Gaming machine

The gaming machine enhances merchandise value through variable displays and controlled lighting transitions, addressing the need for improved customer engagement during waiting periods.

JP7863970B2Active Publication Date: 2026-05-22SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2021-12-15
Publication Date
2026-05-22

AI Technical Summary

Technical Problem

Existing gaming machines lack improved merchandise value in terms of customer engagement and display variety during waiting periods.

Method used

The gaming machine incorporates variable display of identification information with multiple background displays, including fade-out and fade-in transitions, and controlled lighting to enhance player experience during and after gameplay.

Benefits of technology

This enhances customer engagement and product quality by providing dynamic and engaging displays during waiting periods, improving overall merchandise value.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine with enhanced marketability.SOLUTION: When switching a background image to a second background image, background fade-out of a first background image is executed, identification information fade-out is executed at the start of a variable display of decoration identification information which executes background fade-in of the second background image, and identification information fade-in is executed at the end of the variable display of the decoration identification information. The background fade-out is longer than the identification information fade-out. A background display is performed during a first period after the end of the game, and a demonstration display is performed during a second period after the first period. When a specific error due to non-putout occurs during a game, light emission is controlled by a specific error table, the specific error table is continued if the specific error is not resolved during the first period, and the specific error table is continued if the specific error is not resolved during the second period. When the specific error occurs during the second period, the specific error table is switched to a demonstration table upon detection of the first distributed game medium.SELECTED DRAWING: Figure 88
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Description

Technical Field

[0001] The present invention relates to a gaming machine that can execute variable display of specific identification information and can be controlled to an advantageous state favorable to a player by deriving a specific display result as a result of the variable display of the specific identification information.

Background Art

[0002] As a pachinko gaming machine typified by a gaming machine, there has been one in which variable display of a plurality of types of decorative identification information (decorative symbols) is performed corresponding to variable display of specific identification information (special symbols) (for example, see Patent Document 1). Further, there has been one that executes control to display a normal background display during a first customer waiting period after the variable display of the symbols ends, and to display a demonstration display during a second customer waiting period after the first customer waiting period ends (for example, see Patent Document 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a gaming machine having the functions and configurations of Patent Document 1 and Patent Document 2, there was room for improving the merchandise value.

[0005] The present invention has been conceived in view of such a situation, and an object thereof is to provide a gaming machine with improved merchandise value.

Means for Solving the Problems

[0006] (1) A gaming machine that, upon fulfillment of the starting conditions, displays variable identification information including first identification information and second identification information, and can be controlled to a favorable state for the player, In one performance mode, it is possible to switch between and display multiple types of background displays, including the first background display and the second background display. When switching the background display from the first background display to the second background display, it is possible to perform a background fade-out display that gradually increases the transparency of the first background display, and a background fade-in display that gradually decreases the transparency of the second background display. The region in which the variable display of the identification information is performed includes at least a first region and a second region, When the variable display of the identification information is started, the variable display of the first identification information is started in the first region and the variable display of the second identification information is started in the second region. When the variable display of the first identification information is started, a first identification information fade-out display is possible in the first area, which gradually increases the transparency of the first identification information, and when the variable display of the second identification information is started, a second identification information fade-out display is possible in the second area, which gradually increases the transparency of the second identification information. When the variable display of the identification information is terminated, the variable display of the first identification information is slowed down in the first region, and the variable display of the second identification information is slowed down in the second region. When the variable display of the first identification information is slowed down, a fade-in display of the first identification information can be performed in which the transparency of the first identification information is gradually reduced in the first region, The aforementioned When the variable display of the second identification information is slowed down, a second identification information fade-in display can be performed in the second region, which gradually reduces the transparency of the second identification information. At least the first identification information fade-out display or the second identification information fade-out display and the background fade-out display can be executed at the same time. The execution period for the first identification information fade-out display and the execution period for the second identification information fade-out display are the same. The execution period of the background fade-out display is longer than the execution period of the first identification information fade-out display and the second identification information fade-out display. At least one of the first identification information fade-in display or the second identification information fade-in display and the background fade-in display can be executed at the same time. The execution period for the first identification information fade-in display and the execution period for the second identification information fade-in display are the same. The execution period of the background fade-in display is longer than the execution period of the first identification information fade-in display and the execution period of the second identification information fade-in display. During the first post-game period after the game has ended, the background display can be shown. During the second period after the end of the game, following the end of the first period after the end of the game, a demonstration display can be shown. In the first period after a power outage occurs and the power is restored, the background display can be displayed. During the second period after power-on, following the end of the first period after power-on, the demonstration display can be displayed. During the first period after the end of the game, the light-emitting means is controlled using a background display brightness data table corresponding to the background display. During the second period following the end of the game, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. During the first period after power-on, the light-emitting means is controlled using the background display brightness data table. During the second period after power-on, the pre-light-emitting means is controlled using the demonstration display brightness data table. Before the display switches from the background display to the demonstration display, the light emitting means is controlled by switching from the background display luminance data table to the demonstration display luminance data table. When the start condition is satisfied while the demonstration display is being shown, before the first identification information fade-out display and the second identification information fade-out display are started, the display switches from the demonstration display to the variable display of the first identification information and the variable display of the second identification information and is shown. , Information regarding the variable display of the aforementioned identification information can be displayed as a specific display. When the background display is displayed, the specific display can be displayed. When the aforementioned demonstration display is displayed, the aforementioned specific display can be displayed, The total number of luminance data points in the aforementioned demonstration display luminance data table is greater than the total number of luminance data points in the aforementioned background display luminance data table. It is characterized by this. According to this feature, suitable customer waiting control can be performed, so the product quality can be improved.

[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.

