A251a was displayed, the first profit display was displayed in the first profit display unit C241c, and therefore, this time the first profit display A251a was displayed in the first profit display unit D241d.

[0331] Furthermore, the second profit display unit C242c shows a second profit display A252a ("10pt") indicating that during the execution of a minor win game, one ball entered the special ball entry slot 262, resulting in the acquisition of 10 prize balls (acquisition of game profit). When this second profit display A252a was displayed, the second profit display was shown in the second profit display unit B242b, and therefore, this second profit display A252a was displayed in the second profit display unit C242c.

[0332] Furthermore, the first profit display A251a shown in the first profit display unit A241a and the first profit display unit B241b is maintained because the predetermined period (10 seconds) has not elapsed since it was displayed. Similarly, the second profit display A252a shown in the second profit display unit B242b is maintained because the predetermined period (10 seconds) has not elapsed since it was displayed. As a result, six profit displays (first profit displays and / or second profit displays) are displayed simultaneously. Also, Figure 55(o) shows that one ball entered the second start gate during the execution of the minor win game. Furthermore, the display of special symbols (performance symbols) is not executed during the minor win game.

[0333] Figure 55(p) shows the scene after the minor win game shown in Figure 55(o) has ended and the display of the next performance symbol has begun. Also, the special mode (high probability low base state) is still in effect. Furthermore, as the display of the next performance symbol has begun, the three performance reserve 9b (reserve symbols) that were displayed in Figure 54(l) are each shifted in display. The second profit display unit D242d shows the second profit display A252a ("10pt"), indicating that one ball entered the special ball entry slot 262 during the display after the minor win game ended, and 10 prize balls were won (game profit was won). When this second profit display A252a was displayed, the second profit display was displayed in the second profit display unit C242c, so the second profit display A252a was displayed in the second profit display unit D242d.

[0334] Furthermore, the first profit display A251a or first profit display B251b displayed in the first profit display section A241a, first profit display section B241b, first profit display section C241c, and first profit display section D241d, respectively, are all being displayed because the predetermined period (10 seconds) has not elapsed since they were displayed. Also, the second profit display A252a displayed in the second profit display section C242c is being displayed because the predetermined period (10 seconds) has not elapsed since it was displayed. On the other hand, the second profit display A252a ("10pt") displayed in the second profit display section B242b has been removed from display and is no longer visible because the predetermined period (10 seconds) has elapsed since it was displayed.

[0335] Figure 55(q) shows the same fluctuation display as Figure 55(p), but after a predetermined time has elapsed from the scene shown in Figure 55(p). Also, in Figure 55(q), the first profit display A251a ("15pt") that was displayed in the first profit display unit A241a has ended its display and is no longer visible because a predetermined period (10 seconds) has elapsed since it was displayed. As a result, the number of profit displays displayed simultaneously decreases from 6 to 5. In this way, the number of profit displays displayed simultaneously increases or decreases as time passes, so players play the game expecting a larger number of profit displays to be displayed.

[0336] Figure 55(r) shows the next variation in the variation display shown in Figure 55(q). Also in Figure 55(r), the first profit display A251a ("15pt") which was displayed in the first profit display unit B241b has finished displaying and is no longer visible because a predetermined period (10 seconds) has elapsed since it was displayed. As a result, the number of profit displays displayed simultaneously decreases from five to four.

[0337] In the embodiment described above, when multiple first profit displays are displayed simultaneously, if the first profit display displayed earlier becomes invisible after a predetermined period, the later displayed first profit display maintains its display until a predetermined period has elapsed from the start of its display, without changing the first profit display unit. Alternatively, when multiple first profit displays are displayed simultaneously, if the first profit display displayed earlier becomes invisible after a predetermined period, the later displayed first profit display may change its display position to the first profit display unit that has become invisible. This alternative embodiment will be explained using Figures 56(a) to (c).

[0338] Figure 56(a) shows a scene in Special Mode (high probability, low base state) where, as a result of performing a predetermined variation display, the losing symbol 246 ("337") ...

Claims

[Claim 1] An identification information display means that acquires information based on the fulfillment of predetermined conditions and displays identification information based on the acquired information, A game performance execution means capable of executing game performances in conjunction with the display of changes in the aforementioned identification information, An identification pattern display unit capable of displaying identification patterns, A gaming machine comprising: a special game execution means that executes a special game when the result of the display of the change in the aforementioned identification information becomes a specific result, The aforementioned game performance includes a first game performance which is performed when the result of the display of the change in the identification information is likely to result in a specific outcome, and a second game performance which is performed which suggests that the result of the display of the change in the identification information is more likely to result in a specific outcome than the first game performance. The acquired information includes first acquired information that enables the execution of the first game performance, and second acquired information that enables the execution of the second game performance. The aforementioned identification pattern includes a first identification pattern that is displayed at a predetermined display speed, and a second identification pattern that is displayed at a different display speed from the first identification pattern. In the identification pattern display unit, while the first identification pattern is being displayed in a predetermined direction at a predetermined size, the second identification pattern is displayed in a different direction at a size different from the predetermined size when the second acquired information is acquired. A gaming machine characterized by the following features.

Citation Information

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