Brief Description of Drawings

[0008] [Figure 1] It is a front view showing a gaming machine in Embodiment 1. [Figure 2] It is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine. [Figure 3] It is a diagram illustrating an effect control command. [Figure 4] It is an explanatory diagram showing each random number. [Figure 5] It is an explanatory diagram showing a display result determination table. [Figure 6] (A) is an explanatory diagram showing a jackpot type determination table, and (B) is an explanatory diagram of jackpot types. [Figure 7] It is an explanatory diagram of a variation pattern. [Figure 8] It is an explanatory diagram of a variation pattern determination table. [Figure 9] It is an explanatory diagram showing a game control data holding area. [Figure 10] (A) is an explanatory diagram showing an effect control data holding area, and (B) is an explanatory diagram showing a start winning reception command buffer. [Figure 11] It is a flowchart showing an example of main game control processing. [Figure 12] It is a flowchart showing an example of game control timer interrupt processing. [Figure 13] It is a flowchart showing an example of special symbol process processing. [Figure 14] It is a flowchart showing an example of start winning determination processing. [Figure 15] It is a flowchart showing an example of special symbol normal processing. [Figure 16] It is a flowchart showing an example of main effect control processing. [Figure 17] It is a flowchart showing an example of effect control process processing. [Figure 18] It is a flowchart showing an example of variable display start setting processing. [Figure 19] It is a diagram for explaining decorative symbols and small symbols. [Figure 20] (A1)(A2) are the first effect mode, (B1)(B2) are the second effect mode, (C1)(C2) are the third effect mode, and (D1)(D2) are diagrams showing the modes of the fourth effect mode. [Figure 21] (A1)(A2) are the first effect mode, and (B1)(B2) are diagrams showing the relationship between the variable display area and the decorative symbols in the second effect mode. [Figure 22] (C1)(C2) are the third effect mode, (D1)(D2) are diagrams showing the relationship between the variable display area and the decorative symbols in the fourth effect mode, and (E) is a diagram for explaining the variable display mode of the decorative symbols and the small symbols. [Figure 23](A) is the action to start the change of the decorative pattern, (B) is the action to stop the change, and (C) is the loop action. [Figure 24] (A) is a diagram comparing the duration of various actions of decorative patterns and the control of lamp illumination, and (B) is a diagram showing an example of loop illumination control of the lamp. [Figure 25] (A1)~(A4) and (B1)~(B4) are diagrams illustrating examples of how the hold display works. [Figure 26] This diagram shows the variable display flow of decorative symbols in the first performance mode. [Figure 27] This diagram shows the flow of variable display of decorative patterns, following Figure 26. [Figure 28] This diagram shows the variable display flow of decorative symbols in the second performance mode. [Figure 29] This figure shows the flow of variable display of decorative patterns, following Figure 28. [Figure 30] This figure shows the details of the variable display flow of the decorative pattern in Figure 28. [Figure 31] This diagram shows the flow of variable display of decorative patterns as an example of modification 1. [Figure 32] This figure shows the flow of variable display of decorative patterns, following Figure 31. [Figure 33] This diagram shows the variable display flow of decorative symbols in the third performance mode. [Figure 34] This is a diagram to explain how the decorative patterns appear. [Figure 35] This diagram shows the variable display flow of decorative symbols in the fourth performance mode. [Figure 36] This diagram shows the sequence of stop displays for decorative symbols in the first performance mode (second performance mode). [Figure 37] This diagram shows the sequence of stop displays for the decorative patterns, following Figure 36. [Figure 38] Figures (A) to (G) show the sequence of stop displays for decorative symbols when there are 3 reserved symbols in the first performance mode (second performance mode). [Figure 39](A) and (B) are diagrams showing the flow of the stop display of the decorative pattern in the fourth presentation mode (third presentation mode). [Figure 40] (A1) is a diagram showing the first background image, (A2) is a diagram showing the first predetermined background image, and (B) is a diagram explaining the background change. [Figure 41] It is a diagram showing the flow of the background change in the first presentation mode. [Figure 42] It is a timing chart showing the flow of each part of the variable display in the first presentation mode. [Figure 43] It is a timing chart showing the flow of each part of the variable display in the second presentation mode. [Figure 44] It is a timing chart showing the flow of each part of the variable display in the third presentation mode and the fourth presentation mode. [Figure 45] (A) is a timing chart showing the state of each part at the start of the variable display in the first presentation mode, (B) is the second presentation mode, and (C) is the third presentation mode and the fourth presentation mode. [Figure 46] It is a diagram showing an operation example of the customer waiting demo presentation. [Figure 47] It is a diagram showing an operation example when a starting winning occurs during the customer waiting demo presentation. [Figure 48] It is a diagram showing the flow of the pseudo consecutive announcements. [Figure 49] (A) is a diagram showing an example of the pseudo consecutive number display and the symbol color, (B) is a diagram showing the types of the pseudo consecutive number display and the symbol color, and (C) is a diagram showing the pseudo consecutive number display color determination table. [Figure 50] It is a diagram showing the flow of the reach presentation. [Figure 51] It is a diagram showing the flow of the reach presentation following FIG. 50. [Figure 52] It is a diagram showing an operation example of each part in the reach presentation. [Figure 53] It is a diagram showing the flow of the SP reach presentation. [Figure 54] It is a diagram showing the flow of the SP reach presentation following FIG. 53. [Figure 55] It is a diagram showing an operation example of each part in the SP reach presentation. [Figure 56] Figures (A1) to (A7) show a modified example of the present invention. [Figure 57] Figures (A) to (D) show a modified example 3 of the present invention. [Figure 58] This is a front view showing a gaming machine according to an embodiment. [Figure 59] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 60] This diagram illustrates the effects control commands. [Figure 61] This is an explanatory diagram showing each random number. [Figure 62] This is an explanatory diagram showing the display result determination table. [Figure 63] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 64] This is an explanatory diagram of the fluctuation pattern. [Figure 65] This is an explanatory diagram of the variation pattern determination table. [Figure 66] This is an explanatory diagram showing the data storage area for game control. [Figure 67] (A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start of the game. [Figure 68] This flowchart shows an example of the main game control process. [Figure 69] This flowchart shows an example of timer interrupt processing for game control. [Figure 70] This is a flowchart showing an example of the special pattern processing. [Figure 71] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 72] This flowchart shows an example of the normal processing of special symbols. [Figure 73] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 74] This flowchart shows an example of the performance control process. [Figure 75] This flowchart shows an example of a demo performance control process. [Figure 76] This flowchart shows an example of a demo performance control process. [Figure 77] This flowchart shows an example of a demo performance control process. [Figure 78] (A1) and (A2) are diagrams showing the first performance mode, (B1) and (B2) are diagrams showing the second performance mode, and (C1) and (C2) are diagrams showing the third performance mode. [Figure 79] This diagram shows the variable display flow of decorative symbols in the first performance mode. [Figure 80] This figure shows the flow of variable display of decorative patterns, following Figure 79. [Figure 81] This diagram shows the variable display flow of decorative symbols in the third performance mode. [Figure 82] (A) is a timing chart showing the state of each part at the start of variable display in the first performance mode, and (B) is a timing chart showing the state of each part at the start of variable display in the second and third performance modes. [Figure 83] This diagram shows the flow of the SP reach animation in a low base state. [Figure 84] This diagram shows the flow of the SP reach animation in a high base state. [Figure 85] (A) is a diagram showing the start and end conditions for displaying the demo movie, and (B) is a diagram showing the configuration of the demo movie display. [Figure 86] This diagram shows examples of how each part operates during the demo video. [Figure 87] This is a diagram illustrating the transitions in the demo performance while waiting for customers. [Figure 88] This figure shows an example of how the demo movie display works. [Figure 89] This figure shows an example of how the demo movie display works. [Figure 90] (A) is a diagram showing examples of the display in the first scene (company name), (B) is an example of the display in the fourth scene (warning 1), and (C) is an example of the display in the fourth scene (warning 2). [Figure 91] This diagram compares the display patterns of the first scene (company name), the fourth scene (warning signs 1 and 2), the number of reserved symbols, and the small symbols. [Figure 92] This diagram shows the illumination patterns of the lamps corresponding to the game state. [Figure 93] (A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A). [Figure 94] Figures (A1) to (A8) show examples of operation when the customer waiting demo is performed after the variable display of the first special symbol in the low base state has finished. [Figure 95] (A4) to (A5) are diagrams showing the main parts of Figure 94. [Figure 96] This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state. [Figure 97] This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state. [Figure 98] Figures (B1) to (B8) show examples of how the customer waiting demo performance works in a high base state. [Figure 99] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 100] This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state. [Figure 101] This diagram shows an example of how a pachinko machine operates when it starts up in a cold start state and then a customer waiting demo sequence begins. [Figure 102] This is a timing chart showing the sequence of events from when a pachinko machine starts up in a cold start state until the customer waiting demo begins. [Figure 103] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a low base state, and then a customer waiting demo sequence begins. [Figure 104] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a low base state, to when the customer waiting demo performance begins. [Figure 105] This diagram shows an example of how a pachinko machine operates when it starts up with a hot start in a high base state, and then the customer waiting demo sequence begins. [Figure 106] This timing chart shows the sequence of events from when a pachinko machine starts up with a hot start in a high base state, to when the customer waiting demo performance begins. [Figure 107] Figures (A) to (E) show examples of how the demo movie display ends after a certain amount of time has elapsed in a low base state. [Figure 108] This timing chart shows the sequence of events that occur when the demo movie display ends over time in a low base state. [Figure 109] This timing chart shows the sequence of events that occur when the demo movie display ends after a certain amount of time has elapsed, under high base conditions. [Figure 110] Figures (A) to (E) show examples of operation when the demo movie display starts and ends upon winning a prize in a low base state. [Figure 111] Figures (A) to (G) show the details of the high base state of the display mode in Figure 110. [Figure 112] This timing chart shows the sequence in which the demo movie display ends with the first win in a low base state. [Figure 113] This timing chart shows the sequence in which the demo movie display ends when the second start is awarded in a low base state. [Figure 114] This timing chart shows the sequence in which the demo movie display ends with the second start and winning when the base state is high. [Figure 115] This timing chart shows the sequence in which the demo movie display ends with the first win in a high base state. [Figure 116] Figures (A) to (C) show examples of operation when the demo movie display is terminated by steering wheel operation in a low base state. [Figure 117] This timing chart shows the sequence of events when the demo movie display ends due to steering input in a low base state. [Figure 118] Figures (A) to (C) show examples of how the demo movie display can be terminated by menu operation in a low base state. [Figure 119]This timing chart shows the sequence of events when a demo movie display ends due to menu operation in a low base state. [Figure 120] This timing chart shows the sequence of events when the demo movie display ends via menu operation in a high base state. [Figure 121] (A) is a timing chart showing an example of normal operation of the payout device in response to a prize win, and (B) is a timing chart showing an example of erroneous operation of the payout device in response to a prize win. [Figure 122] This figure shows an example of how the system works when a bulb failure error occurs during a customer-waiting demo. [Figure 123] This is a diagram to explain priority layers. [Figure 124] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a low base state. [Figure 125] This diagram shows the process when an error occurs during a customer waiting demo performance that starts in a high base state. [Figure 126] This diagram explains the mechanism of output to the LED driver. [Figure 127] This diagram illustrates an example of lamp control using a lamp data table. [Figure 128] This diagram illustrates an example of lamp control using a grandchild table with timer management in the child table. [Figure 129] This figure shows an example of a parent table that makes up a lamp data table. [Figure 130] This figure shows an example of a child table that makes up a lamp data table. [Figure 131] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 132] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 133] This figure shows an example of a grandchild table that makes up a lamp data table. [Figure 134]This diagram shows the lamp data table used when not playing (only the white flashing button and red flashing button are used during gameplay). [Figure 135] Lamp Data Table: Background This diagram shows the settings of the normal parent table. [Figure 136] Lamp Data Table: Background This diagram shows the settings of a normal child table. [Figure 137] Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 138] Lamp Data Table: Background This diagram shows the settings of a normal grandchild table. [Figure 139] Lamp Data Table: This diagram shows the settings of the parent table for background time reduction. [Figure 140] Lamp Data Table: This diagram shows the settings of the subtable for background time reduction. [Figure 141] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 142] Lamp Data Table: This diagram shows the settings of the sub-table for background time reduction. [Figure 143] Lamp Data Table: This diagram shows the settings of the parent table for background probability changes. [Figure 144] Lamp Data Table: This diagram shows the settings of the subtable for background probability variation. [Figure 145] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 146] Lamp Data Table: This diagram shows the settings for the sub-table of background probability changes. [Figure 147] Lamp Data Table: This diagram shows the settings of the parent table for the customer waiting demo. [Figure 148] Lamp Data Table: This diagram shows the settings of the child table in the customer waiting demo. [Figure 149] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 150]Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 151] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 152] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 153] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 154] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 155] Lamp Data Table: This diagram shows the settings of the grandchild table in the customer waiting demo. [Figure 156] Lamp Data Table: This diagram shows the settings of the parent table for the button that lights up white. [Figure 157] Lamp Data Table: This diagram shows the settings of the subtable for the button that lights up white. [Figure 158] Lamp Data Table: This diagram shows the settings for the sub-table of the button that lights up white. [Figure 159] Lamp Data Table: This diagram shows the settings in the parent table for the button that blinks white. [Figure 160] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks white. [Figure 161] Lamp Data Table: This diagram shows the settings for the sub-table of the button that blinks white. [Figure 162] Lamp Data Table: This diagram shows the settings in the parent table for the red blinking button. [Figure 163] Lamp Data Table: This diagram shows the settings of the subtable for the button that blinks red. [Figure 164] Lamp Data Table: This diagram shows the settings of the sub-table for the button that blinks red. [Figure 165] Lamp Data Table: This diagram shows the settings of the parent table for initialization notifications. [Figure 166]Lamp Data Table: This diagram shows the settings of the child table for initialization notification. [Figure 167] Lamp Data Table: This diagram shows the settings of the grandchild table for initialization notification. [Figure 168] Lamp Data Table: This diagram shows the settings of the parent table for errors. [Figure 169] Lamp Data Table: This diagram shows the settings of the error child table. [Figure 170] Lamp Data Table: This diagram shows the settings of the grandchild table for errors. [Figure 171] This diagram shows the settings for the common table. [Figure 172] This diagram shows the settings for the common table. [Figure 173] This diagram shows the settings for the common table. [Figure 174] This diagram shows the settings for the common table. [Figure 175] This diagram shows the settings for the common table. [Figure 176] Figures (A1) to (A4) show examples of how text is displayed and how light is emitted in each scene. [Figure 177] (A) is a diagram showing examples of actions in the first scene, (B) is in the third scene, and (C) is in the fourth scene. [Figure 178] This is a comparison table showing text animation displays. [Figure 179] (A) and (B) are diagrams used to explain analogous colors. [Figure 180] This diagram illustrates the timing of the demo movie display. [Figure 181] Figures (A) to (G) show the details of the high base state of the display mode in Figure 110. [Modes for carrying out the invention]

[0009] The embodiments for implementing the gaming machine according to the present invention will be described below based on the following examples.

[0010] [Form 1] (No.1) The gaming machine of type 1 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The size is smaller than the aforementioned decorative identification information, and it is possible to perform variable display of reduced identification information corresponding to each of the multiple types of decorative identification information (for example, the part in which the performance control CPU 120 performs variable display of small symbols corresponding to decorative symbols), The variable display of the decorative identification information includes a movable display (for example, a scroll display; see Figure 21) that moves the decorative identification information. The variable display of the reduced identification information is a switching display that switches to other reduced identification information without moving the reduced identification information (for example, a switching display; see Figure 22(E)). In the variable display of the reduced identification information, it is possible to switch the reduced identification information multiple times during the period in which one decorative identification information is displayed and that decorative identification information is finished being displayed (for example, during the period Ta2 in which one decorative pattern is displayed and that decorative pattern display is finished being displayed, the smaller patterns will switch five times and each will be displayed for a period Ta1 (period Ta1 < period Ta2). See Figure 22(E)). The display result of the variable display of the aforementioned decorative identification information is composed of a combination of the aforementioned decorative identification information (for example, a combination of decorative patterns such as "111" and "326"), The display result of the variable display of the reduced identification information is composed of a combination of the reduced identification information (for example, a combination of small symbols such as "111" and "326"), When a non-specific combination of the decorative identification information, which corresponds to a non-specific display result other than the specific display result, is derived as a result of the variable display of the decorative identification information, the reduced identification information is switched in the variable display of the reduced identification information so that it does not become a combination of the reduced identification information corresponding to the non-specific combination, before the display result of the variable display of the decorative identification information is derived. (For example, if the performance control CPU 120 decides to stop displaying a confirmed decorative symbol for a losing combination (e.g., "326"), the display is switched so that the small symbol for the losing combination of the same "326" as the decorative symbol is not displayed after the variable display of the decorative symbol is started but before the confirmed decorative symbol for the losing combination (e.g., "326") is stopped. See Figure 22(E)) It is characterized by the following. According to this feature, when a non-specific combination is derived as a result of the display of the variable display of decorative identification information, the reduced identification information is switched in the variable display of the reduced identification information so as not to be a combination of reduced identification information corresponding to the non-specific combination, before the display result of the variable display of decorative identification information is derived. Therefore, it is not known in advance that a non-specific combination will be derived as a result of the display of the variable display of decorative identification information from the combination of reduced identification information in the variable display of reduced identification information, thus preventing a decrease in interest.

[0011] [Form 2] (No.2) The gaming machine of type 2 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), A means for controlling the performance (for example, a CPU 120 for performance control), It comprises light-emitting means (for example, a main lamp 9a, a frame lamp 9b, a movable body lamp 9d), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The display result of the variable display of the aforementioned decorative identification information is composed of a combination of the decorative identification information that stops in the effective display area from among the multiple decorative identification information displayed in the display area (for example, the part where a jackpot or a miss occurs depending on the combination of decorative symbols such as "111" and "326" that are stopped and displayed at the stopping positions of the decorative symbol display areas 5L, 5C, and 5R). When a non-specific combination of the decorative identification information is derived as a result of the variable display of the decorative identification information, which corresponds to a non-specific display result other than the specific display result, when the decorative identification information is stopped in the effective display area, it is possible to display the decorative identification information in a manner in which it is enlarged from its normal size and then returned to its normal size (for example, the part in which the performance control CPU 120 can perform a variation stop action when it temporarily stops displaying the decorative pattern in a variable display based on a losing variation pattern. See Figures 36-38, 42, and 43). When the decorative identification information that is stopped in the effective display area is enlarged, the decorative identification information that is not located in the effective display area is not enlarged (see Modification 3 in Figure 57). During the variable display of the decorative identification information, a predetermined light emission control is repeatedly performed to cause the light-emitting means to emit light in a predetermined light emission pattern for a predetermined light emission period, and this predetermined light emission control is also continued when the decorative identification information to be stopped in the effective display area is enlarged (for example, even when the performance control CPU 120 performs a variable stop action when temporarily stopping the display of the decorative pattern, the loop light emission control of the main lamp 9a, frame lamp 9b, and movable body lamp 9d is performed. See Figures 42 and 43). It is characterized by the following. This feature allows the player to focus their attention on the decorative identification information that is stopped in the active display area. This is achieved when a non-specific combination of decorative identification information, which corresponds to a non-specific display result, is derived as a result of the variable display of decorative identification information. Furthermore, even when a non-specific combination that is meaningless to the player is derived, the player's gaze can be kept in the area where the decorative identification information is displayed. Additionally, when decorative identification information that is stopped in the active display area is enlarged, decorative identification information that is not located in the active display area is not enlarged, thus allowing the player's gaze to be concentrated on the decorative identification information that is stopped in the active area, and reducing the load on display control. Moreover, since the predetermined light emission control continues even when enlarging decorative identification information that is stopped in the active display area, the control of the light emission means can be simplified.

[0012] [Form 3-1](No.4-1) The gaming machine of type 3-1 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The variable display of the decorative identification information includes a forward movement display (for example, a scrolling display) that moves the decorative identification information from the back to the front while increasing its transparency and then erases it (see Figures 28 to 30). The aforementioned decorative identification information includes a character image (for example, character display unit 002SG052) and a numeric image (for example, numeric display unit 002SG051), During the forward movement display of the decorative identification information, other decorative identification information located behind the first decorative identification information becomes visible through the first decorative identification information, the character image of the other decorative identification information is displayed, while the numeric image is not displayed, and after the first decorative identification information is erased, the numeric image of the other decorative identification information is displayed (for example, as shown in Figures 30(A) and 30(B), between the time the first decorative pattern is displayed in the decorative pattern display areas 5L, 5C, and 5R and the time it is displayed out of the frame, (For example, decorative pattern "2") may be partially overlapped by another decorative pattern (for example, decorative pattern "3") located behind it, which may become visible through decorative pattern "2". In this case, the character of the character display section 002SG052 of decorative pattern "3" is displayed, while the number ("3") of the number display section 002SG051 becomes difficult to see (or is not displayed), and as shown in Figure 30(C), the number ("3") of the number display section 002SG051 of decorative pattern "3" is displayed after decorative pattern "2" has been erased. It is characterized by the following. According to this feature, when displaying decorative identification information by moving it from the back to the front while increasing its transparency and then erasing it, other decorative identification information located behind one decorative identification information becomes visible through the first decorative identification information. However, in this case, the character image of the other decorative identification information located behind is displayed, but the numerical image is not. The numerical image of the other decorative identification information is displayed only after the first decorative identification information is erased, so the numerical image of the first decorative identification information and the numerical image of the other decorative identification information do not overlap, preventing the numerical image of the first decorative identification information located in the foreground from becoming difficult to see.

[0013] [Form 3-2](No.4-2) The gaming machine of type 3-2 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The variable display of the decorative identification information includes a forward movement display (for example, a scrolling display) that moves the decorative identification information from the front to the back while increasing its transparency and then erases it (see Figures 31 and 32). The aforementioned decorative identification information includes a character image (for example, character display unit 002SG052) and a numeric image (for example, numeric display unit 002SG051), During the forward movement display of the decorative identification information, other decorative identification information located behind one decorative identification information becomes visible through the first decorative identification information, the character image of the first decorative identification information is displayed, while the numeric image is not displayed, and the numeric image of the first decorative identification information is displayed after the other decorative identification information is erased. (For example, as shown in Figures 31(G)(H), in the scroll display, the decorative pattern moves in a curved manner from the front to the back, so between the time the decorative pattern is displayed in the frame-in to frame-out of the decorative pattern display areas 5L, 5C, and 5R, another decorative pattern (for example, decorative pattern "2") located behind one decorative pattern (for example, decorative pattern "3") may become visible through decorative pattern "3" in the time it is displayed, while the character of the character display section 002SG052 of decorative pattern "2" is displayed, while the numeric number ("2") of the numeric display section 002SG051 becomes difficult to see (or is not displayed). Modification 1) It is characterized by the following. According to this feature, when displaying decorative identification information by moving it from the front to the back while increasing its transparency and then erasing it, other decorative identification information located behind one decorative identification information becomes visible through the first decorative identification information. However, in this case, the character image of the first decorative identification information located in the front is displayed, but the numerical image is not. The numerical image of the first decorative identification information is displayed only after the other decorative identification information has been erased. Therefore, the numerical images of the other decorative identification information and the numerical image of the first decorative identification information do not overlap, preventing the numerical images of the other decorative identification information located in the back from becoming difficult to see.

[0014] [Form 4] (No.5) The gaming machine of type 5 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), A means for controlling the performance (for example, a CPU 120 for performance control), It comprises light-emitting means (for example, a main lamp 9a, a frame lamp 9b, a movable body lamp 9d), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The variable display of the decorative identification information includes a rotating display that rotates the decorative identification information to repeatedly display the front and back surfaces of the decorative identification information (see Figures 33 and 34). During the rotation display, the decorative identification information becomes semi-transparent, and when the rotation display stops, the decorative identification information becomes opaque (see Figures 33 and 34). The aforementioned decorative identification information includes a numeric image (for example, a numeric display unit 002SG051), During the rotational display, the numerical image on the front side of the decorative identification information, which is semi-transparent, is displayed, while the numerical image on the back side is not displayed (see Figure 34). During the execution of the variable display of the decorative identification information, a predetermined light emission control is repeatedly performed to cause the light-emitting means to emit light in a predetermined light emission manner for a predetermined light emission period, and this predetermined light emission control is continued even during the rotation display (for example, even when the variable display of the decorative pattern is being performed in the high base state, a light emission pattern in the order of white, blue, and yellow may be repeatedly executed based on a loop light emission control corresponding to the background pattern (see Figure 24(B)). Modification example: see Figure 44). It is characterized by the following. According to this feature, when rotating decorative identification information to repeatedly display both the front and back surfaces of the decorative identification information, the decorative identification information becomes semi-transparent, allowing both the front and back surfaces to be seen. However, while the numerical image on the front surface of the decorative identification information is displayed, the numerical image on the back surface is not displayed. Therefore, the numerical images on the front and back surfaces of the decorative identification information do not overlap, preventing the numerical image on the front surface from becoming difficult to read. Furthermore, since predetermined light emission control continues during rotational display, the control of the light emission means can be simplified.

[0015] [Form 5](No.6) The gaming machine of type 5 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The area where the decorative identification information is displayed includes a first area (e.g., left decorative pattern display area 5L), a second area (e.g., right decorative pattern display area 5R), and a third area (e.g., center decorative pattern display area 5C) located between the first and second areas. When the aforementioned specific display result is derived, a reach state is reached in which the same type of decorative identification information temporarily stops in the first and second regions, and then a specific combination (for example, a predetermined jackpot combination) is reached in which the same type of decorative identification information that forms the reach state stops in the third region. When the aforementioned reach state is reached, a reach line suggestion effect can be executed in which a reach line suggestion image (e.g., reach line effect display 002SG250) is displayed and erased so as to be superimposed on the decoration identification information temporarily stopped in the first and second regions and the decoration identification information being variably displayed in the third region (for example, the portion in which the effect control CPU 120 can execute the reach line suggestion effect). After the reach state is reached, until the reach line suggestion effect is executed, the decorative identification information being displayed variably in the third region is made transparent at a first transparency (e.g., first transmittance F1), and after the reach line suggestion effect is executed, the decorative identification information being displayed variably in the third region is made transparent at a second transparency (e.g., second transmittance F2) which is less transparent than the first transparency (see Figure 52). After the execution of the reach line suggestion effect, the timing at which the decorative identification information being variably displayed in the third area is set to the second transparency is the timing at which the reach line suggestion image is removed from the third area (for example, after the execution of the reach line effect display 002SG250, the timing at which the transparency of the decorative symbol being variably displayed in the central decorative symbol display area 5C is set to a second transparency F2, which is lower than the first transparency F1 before the reach line effect display 002SG250 was executed, is the timing after the reach line effect display 002SG250 has been removed from the central decorative symbol display area 5C. See Figures 50 to 52). It is characterized by the following. According to this feature, when a reach is achieved, a reach line suggestion image is displayed superimposed on the ornament identification information stopped in the first and second regions and the ornament identification information being displayed variably in the third region. At the same time that the reach line suggestion image is removed from the third region, the ornament identification information being displayed variably in the third region becomes a second transparency, which is lower than the first transparency. Therefore, the ornament identification information being displayed variably in the third region does not interfere with the reach line suggestion image.

[0016] [Form 6] (No.7) The gaming machine of type 6 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), A means for controlling the performance (for example, a CPU 120 for performance control), Equipped with a light-emitting means, The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The area where the decorative identification information is displayed includes a first area (e.g., left decorative pattern display area 5L), a second area (e.g., right decorative pattern display area 5R), and a third area (e.g., center decorative pattern display area 5C) located between the first and second areas. When the aforementioned specific display result is derived, a reach state is reached in which the same type of decorative identification information temporarily stops in the first and second regions, and then a specific combination (for example, a predetermined jackpot combination) is reached in which the same type of decorative identification information that forms the reach state stops in the third region. When in the reach state, a reach line suggestion image (for example, reach line effect display 002SG250) is displayed so as to overlap with the decoration identification information temporarily stopped in the first region and the second region and the decoration identification information being variably displayed in the third region, and a reach line suggestion effect for erasing the image can be executed (for example, a part where the effect control CPU 120 can execute the reach line suggestion effect). When executing the reach line suggestion effect, it is possible to execute an enlarged display for enlarging the decoration identification information temporarily stopped in the first region and the second region, and a separation display for separating the decoration identification information after executing the enlarged display (see FIGS. 50 to 52). The second period from the start to the end of the separation display is longer than the first period from the start to the end of the enlarged display (for example, the second period te1 from the start to the end of the separation display is longer than the first period td1 from the start to the end of the enlarged display (td1 < te1). See FIG. 52). The light emitting means includes specific light emitting means (for example, movable body lamp 9d) arranged around the display means. It is possible to execute a lighting-off control for turning off the specific light emitting means during the execution of the reach line suggestion effect (for example, a part for turning off the movable body lamps 9d of the movable bodies 32A and 32B arranged around (in the vicinity) of the display screen of the image display device 5 when changing the display mode of the reach line effect display 002SG250. See FIGS. 50(F) to (H)). It is characterized by the above. According to this feature, when in the reach state, a reach line suggestion image is displayed so as to overlap with the decoration identification information stopped in the first region and the second region and the decoration identification information being variably displayed in the third region. After the decoration identification information stopped in the first region and the second region is enlarged for the first period, it is separated for a second period longer than the first period, so that the decoration identification information forming the reach state can be recognized by the player. Also, by turning off the specific light emitting means around the display means, the reach line suggestion image can be made to stand out more.

[0017] [Form 7](No.8) The gaming machine of type 7 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), A means for controlling the performance (for example, a CPU 120 for performance control), Equipped with a light-emitting means, The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The area where the decorative identification information is displayed includes a first area (e.g., left decorative pattern display area 5L), a second area (e.g., right decorative pattern display area 5R), and a third area (e.g., center decorative pattern display area 5C) located between the first and second areas. When the aforementioned specific display result is derived, a reach state is reached in which the same type of decorative identification information temporarily stops in the first and second regions, and then a specific combination (for example, a predetermined jackpot combination) is reached in which the same type of decorative identification information that forms the reach state stops in the third region. When the aforementioned reach state is reached, a reach line suggestion effect can be executed in which a reach line suggestion image (e.g., reach line effect display 002SG250) is displayed and erased so as to be superimposed on the decoration identification information temporarily stopped in the first and second regions and the decoration identification information being variably displayed in the third region (for example, the portion in which the effect control CPU 120 can execute the reach line suggestion effect). The light-emitting means includes a specific light-emitting means (for example, a movable lamp 9d) arranged around the display means, During the execution of the reach line indication effect, it is possible to perform a light-off control to turn off the specific light-emitting means (for example, when changing the display mode of the reach line effect display 002SG250, the movable lamps 9d of the movable bodies 32A and 32B arranged around (near) the display screen of the image display device 5 are turned off. See Figures 50(F) to (H)). It is characterized by the following. According to this feature, when the reach state is reached, a reach line suggestion image is displayed superimposed on the decoration identification information stopped in the first and second regions and the decoration identification information being displayed variably in the third region. Furthermore, by turning off specific light-emitting means around the display means, the reach line suggestion image can be made to stand out more.

[0018] [Form 8](No.9) The gaming machine of type 8 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), A means for controlling the performance (for example, a CPU 120 for performance control), It comprises light-emitting means (for example, main lamp 9a, frame lamp 9b), The aforementioned game control means is The variable display of the specified identification information is performed (for example, the part in which the CPU 103 performs the variable display of the special symbol in the special symbol process processing of step S25), It is possible to control between a normal state (for example, a low probability, low base state) and a special state (for example, a low probability, high base state or a high probability, high base state) in which variable display is more likely to be performed and the average variable display period is shorter than in the normal state. The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), When the variable display of the decorative identification information is temporarily stopped in the normal state, a predetermined operation display control is repeatedly performed to operate the decorative identification information in a predetermined operation mode over a first period (for example, when the performance control CPU 120 temporarily stops and displays the decorative pattern at the stop position of the decorative pattern display area 5L, 5C, 5R in the low base state, the loop action of the decorative pattern is repeatedly executed until the variable display of the special pattern ends. See Figures 23(C), 42, and 43). When the variable display of the decorative identification information is temporarily stopped in the normal state, a predetermined light emission control is repeatedly performed over a second period to cause the light-emitting means to emit light in a predetermined light emission manner (for example, when the performance control CPU 120 temporarily stops and displays the decorative pattern at the stop position of the decorative pattern display areas 5L, 5C, and 5R in the low base state, it repeatedly executes loop light emission control of the main lamp 9a, frame lamp 9b, and movable body lamp 9d. See Figures 24(B), 42, and 43). When the variable display of the decoration identification information is stopped in the aforementioned special state, the predetermined operation display control is not performed (for example, when the performance control CPU 120 temporarily stops and displays the decorative pattern at the stop position of the decorative pattern display area 5L, 5C, 5R in the high base state, it does not execute the loop action of the decorative pattern. See Figure 44). The second period is longer than the first period (for example, loop action period Tb3 < loop light emission period Tb4. See Figure 24(A)). It is characterized by the following. This feature allows for the repeated execution of predetermined operation display control in normal conditions to encourage the player to display variable decorative identification information, while preventing excessive prompting and annoyance of variable display in special conditions where variable display is easily performed. Furthermore, since the predetermined operation display control is repeated at a shorter cycle than the predetermined light emission control, the decorative identification information can be effectively highlighted.

[0019] [Form 9](No.10) The gaming machine of type 9 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The aforementioned game control means is The variable display of the specified identification information is performed (for example, the part in which the CPU 103 performs the variable display of the special symbol in the special symbol process processing of step S25), It is possible to control between a normal state (for example, a low probability, low base state) and a special state (for example, a low probability, high base state or a high probability, high base state) in which variable display is more likely to be performed and the average variable display period is shorter than in the normal state. Information regarding the variable display of special identification information that has not yet been started can be stored as reserved information (for example, in the part where the CPU 103 stores reserved information in a predetermined area of ​​the RAM 102 and updates the number of reserved items in the start prize determination process of step S101), The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The display result of the variable display of the aforementioned decorative identification information is composed of the combination of the aforementioned decorative identification information that stops in the effective display area (for example, the part where a jackpot or a miss occurs depending on the combination of decorative symbols such as "111" and "326" that are stopped and displayed at the stopping positions of the decorative symbol display areas 5L, 5C, and 5R). In the normal state, if a non-specific combination of the decorative identification information corresponding to a non-specific display result other than the specific display result is derived as a result of the variable display of the decorative identification information, when the decorative identification information is stopped in the effective display area, it is possible to display the decorative identification information in a manner in which it is enlarged from its normal size and then returned to its normal size, according to the number of reserved items stored as reserved storage information (for example, the part in which the performance control CPU 120 can perform a variable stop action when temporarily stopping the display of the decorative pattern. See Figures 36 to 39). In the aforementioned special state, when the non-specific combination is derived as a result of the variable display of the decorative identification information, when the decorative identification information is stopped in the effective display area, the decorative identification information is maintained at its normal size regardless of the number of reserved memories stored as reserved memory information (for example, in a high base state where the average variable display period is short and the decorative pattern is difficult to see, if a variable display based on a shortened variation pattern is executed regardless of the number of reserved memories, the variation stop action is not executed, and the display is temporarily stopped while maintaining its size. See Figures 39 and 44). It is characterized by the following. This feature allows for variations in the movement of the decorative identification information when it stops, depending on the number of reserved memories, thereby enhancing the user experience. However, in special conditions where the average variable display period is short and the decorative identification information is difficult to see, it can be stopped while maintaining its size, thus ensuring that the visibility of the decorative identification information is not compromised.

[0020] [Form 10](No.11) The gaming machine of type 10 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), In one performance mode, it is possible to switch between and display multiple types of background images, including a first background image and a second background image (for example, in the first performance mode, it is possible to switch between displaying a first background image 002SG081 (see Figure 40(A1)) which represents a view of a city during the day from a distance, and a first predetermined background image 002SG081A (see Figure 40(A2)) which represents a view of the city during the day). When switching the background image from the first background image to the second background image, a background fade-out display is performed in which the transparency of the first background image is gradually increased until it disappears. At the same time, a background fade-in display is performed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being performed (for example, a crossfade display is performed in which the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized. See Figure 40). When the variable display of the aforementioned decorative identification information is started, it is possible to perform an identification information fade-out display in which the transparency of the decorative identification information is gradually increased and then erased (for example, a portion of a decorative pattern that gradually accelerates to high-speed display after the scrolling display starts, and whose transparency increases in proportion to the increase in speed, thus fading out). When the variable display of the aforementioned decorative identification information ends, it is possible to perform an identification information fade-in display in which the transparency of the decorative identification information is gradually reduced (for example, as the stopping timing of the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the middle decorative pattern display area 5C are gradually decelerated and displayed at a slow speed, and the transmittance (transparency) also decreases in proportion to the decrease in speed, resulting in a fade-in display). The execution period for the background fade-out display is longer than the execution period for the identification information fade-out display (for example, the fade-out display period A1 during which the first background image 002SG081 fades out is longer than the fade-out display period A21 from the start of scrolling display of decorative pattern display areas 5L, 5C, and 5R until high-speed display begins (fade-out display period A1 > fade-out display period A21). See Figures 42 and 43). It is characterized by the following. According to this characteristic, the shorter the duration of the fade-out display, the more abruptly it appears to disappear. Therefore, if the variable display of decorative identification information and the background change may occur at the same time, the fade-out display of the identification information can be executed in a shorter period than the background fade-out display, drawing attention to the start of the variable display of decorative identification information.

[0021] [Form 11](No.12) The gaming machine of type 11 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), In one performance mode, it is possible to switch between and display multiple types of background images, including a first background image and a second background image (for example, in the first performance mode, it is possible to switch between displaying a first background image 002SG081 (see Figure 40(A1)) which represents a view of a city during the day from a distance, and a first predetermined background image 002SG081A (see Figure 40(A2)) which represents a view of the city during the day). When switching the background image from the first background image to the second background image, a background fade-out display is performed in which the transparency of the first background image is gradually increased until it disappears. At the same time, a background fade-in display is performed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being performed (for example, a crossfade display is performed in which the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized. See Figure 40). When the variable display of the aforementioned decorative identification information is started, it is possible to perform an identification information fade-out display in which the transparency of the decorative identification information is gradually increased and then erased (for example, a portion of a decorative pattern that gradually accelerates to high-speed display after the scrolling display starts, and whose transparency increases in proportion to the increase in speed, thus fading out). When the variable display of the aforementioned decorative identification information ends, it is possible to perform an identification information fade-in display in which the transparency of the decorative identification information is gradually reduced (for example, as the stopping timing of the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the middle decorative pattern display area 5C are gradually decelerated and displayed at a slow speed, and the transmittance (transparency) also decreases in proportion to the decrease in speed, resulting in a fade-in display). The execution period for the aforementioned identification information fade-out display and the execution period for the aforementioned background fade-out display are different (for example, the portion where fade-out display period A1 and fade-out display period A22 are not executed at the same time. See Figures 42 and 43). It is characterized by the following. This feature ensures that the synchronization of the fade-out display of the identification information and the fade-out display of the background prevents it from becoming difficult to recognize that the variable display of decorative identification information has begun.

[0022] [Form 12](No.13) The gaming machine of type 12 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), In one performance mode, it is possible to switch between and display multiple types of background images, including a first background image and a second background image (for example, in the first performance mode, it is possible to switch between displaying a first background image 002SG081 (see Figure 40(A1)) which represents a view of a city during the day from a distance, and a first predetermined background image 002SG081A (see Figure 40(A2)) which represents a view of the city during the day). When switching the background image from the first background image to the second background image, a background fade-out display is performed in which the transparency of the first background image is gradually increased until it disappears. At the same time, a background fade-in display is performed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being performed (for example, a crossfade display is performed in which the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized. See Figure 40). When the variable display of the aforementioned decorative identification information is started, it is possible to perform an identification information fade-out display in which the transparency of the decorative identification information is gradually increased and then erased (for example, a portion of a decorative pattern that gradually accelerates to high-speed display after the scrolling display starts, and whose transparency increases in proportion to the increase in speed, thus fading out). When the variable display of the aforementioned decorative identification information ends, it is possible to perform an identification information fade-in display in which the transparency of the decorative identification information is gradually reduced (for example, as the stopping timing of the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the middle decorative pattern display area 5C are gradually decelerated and displayed at a slow speed, and the transmittance (transparency) also decreases in proportion to the decrease in speed, resulting in a fade-in display). The execution period of the background fade-in display is longer than the execution period of the identification information fade-in display (for example, the fade-in display period B1 in which the first predetermined background image 002SG081A is displayed is longer than the fade-in display period B21 in the scrolling display of the decorative pattern display areas 5L, 5C, and 5R from the start of the deceleration of the display speed until the temporary stop display is displayed (fade-in display period B1 > fade-in display period B21). See Figures 42 and 43). It is characterized by the following. According to this characteristic, since fade-in displays generally give the impression of appearing abruptly the shorter the period over which they are executed, if the variable display of decorative identification information and the background change may occur at the same time, the fade-in display of the identification information can be executed in a shorter period than the background fade-in display, drawing attention to the termination of the variable display of decorative identification information.

[0023] [Form 13](No.14) The gaming machine of type 13 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), In one performance mode, it is possible to switch between and display multiple types of background images, including a first background image and a second background image (for example, in the first performance mode, it is possible to switch between displaying a first background image 002SG081 (see Figure 40(A1)) which represents a view of a city during the day from a distance, and a first predetermined background image 002SG081A (see Figure 40(A2)) which represents a view of the city during the day). When switching the background image from the first background image to the second background image, a background fade-out display is performed in which the transparency of the first background image is gradually increased until it disappears. At the same time, a background fade-in display is performed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being performed (for example, a crossfade display is performed in which the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized. See Figure 40). When the variable display of the aforementioned decorative identification information is started, it is possible to perform an identification information fade-out display in which the transparency of the decorative identification information is gradually increased and then erased (for example, a portion of a decorative pattern that gradually accelerates to high-speed display after the scrolling display starts, and whose transparency increases in proportion to the increase in speed, thus fading out). When the variable display of the aforementioned decorative identification information ends, it is possible to perform an identification information fade-in display in which the transparency of the decorative identification information is gradually reduced (for example, as the stopping timing of the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the middle decorative pattern display area 5C are gradually decelerated and displayed at a slow speed, and the transmittance (transparency) also decreases in proportion to the decrease in speed, resulting in a fade-in display). The execution period for the aforementioned identification information fade-in display and the execution period for the aforementioned background fade-in display are different (for example, the portion where fade-in display period B1 and fade-in display period B21 are not executed at the same time. See Figures 42 and 43). It is characterized by the following. This feature allows for synchronization between the fade-in display of identification information and the fade-in display of the background, preventing it from becoming difficult to notice when the variable display of decorative identification information has ended.

[0024] [Form 14](No.15) The gaming machine of type 14 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), It is possible to perform a specific effect in which the variable display of the aforementioned decorative identification information is temporarily paused at a predetermined timing from the start of the variable display of the decorative symbols until the display result is derived and displayed, and then the variable display is resumed (for example, the effect control CPU 120 can perform a "pseudo-consecutive display" in which the decorative symbols are temporarily paused at a predetermined timing from the start of the variable display of the decorative symbols until the display result is derived and displayed, and then the variable display is resumed, that is, whether or not one variable display is made to appear as multiple variable displays). The aforementioned decorative identification information includes decorative identification information of multiple colors (for example, blue, red) including a digit image. When the variable display is restarted in the aforementioned specific performance, a count image (for example, a pseudo-consecutive count display 002SG212) that can identify the number of times the variable display has been restarted can be displayed in multiple colors (for example, blue, red) (see Figures 48 and 49). In the specific effect, when the digital image of the decoration identification symbol that has been temporarily stopped and the digital display of the count image when the variable display resumes are of the same type, and the color of the decoration identification symbol that has been temporarily stopped and the count image are different, it forms a first combination; and when the digital image of the decoration identification symbol that has been temporarily stopped and the digital display of the count image when the variable display resumes, and both the color of the decoration identification symbol that has been temporarily stopped and the count image are of the same type, it forms a second combination. There are these two cases. In the specific effect, the ratio at which the game is controlled to be in the advantageous state is higher when the variable display resumes in the second combination than when it resumes in the first combination (for example, in the pseudo-consecutive announcement, there are a first combination where the display color of the decoration symbol that has been temporarily stopped and the pseudo-consecutive count display are not the same color, and a second combination where the display color of the decoration symbol that has been temporarily stopped and the pseudo-consecutive count display are the same color. In the pseudo-consecutive announcement, the ratio at which the game is controlled to be in the big win game state is higher when the variable display resumes in the second combination than when it resumes in the first combination). It is characterized by this. According to this feature, not only whether the specific effect is executed or not, but when it is executed, attention can be drawn to the combination of the number and color of the digital image of the decoration identification information and the count image that have been temporarily stopped, so the interest of the game is improved.

[0025] [Aspect 15](No.16) The gaming machine of Aspect 15 is A gaming machine (for example, pachinko gaming machine 1) that can execute variable display of specific identification information (for example, special symbols), and by deriving a specific display result (for example, big win display result) as a result of the variable display of the specific identification information, can control the game to an advantageous state (for example, big win game state) advantageous to the player. A game control means (for example, CPU 103), And an effect control means (for example, effect control CPU 120). The game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25). The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The size is smaller than the aforementioned decorative identification information, and it is possible to perform variable display of reduced identification information corresponding to each of the multiple types of decorative identification information (for example, the part in which the performance control CPU 120 performs variable display of small symbols corresponding to decorative symbols), When variable display is not being executed, a standby animation can be performed to display a predetermined image (for example, the part in which the animation control CPU 120 can execute the "customer waiting demo animation" when a predetermined time (e.g., 60 seconds) has elapsed since receiving a customer waiting demo specification command output from the main board 11 without receiving a control command such as a variable display start specification command. See Figure 46). While the aforementioned standby animation is being performed, the decorative identification information is hidden, while the reduced identification information continues to be displayed (see Figure 46). When the condition for starting the variable display is met while the aforementioned standby animation is being performed, the variable display of the reduced identification information starts before the predetermined image is hidden, and then the decorative identification information is displayed and the variable display starts after the predetermined image is hidden (for example, when a starting win occurs while the customer waiting demo animation is being performed, the variable display of the small symbols starts before the customer waiting demo animation image 002SG400 is hidden, then the customer waiting demo animation image 002SG400 is hidden, and the background image corresponding to the animation mode at that time (in this case, the first background image 002SG081 corresponding to the first animation mode) is displayed, after which the decorative symbols are displayed and the scrolling display starts. See Figure 47). It is characterized by the following. According to this feature, the variable display of decorative identification information begins after the predetermined image is hidden, allowing the player to recognize that the variable display has started in accordance with the fulfillment of the conditions for starting the variable display. However, since the variable display of the reduced identification information begins before the predetermined image is hidden, it is possible to ensure a display that corresponds to the variable display of specific identification information.

[0026] [Form 16](No.17) The gaming machine of type 16 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The aforementioned game control means is Based on multiple types of variable display patterns (see Figure 7), the variable display of the specific identification information is executed (for example, the part in step S25 where the CPU 103 executes the variable display of the special symbol in the special symbol process processing), It is possible to control between a normal state (for example, a low probability, low base state) and a special state (for example, a low probability, high base state or a high probability, high base state) in which variable display is more likely to be performed and the average variable display period is shorter than in the normal state. The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet been started (for example, the part in which the performance control CPU 120 performs the process of displaying the first pending display 002SG101 and the second pending display 002SG102 in the special symbol pending memory display area 5U during the pending display update process in step S161), It is possible to display a corresponding display in the corresponding display area that corresponds to the variable display of the special identification information being executed (for example, the part in which the performance control CPU 120 performs the process of displaying the active display 002SG103 in the active display area 5F during the pending display update process in step S161), Upon the start of the variable display of the specified identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the CPU 120 for performance control performs a shift display that moves the first pending display 002SG101, which was displayed in the first display area from the left in the special symbol pending memory display area 5U, to the active display area 5F and switches it to the active display 002SG103. See Figure 25). As a variable display of the aforementioned decorative identification information, it is possible to perform a moving display that moves the decorative identification information (for example, a scrolling display; see Figure 21) and a pre-operation display that operates the decorative identification information in a manner different from the moving display before the moving display starts (for example, a variation start action; see Figure 23(A)). In the aforementioned normal state, when the switching display is being performed, the pre-operation display is performed (for example, the first hold display 002SG101, which was displayed in the first display area from the left in the special symbol hold memory display area 5U, is moved to the active display area 5F and the scroll display (variable display) of the decorative symbols does not start until the hold shift display period ends, when the aforementioned variation start action is performed and the hold shift display period ends. See Figures 26(C)~(F)), Based on variable display pattern information corresponding to multiple types of variable display patterns transmitted from the game control means, the variable display of the decoration identification information is executed (for example, the part in which the performance control CPU 120 executes the variable display of the decorative pattern based on the variable pattern specification command transmitted from the main board 11 in the performance control process processing of step S76), It is possible to perform the same switching display when a variable display is executed based on the first type of variable display pattern information and when a variable display is executed based on the second type of variable display pattern information (for example, the part in which the performance control CPU 120 performs a shift display that switches the first reserved display 002SG101 or the first reserved display 002SG101 to the active display 002SG103 in a common manner when a variable display is executed based on the first type of variable pattern specification command (for example, a non-reach variable pattern specification command) and when a variable display is executed based on the second type of variable pattern specification command (for example, a reach variable pattern specification command). See Figure 25. It is characterized by the following. This feature allows for effective use of the time required for the switching display by performing a switching display that switches the pending display corresponding to the variable display to the corresponding display when the variable display of specific identification information begins, and by performing a pre-operation display that operates the decorative identification information in a manner different from the moving display while the switching display is being performed. Furthermore, since the pre-operation display is performed when the switching display is being performed in the normal state, the average variable display period is longer compared to the special state, and the interest of the start of the variable display of decorative identification information in the normal state, which tends to be monotonous, can be enhanced. In addition, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.

[0027] [Form 17](No.18) The gaming machine of type 17 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The aforementioned game control means is Based on multiple types of variable display patterns (see Figure 7), the variable display of the specific identification information is executed (for example, the part in step S25 where the CPU 103 executes the variable display of the special symbol in the special symbol process processing), It can be controlled to have a normal state (for example, a low probability, low base state) and a special state (for example, a low probability, high base state or a high probability, high base state) in which variable display is more likely to be performed and the average variable display period is shorter than in the normal state. The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet been started (for example, the part in which the performance control CPU 120 performs the process of displaying the first pending display 002SG101 and the second pending display 002SG102 in the special symbol pending memory display area 5U during the pending display update process in step S161), It is possible to display a corresponding display in the corresponding display area that corresponds to the variable display of the special identification information being executed (for example, the part in which the performance control CPU 120 performs the process of displaying the active display 002SG103 in the active display area 5F during the pending display update process in step S161), Upon the start of the variable display of the specified identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the CPU 120 for performance control performs a shift display that moves the first pending display 002SG101, which was displayed in the first display area from the left in the special symbol pending memory display area 5U, to the active display area 5F and switches it to the active display 002SG103. See Figure 25). As a variable display of the aforementioned decorative identification information, it is possible to perform a moving display that moves the decorative identification information (for example, a scrolling display; see Figure 21) and a pre-operation display that operates the decorative identification information in a manner different from the moving display before the moving display starts (for example, a variation start action; see Figure 23(A)). In the aforementioned normal state, when the switching display is being performed, the pre-operation display is performed, and the scrolling display is not started until the switching display is finished (for example, the scrolling display (variable display) of decorative symbols is not started until the holding shift display period ends, when the first holding display 002SG101, which was displayed in the first display area from the left in the special symbol holding memory display area 5U, is moved to the active display area 5F and switched to be displayed as the active display 002SG103, and the aforementioned variation start action is executed, and the scrolling display (variable display) of decorative symbols is started after the holding shift display period has ended. See Figures 26(C)~(F)). Based on variable display pattern information corresponding to multiple types of variable display patterns transmitted from the game control means, the variable display of the decoration identification information is executed (for example, the part in which the performance control CPU 120 executes the variable display of the decorative pattern based on the variable pattern specification command transmitted from the main board 11 in the performance control process processing of step S76), It is possible to perform the same switching display when a variable display is executed based on the first type of variable display pattern information and when a variable display is executed based on the second type of variable display pattern information (for example, the part in which the performance control CPU 120 performs a shift display that switches the first reserved display 002SG101 or the first reserved display 002SG101 to the active display 002SG103 in a common manner when a variable display is executed based on the first type of variable pattern specification command (for example, a non-reach variable pattern specification command) and when a variable display is executed based on the second type of variable pattern specification command (for example, a reach variable pattern specification command). See Figure 25. It is characterized by the following. This feature allows for effective use of the time required for switching displays by performing a switching display that switches the pending display corresponding to the variable display to the corresponding display when the variable display of specific identification information begins, and by performing a pre-operation display that operates the decorative identification information in a different manner than the moving display before starting the moving display of the decorative identification information while the switching display is being performed. Furthermore, since the moving display of the decorative identification information does not start until the switching display is completed and the corresponding display is displayed in the corresponding display area, the sense of incongruity caused by the moving display of the decorative identification information starting before the corresponding display is displayed can be eliminated. In addition, since the pre-operation display is performed when the switching display is being performed in the normal state, the average variable display period is longer compared to the special state, and the interest when the variable display of decorative identification information starts in the normal state, which tends to be monotonous, can be enhanced. Furthermore, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.

[0028] [Form 18](No.19) The gaming machine of type 18 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The aforementioned game control means is Based on multiple types of variable display patterns (see Figure 7), the variable display of the specific identification information is executed (for example, the part in step S25 where the CPU 103 executes the variable display of the special symbol in the special symbol process processing), It can be controlled to have a normal state (for example, a low probability, low base state) and a special state (for example, a low probability, high base state or a high probability, high base state) in which variable display is more likely to be performed and the average variable display period is shorter than in the normal state. The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet been started (for example, the part in which the performance control CPU 120 performs the process of displaying the first pending display 002SG101 and the second pending display 002SG102 in the special symbol pending memory display area 5U during the pending display update process in step S161), It is possible to display a corresponding display in the corresponding display area that corresponds to the variable display of the special identification information being executed (for example, the part in which the performance control CPU 120 performs the process of displaying the active display 002SG103 in the active display area 5F during the pending display update process in step S161), Upon the start of the variable display of the specified identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the CPU 120 for performance control performs a shift display that moves the first pending display 002SG101, which was displayed in the first display area from the left in the special symbol pending memory display area 5U, to the active display area 5F and switches it to the active display 002SG103. See Figure 25). As a variable display of the aforementioned decorative identification information, it is possible to perform a moving display that moves the decorative identification information (for example, a scrolling display; see Figure 21) and a pre-operation display that operates the decorative identification information in a manner different from the moving display before the moving display starts (for example, a variation start action; see Figure 23(A)). In the aforementioned special state, when the switching display is being performed, the pre-operation display is performed (for example, the first hold display 002SG101, which was displayed in the first display area from the left in the special hold memory display area 5U, is moved to the active display area 5F and the scroll display (variable display) of the decorative symbols is not started until the hold shift display period ends, when the aforementioned variation start action is performed and the hold shift display period ends. Modified example): Based on variable display pattern information corresponding to multiple types of variable display patterns transmitted from the game control means, the variable display of the decoration identification information is executed (for example, the part in which the performance control CPU 120 executes the variable display of the decorative pattern based on the variable pattern specification command transmitted from the main board 11 in the performance control process processing of step S76).

[0029] It is possible to perform the same switching display when a variable display is executed based on the first type of variable display pattern information and when a variable display is executed based on the second type of variable display pattern information (for example, the part in which the performance control CPU 120 performs a shift display that switches the first reserved display 002SG101 or the first reserved display 002SG101 to the active display 002SG103 in a common manner when a variable display is executed based on the first type of variable pattern specification command (for example, a non-reach variable pattern specification command) and when a variable display is executed based on the second type of variable pattern specification command (for example, a reach variable pattern specification command). See Figure 25. It is characterized by the following. This feature allows for effective use of the time required for the switching display by performing a switching display that switches the pending display corresponding to the variable display to the corresponding display when the variable display of specific identification information begins, and by performing a pre-operation display that operates the decorative identification information in a manner different from the moving display while the switching display is being performed. Furthermore, since the pre-operation display is performed when the switching display is being performed in a special state which is more advantageous than the normal state, the start of the variable display of decorative identification information in the special state can be enhanced. In addition, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.

[0030] [Form 19](No.20) The gaming machine of type 19 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The aforementioned game control means is Based on multiple types of variable display patterns (see Figure 7), the variable display of the specific identification information is executed (for example, the part in step S25 where the CPU 103 executes the variable display of the special symbol in the special symbol process processing), It can be controlled to have a normal state (for example, a low probability, low base state) and a special state (for example, a low probability, high base state or a high probability, high base state) in which variable display is more likely to be performed and the average variable display period is shorter than in the normal state. The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet been started (for example, the part in which the performance control CPU 120 performs the process of displaying the first pending display 002SG101 and the second pending display 002SG102 in the special symbol pending memory display area 5U during the pending display update process in step S161), It is possible to display a corresponding display in the corresponding display area that corresponds to the variable display of the special identification information being executed (for example, the part in which the performance control CPU 120 performs the process of displaying the active display 002SG103 in the active display area 5F during the pending display update process in step S161), Upon the start of the variable display of the specified identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the CPU 120 for performance control performs a shift display that moves the first pending display 002SG101, which was displayed in the first display area from the left in the special symbol pending memory display area 5U, to the active display area 5F and switches it to the active display 002SG103. See Figure 25). As a variable display of the aforementioned decorative identification information, it is possible to perform a moving display that moves the decorative identification information (for example, a scrolling display; see Figure 21) and a pre-operation display that operates the decorative identification information in a manner different from the moving display before the moving display starts (for example, a variation start action; see Figure 23(A)). In the aforementioned special state, while the switching display is being performed, the pre-operation display is performed, and the movement display is not started until the switching display is finished (for example, the scroll display (variable display) of the decorative symbols is not started until the hold shift display period ends, when the first hold display 002SG101, which was displayed in the first display area from the left in the special symbol hold memory display area 5U, is moved to the active display area 5F and switched to be displayed as the active display 002SG103, and the aforementioned variation start action is executed, and the scroll display (variable display) of the decorative symbols is started after the hold shift display period has ended. Modified example) Based on variable display pattern information corresponding to multiple types of variable display patterns transmitted from the game control means, the variable display of the decoration identification information is executed (for example, the part in which the performance control CPU 120 executes the variable display of the decorative pattern based on the variable pattern specification command transmitted from the main board 11 in the performance control process processing of step S76).

[0031] It is possible to perform the same switching display when a variable display is performed based on the first type of variable display pattern information and when a variable display is performed based on the second type of variable display pattern information (for example, the part in which the performance control CPU 120 performs a shift display that switches the first reserved display 002SG101 or the first reserved display 002SG101 to the active display 002SG103 in a common manner when a variable display is performed based on the first type of variable pattern specification command (for example, a non-reach variable pattern specification command) and when a variable display is performed based on the second type of variable pattern specification command (for example, a reach variable pattern specification command). See Figure 25. It is characterized by the following. This feature allows for effective use of the time required for the switching display by performing a switching display that switches the pending display corresponding to the variable display to the corresponding display when the variable display of specific identification information begins, and by performing a pre-operation display that operates the decorative identification information in a different manner than the moving display before the moving display of the decorative identification information begins while the switching display is being performed. Furthermore, since the moving display of the decorative identification information does not begin until the switching display is completed and the corresponding display is displayed in the corresponding display area, the sense of incongruity caused by the moving display of the decorative identification information starting before the corresponding display is displayed can be eliminated. In addition, since the pre-operation display is performed when the switching display is being performed in a special state which is more advantageous than the normal state, the start of the variable display of decorative identification information in the special state can be enhanced. Furthermore, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.

[0032] [Form 20](No.21) The gaming machine of type 20 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to control the system to any of several types of performance modes (for example, performance modes 1 to 4), including the first performance mode and the second performance mode. When the variable display of the aforementioned decorative identification information is started, it is possible to perform a fade-out display in which the transparency of the decorative identification information is gradually increased and then erased (for example, a portion of a decorative pattern that gradually accelerates to high-speed display after the scrolling display starts, and whose transparency increases in proportion to the increase in speed, resulting in a fade-out display). In the first performance mode, a moving display is performed to move the decorative identification information as a variable display of the decorative identification information (see Figures 20(A1), (A2)), In the second performance mode, a special variable display, which differs in form from the moving display, is performed as a variable display of the decorative identification information (see Figures 20(B1) and (B2)). The duration of the fade-out display when the special variable display is executed in the second performance mode is longer than the duration of the fade-out display when the moving display is executed in the first performance mode (for example, the portion where the fade-out display period A22 when the scrolling display is executed in the second performance mode is longer than the fade-out display period A21 when the scrolling display is executed in the first performance mode (fade-out display period A21 < fade-out display period A22. See Figures 45(A)(B))). It is characterized by the following. According to this feature, in the second performance mode, not only is the variable display of the decorative identification information different from that of the first performance mode, but the fade-out display period from the start of the variable display until the decorative identification information disappears is also longer, allowing the decorative identification information to be viewed for a longer period of time.

[0033] [Form 21](No.22) The gaming machine of type 21 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to control the system to any of several types of performance modes (for example, performance modes 1 to 4), including the first performance mode and the second performance mode. When the variable display of the aforementioned decorative identification information is started, it is possible to perform a fade-out display in which the transparency of the decorative identification information is gradually increased and then erased (for example, a portion of a decorative pattern that gradually accelerates to high-speed display after the scrolling display starts, and whose transparency increases in proportion to the increase in speed, resulting in a fade-out display). The variable display pattern of the decorative identification information can be determined to be one of several types of variable display patterns. The duration of the fade-out display differs depending on whether a predetermined variable display pattern is determined in the first performance mode or in the second performance mode (for example, the fade-out display periods A21 and A22 differ depending on whether a non-reach failure variation pattern PA1-1 is determined in the first performance mode or in the second performance mode. See Figures 45(A) and 45(B)). It is characterized by the following. This feature makes it difficult for players to predict which variable display pattern is being determined, as the fade-out duration differs depending on whether the game is controlled in the first or second performance mode. This enhances the enjoyment of the game.

[0034] [Form 22](No.23) The gaming machine of type 22 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The game control means performs a variable display of the specific identification information (for example, the part in which the CPU 103 performs a variable display of the special symbols in the special symbol process processing of step S25), The performance control means is capable of performing variable displays of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76), The aforementioned decorative identification information includes a character image (for example, a character display unit 002SG052) and a related information image (for example, an information display unit 002SG053) which is information related to the character in the character image. The variable display period includes a pre-variable display period from when the conditions for starting the variable display are met until the decorative identification information starts to display in a variable manner, and a post-variable display period after the decorative identification information starts to display in a variable manner (for example, the variable display period for a special pattern includes a pre-variable display period from when the variable display of the special pattern and small patterns starts until the scrolling display of the decorative pattern starts, and a post-variable display period after the scrolling display of the decorative pattern starts). The character image is displayed during the period before variable display and the period after variable display. The aforementioned related information image is displayed during the pre-variable display period and then erased before the post-variable display period begins (for example, the character name (character-related information) displayed on the information display unit 002SG053 is displayed during the pre-variable display period, i.e., when the variation start action is being executed, and then erased before the post-variable display period begins, i.e., before the scrolling display of the decorative pattern begins. See Figures 23(A) and 26). It is characterized by the following. This feature allows players to deepen their understanding of the characters by drawing their attention to related information images before the variable display of decorative identification information begins, i.e., when it is displayed in a stationary state. Furthermore, by clearing the related information images before the variable display begins, players can be drawn to the variable display and pre-announcement effects rather than the related information images.

[0035] [Form 23](No.24) The gaming machine of type 23 is, A gaming machine (e.g., a pachinko machine 1) that can control the game into an advantageous state (e.g., a jackpot game state) that is advantageous to the player by performing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of said specific identification information, Game control means (for example, CPU 103), It comprises a means for controlling the performance (for example, a CPU 120 for performance control), The aforementioned game control means is The variable display of the specified identification information is performed (for example, the part in which the CPU 103 performs the variable display of the special symbol in the special symbol process processing of step S25), It can be controlled to have a normal state (for example, a low probability, low base state) and a special state (for example, a low probability, high base state or a high probability, high base state) in which variable display is more likely to be performed and the average variable display period is shorter than in the normal state. The aforementioned performance control means is It is possible to perform variable displays of multiple types of decorative identification information corresponding to the variable display of the aforementioned specific identification information (for example, the part in which the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), In the aforementioned normal state, the system can be controlled to any of several performance modes, including a first performance mode (e.g., first performance mode) and a second performance mode (e.g., second performance mode) (for example, first to fourth performance modes; see Figure 20). In the aforementioned special state, it is possible to control the performance mode to include a third performance mode (for example, a third performance mode or a fourth performance mode), The aforementioned decorative identification information includes a character image (for example, a character display unit 002SG052) and a related information image (for example, an information display unit 002SG053) which is information related to the character in the character image. In the first performance mode, the decorative identification information is displayed in a manner that includes the character image and the related information image (see Figure 26), In the second and third presentation modes, the decorative identification information is displayed in a manner that does not include the related information image (see FIGS. 28, 29, and 33). It is characterized by this. According to this feature, in the first presentation mode, by displaying the related information image and attracting attention to the related information image, the player can deepen the understanding of the character. On the other hand, in the second and third presentation modes, by erasing the related information image, it is possible to attract attention to variable displays, preview presentations, etc. rather than the related information image.

[0036] [Form 24](No. 25) The gaming machine of Form 24 is a gaming machine (for example, pachinko gaming machine 1) that can execute variable display of specific identification information (for example, special symbols), and by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, it can be controlled to an advantageous state (for example, jackpot gaming state) advantageous to the player, comprising game control means (for example, CPU 103), and presentation control means (for example, presentation control CPU 120), The game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), and can be controlled between a normal state (for example, low probability and low base state) and a special state (for example, low probability and high base state or high probability and high base state) where variable display is more likely to be executed and the average variable display period is shorter than that of the normal state, The presentation control means can perform variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the presentation control CPU 120 executes variable display of decorative symbols in the presentation control process in step S76), the decorative identification information includes a digital image (for example, digital display unit 002SG061), Normally, when the background image is displayed, it is possible to perform a notification effect that indicates whether or not the game is controlled to the advantageous state (for example, the CPU 120 for controlling the effects can perform an SP reach effect that indicates whether or not it will result in a jackpot), In the aforementioned notification presentation, a specific background image different from the normal background image (for example, the fifth background image 002SG085) is displayed. When the notification effect is executed in a variable display in which the specific display result is derived as a result of the variable display, a combination of decorative identification information corresponding to the specific display result is displayed when the specific background image is displayed in the notification effect (for example, in an SP reach effect, when the fifth background image 002SG085 corresponding to the SP reach effect is displayed as the background image, a combination of winning symbols (for example, "222") is temporarily displayed (see Figure 53(F)), Upon the end of the notification effect, the specific background image is removed and the normal background image is displayed, and while the normal background image is displayed, a combination of decorative identification information corresponding to the specific display result is displayed (for example, as shown in Figure 53(G), upon the end of the SP reach effect, the fifth background image 002SG085 is hidden and the first background image 002SG081 is displayed, and while the first background image 002SG081 is displayed, a combination of symbols that confirm a jackpot (for example, "222") is temporarily displayed). When the aforementioned normal background image is displayed, a specific image (for example, specific image 002SG075) is displayed in close proximity to the numerical image of the combination of decorative identification information corresponding to the specific display result that is displayed. In the aforementioned special state, the specific image is not displayed (for example, in the low base state, the specific image 002SG075 showing flames is displayed in response to the numerical display section 002SG051 of the combination of jackpot-confirming decorative symbols displayed after the SP reach performance ends (see Figures 53(H) and (I)), whereas in the high base state, the specific image 002SG075 showing flames is not displayed in response to the numerical display section 002SG051 of the combination of jackpot-confirming decorative symbols displayed after the SP reach performance ends (see Figures 54(P) and (S))). It is characterized by the following. According to this feature, in normal conditions, the effect of the performance is enhanced and the excitement is heightened by displaying a specific image in response to the numerical image of the decorative identification information displayed after the end of the notification performance. However, in special conditions where the average variable display period is short, the variable display can be made to feel faster by not displaying a specific image in response to the numerical image of the decorative identification information displayed after the end of the notification performance.

[0037] [Form 25](No.18-2) The gaming machine of form 25 is the gaming machine described in form 17 or form 18, The aforementioned performance control means is When the variable display of the specified identification information has ended, and the corresponding display (e.g., active display 002SG103) that was displayed in the corresponding display area (e.g., active display area 5F) is erased, an erase effect display (e.g., erase effect 002SG110) that emphasizes that the corresponding display has been erased can be displayed. If the pending display is displayed when the erase effect display is shown, the erase effect display will continue to be displayed until the variable display corresponding to the pending display is started (for example, the erase effect 002SG110 will continue to be displayed even after the active display 002SG103 is erased, and will be erased only after the next variable display corresponding to the first pending display 002SG101 that was displayed in the first display area from the left is started, as shown below. See Figure 25(B3)). It is characterized by the following. This feature prevents a decline in the entertainment value of the performance by eliminating any gaps in the visual presentation between the end of one variable display and the start of the next. Furthermore, the erase effect display allows the player to recognize that the corresponding display for the completed variable display has been erased, while the display of a new corresponding display allows them to recognize that a new variable display has started.

[0038] [Form 26](No.18-3) The gaming machine of form 26 is the gaming machine described in form 17 or form 18, and The area where the decoration identification information is displayed includes a first area (for example, the left decorative symbol display area 5L), a second area (for example, the right decorative symbol display area 5R), and a third area (for example, the middle decorative symbol display area 5C) located between the first area and the second area, In the normal state, the third area displays the decoration identification information in a smaller size than the first area and the second area (for example, refer to FIG. 19), In the special state, the decoration identification information of the first area, the second area, and the third area is displayed in the same size (for example, refer to FIG. 19), In the special state, the third area is arranged closer to the center of the display area of the display means than the third area in the normal state (for example, refer to FIG. 19) It is characterized by this. According to this feature, in the normal state, the decoration identification information of the first area and the second area is made to look large, and by shifting the decoration identification information of the third area, a sense of depth is given to improve the interest. However, in the special state where the average variable display period is short, since the decoration identification information is arranged closer to the center of the display area, the recognition degree of the decoration identification information can be increased.

[0039] (Basic Explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which is also the configuration and control of a general pachinko gaming machine) will be described.

[0040] Next, embodiments for implementing the gaming machine according to the present invention will be described below based on the drawings. In the following, the front side of Figure 1 will be the front (front, front view) side of the pachinko gaming machine 1, and the back side will be the rear (rear, back view) side, and the explanation will be based on the up, down, left, and right directions when viewing the pachinko gaming machine 1 from the front side. In this embodiment, the front of the pachinko gaming machine 1 is the surface facing the player who is playing the game on the pachinko gaming machine 1. Also, in the explanation of each step in the flowchart, for example, "Step S1" may be abbreviated as "S1" or "002SGS1", "Normal Reach" may be abbreviated as "N Reach", and "Super Reach" may be abbreviated as "SP Reach".

[0041] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.

[0042] Furthermore, "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Furthermore, variation also includes the display of a certain symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Furthermore, variable display may be expressed as variable display or simply variable.

[0043] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.

[0044] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.

[0045] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.

[0046] Furthermore, a display area 5S is provided in the upper left corner of the display screen of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4"), and a small symbol corresponding to the decorative symbol. The small symbol is displayed variably in accordance with the variable display of the decorative symbol.

[0047] Furthermore, the first reserved memory count, second reserved memory count, reserved display, small symbols, error display (not shown) indicating an error state occurring in the pachinko game machine 1, right-hand shooting notification image 002SG201 (see Figure 20) prompting the player to shoot to the right, and time-saving remaining display 002SG202 (see Figure 20) indicating the remaining number of time-saving rounds, etc., may be displayed in front of (upper layer) the performance images such as characters, in order to prevent the performance images from overlapping and reducing the visibility of the first reserved memory count, second reserved memory count, small symbols, and error display. On the other hand, decorative symbols may be displayed behind (lower layer) the performance images, in order to prevent the decorative symbols from overlapping and reducing the visibility of the performance images.

[0048] The above-mentioned small symbols are also called the fourth symbols. The fourth symbols are symbols that indicate that the special symbols (first special symbols, second special symbols) are being displayed in a variable manner, and are displayed in a variable manner by a certain operation in a manner that is always visible on a display device such as the image display device 5. Because the fourth symbols are displayed in a variable manner, even if the decorative symbols are difficult to recognize, such as when the performance content including the variable display of decorative symbols disappears from the screen for a moment, or when the movable parts 32A and 32B obscure all or part of the screen of the image display device 5, it becomes possible to recognize whether or not the decorative symbols are currently being displayed in a variable manner. The performance control CPU 120 performs the variable display of the fourth symbols corresponding to the first special symbols by operating the image display device 5 based on the receipt of the first variable display start command. The performance control CPU 120 also performs the variable display of the fourth symbols corresponding to the second special symbols by operating the image display device 5 based on the receipt of the second variable display start command.

[0049] Furthermore, the symbols displayed on the fourth symbol display device, which is installed in a location other than the image display device 5 (for example, the special variable prize ball device 7, which is a designated location on the game board 2), such as the LED for the first special symbol and the LED for the second special symbol, are also called the fourth symbols.

[0050] The lower part of the screen of the image display device 5 is provided with display areas (special symbol hold memory display area 5U, active display area 5F) for displaying a hold display corresponding to a variable display whose execution is pending, and an active display corresponding to a variable display that is currently being executed. The hold display and the active display are collectively referred to as variable display-compatible displays corresponding to variable displays. In this embodiment, a special symbol hold memory display area 5U is provided common to the first special symbol and the second special symbol, but a first special symbol hold memory display area for displaying a first hold display representing a variable display whose execution for the first special symbol is pending, and a second special symbol hold memory display area for displaying a second hold display representing a variable display whose execution for the second special symbol is pending, may be provided separately.

[0051] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.

[0052] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.

[0053] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.

[0054] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric mechanism with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in the upright position, resulting in a closed state where no game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable prize ball device 6B is in the tilted position, resulting in an open state where game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B is not limited to those described above, as long as it changes between a closed state and an open state.

[0055] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.

[0056] Between the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 having a large prize opening is provided. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.

[0057] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0058] When a game ball enters the large winning opening, a predetermined number (e.g., 14) of game balls are paid out as prize balls. When a game ball enters the large winning opening, more prize balls are paid out than when a game ball enters, for example, the first starting winning opening, the second starting winning opening, or the general winning opening 10.

[0059] The entry of a game ball into each winning opening including the general winning opening 10 is also referred to as "winning". In particular, winning at the starting openings (the first starting winning opening and the second starting winning opening) is also referred to as starting winning.

[0060] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the lower left of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbols are represented by lighting patterns such as numbers indicating "0" to "9" and "-". The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also referred to as a normal symbol game.

[0061] A passage gate 41 through which game balls can pass is provided to the right of the image display device 5. Based on the game ball passing through the passage gate 41, a normal symbol game is executed.

[0062] A normal symbol hold display 25C is provided below the normal symbol display 20. The normal symbol hold display 25C includes, for example, 4 LEDs and displays the number of normal symbol game holds stored, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.

[0063] On the surface of the game board 2, in addition to the above configuration, there are provided a windmill for changing the flow direction and speed of game balls and a large number of obstacle pins. At the bottom of the game area, an out opening is provided for taking in game balls that have not entered any winning opening.

[0064] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided to the left and right of the main lamp 9a, surrounding the game area. Furthermore, an attacker lamp 9c is provided near the special variable prize ball device 7 in the game board 2.

[0065] Movable bodies 32A and 32B, which operate in accordance with the effects, are provided at predetermined positions on the game board 2 (above and below the image display device 5 in Figure 1). Movable body lamps 9d are also provided on the movable bodies 32A and 32B. These movable body lamps 9d, along with the aforementioned main lamps 9a, frame lamps 9b, and attacker lamps 9c, are sometimes collectively referred to as the game effect lamps 9. These main lamps 9a, frame lamps 9b, attacker lamps 9c, and movable body lamps 9d are all composed of LEDs.

[0066] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.

[0067] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.

[0068] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).

[0069] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).

[0070] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.

[0071] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko game machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).

[0072] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).

[0073] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.

[0074] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.

[0075] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined maximum number of entries (for example, 4) are reached.

[0076] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of jackpot described later) stops and is displayed as a guaranteed special symbol, it is a "jackpot." If a special symbol other than the winning symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."

[0077] After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player.

[0078] In a jackpot state, the large prize winning slot formed by the special variable prize ball entry device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize winning slot reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize winning slot can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize winning slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined upper limit number of times (15 times or 2 times).

[0079] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.

[0080] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability-changing state, etc.), and the jackpot type may be set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.

[0081] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.

[0082] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).

[0083] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.

[0084] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).

[0085] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).

[0086] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.

[0087] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.

[0088] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32A and 32B, or any effect device that includes some or all of these.

[0089] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).

[0090] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.

[0091] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.

[0092] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.

[0093] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.

[0094] If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").

[0095] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.

[0096] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.

[0097] During a jackpot game, a jackpot animation is performed to inform the player of the jackpot state. This jackpot animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the jackpot state.

[0098] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).

[0099] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board.

[0100] A power switch 91 is connected to the power supply board 17. By operating the power switch 91 (turning it ON), power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied from the power supply board 17 to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0101] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0102] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.

[0103] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which some or all of its contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

[0104] The random number circuit 104 keeps an updatable count of numerical data representing various random values ​​(game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0105] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).

[0106] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.

[0107] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.

[0108] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on solenoid 81 and solenoid 82) from the game control microcomputer 100 to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.

[0109] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.

[0110] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including the driving of movable parts 32A and 32B, error notifications, power outage recovery notifications, and other various notifications) based on the received performance control commands.

[0111] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.

[0112] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.

[0113] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).

[0114] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.

[0115] The display control unit 123, based on the execution instructions for the performance control CPU 120, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. It also performs display processing to output the image data of the display image creation area in the VRAM area specified in the display register as a video signal. In this embodiment, the display image creation area and the drawing area switch with each V-blank. Therefore, drawing is performed in the area allocated as the drawing area in one V-blank, and then in the next V-blank, it switches to the display image creation area, so the image data drawn in the previous V-blank is displayed, while drawing continues in the other area during that time.

[0116] Furthermore, the display control unit 123 generates an image for display on the image display device 5 by superimposing (combining) multiple layers. Therefore, the VRAM area contains a layer image drawing area for drawing and arranging the images of each of these layers, and a display image creation area for generating an image for display on the image display device 5 by further superimposing (combining) the images drawn and arranged in each layer image drawing area. Note that each layer has the concepts of upper, middle, and lower, and images of upper layers are given a higher display priority on the image display device 5, while images of lower layers are given a lower display priority on the image display device 5.

[0117] The VRAM area contains a Layer 1 image rendering area for rendering and positioning Layer 1 images, a Layer 2 image rendering area for rendering and positioning Layer 2 images, and a Layer 3 image rendering area for rendering and positioning Layer 3 images. In addition, the VRAM area also contains a displacement image creation area for creating displacement images and a display image creation area.

[0118] The displacement image creation area is an area where a displacement image is created by superimposing (combining) an image drawn and placed in the Layer 2 image drawing area and an image drawn and placed in the Layer 3 image drawing area, and then applying a displacement image to the displacement image.

[0119] The display image creation area is an area where images are created for display on the image display device 5, which are either images drawn and placed in the Layer 1 image drawing area, images drawn and placed in the Layer 2 image drawing area, images drawn and placed in the Layer 3 image drawing area superimposed (combined), or images drawn and placed in the Layer 1 image drawing area superimposed (combined) with displacement images created in the displacement image creation area.

[0120] Furthermore, images drawn and placed in the Layer 1 image drawing area are set to have the highest display priority in the image display device 5 (display priority: high), images drawn and placed in the Layer 2 image drawing area are set to have a lower display priority than images drawn and placed in the Layer 1 image drawing area in the image display device 5 (display priority: medium), and images drawn and placed in the Layer 3 image drawing area are set to have the lowest display priority in the image display device 5 (display priority: low). In other words, Layer 1 is the upper layer with the highest image display priority, Layer 2 is the middle layer with a lower image display priority than Layer 1, and Layer 3 is the lower layer with the lowest image display priority.

[0121] The Layer 1 image drawing area is a drawing area for drawing images to display a first interface image, which includes a special symbol hold memory display area 5U that displays the first and second special symbol hold memory counts in a identifiable manner, at the bottom of the display area of ​​the image display device 5, and a second interface image, which includes small symbols with a display area smaller than that of decorative symbols and a hold memory count display, at the upper left of the display area of ​​the image display device 5.

[0122] The Layer 2 image drawing area is a drawing area located in the center of the display area of ​​the image display device 5, where the left, center, and right decorative patterns are drawn in order to perform variable display of the decorative patterns.

[0123] Furthermore, the Layer 3 image drawing area is a drawing area that draws a background image in order to display the background image across the entire display area of ​​the image display device 5.

[0124] In this embodiment, an image to be displayed in the display area of ​​the image display device 5 can be generated by superimposing the images drawn and arranged in the Layer 1 image drawing area (Layer 1 image), the images drawn and arranged in the Layer 2 image drawing area (Layer 2 image), and the images drawn and arranged in the Layer 3 image drawing area (Layer 3 image). In particular, as mentioned above, the images drawn in the Layer 1 image drawing area (first interface image and second interface image) are set to have the highest display priority and are therefore displayed as the top layer image in the image display device 5. The images drawn in the Layer 2 image drawing area (decorative patterns) are set to have a lower display priority than the images drawn in the Layer 1 image drawing area and are therefore displayed as the middle layer image in the image display device 5. The images drawn in the Layer 3 image drawing area (background image) are set to have the lowest display priority and are therefore displayed as the bottom layer image in the image display device 5.

[0125] In this embodiment, the transparency of the images drawn and placed in each image drawing area is set to 0% so that when superimposed, the overlapping portion of the upper image with the lower image is not visible to the player. However, the present invention is not limited to this, and depending on the situation, the transparency of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images that are displayed transparently or temporarily hidden may be provided in the display area of ​​the image display device 5.

[0126] The display control unit 123 further supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound in synchronization with the display of the performance image and to turn the game effect lamp 9 on / off. The display control unit 123 also supplies signals to operate the movable bodies 32A and 32B to the movable bodies 32A and 32B or to the drive circuits that drive the movable bodies 32A and 32B.

[0127] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.

[0128] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.

[0129] Furthermore, the control of audio output, lamp on / off (supply of sound specification signals and lamp signals, etc.), and control of movable parts 32A and 32B (supply of signals to operate movable parts 32A and 32B, etc.) may be performed by the performance control CPU 120.

[0130] The random number circuit 124 keeps an updatable count of numerical data representing various random values ​​(random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0131] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).

[0132] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.

[0133] Figure 3(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is also set to "0". Note that the command form shown in Figure 3(A) is just an example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.

[0134] In the example shown in Figure 3(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.

[0135] Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result (jackpot type determination result) of which of the multiple types of jackpots to be used when the variable display result is a "jackpot".

[0136] In the variable display result specification command, for example, as shown in Figure 3(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot C", as well as the jackpot type determination result. Command 8C04H is the fifth variable display result specification command, which notifies the pre-determined result that the variable display result will be "Big Win" and the big win type will be "Non-Probability Big Win," as well as the big win type determination result.

[0137] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), and command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state). In addition, command 9502H is set as the third game state specification command corresponding to a game state in which both time-saving control and probability variation control are performed (high probability high base state, time-saving probability variation state). Furthermore, the time-saving bonus mode is sometimes simply referred to as the "bonus mode."

[0138] Command A0XXH is a win start command (also called the "fanfare command") that specifies the display of a visual effect indicating the start of a jackpot game. Command A1XXH is a jackpot opening notification command that indicates the period during which the jackpot opening is open during a jackpot game. Command A2XXH is a jackpot opening after notification command that indicates the period during which the jackpot opening has changed from open to closed during a jackpot game. Command A3XXH is a win end command that specifies the display of a visual effect at the end of a jackpot game.

[0139] In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the jackpot state described later (for example, "0" to "10").

[0140] Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred.

[0141] Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent, for example, based on the first start condition being met when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent, for example, based on the second start condition being met when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases).

[0142] Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memories. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memories.

[0143] Note that the commands shown in Figure 3(A) are just examples, and the system may not have some of these commands, may use different commands instead, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the remaining number of variable display times for which probability change control or time reduction control will be executed.

[0144] Figure 4 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 4, on the main board 11, numerical data representing the random numbers MR1 ​​for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, and MR4 for determining the normal display result are controlled to be countable. In addition, other random numbers may be used to enhance the game's effect. Random numbers used to control the progress of the game are also called game random numbers.

[0145] The random number circuit 104 only needs to count numerical data that represents some or all of these random values ​​MR1 ​​to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown), and update various numerical data by software to count numerical data that represents some of the random values ​​MR1 ​​to MR4.

[0146] The random value MR1 for determining the special symbol display result is a random value used to determine whether or not to control the game state to a jackpot by treating the variable display result, such as a special symbol, in the special symbol game as a "jackpot," and takes values ​​in the range of "0" to "65536." The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to be one of "probability variation jackpot A," "probability variation jackpot B," "probability variation jackpot C," or "non-probability variation jackpot" when the variable display result is a "jackpot," and takes values ​​in the range of "0" to "100."

[0147] The random value MR3 used for determining the variation pattern is a random value used to determine the variation pattern in the variable display of special symbols and decorative symbols to one of several pre-prepared types, and can take values ​​in the range of "0" to "997".

[0148] The random value MR4 used for determining the result of the regular symbol display is a random value used to determine whether the variable display result in the regular symbol game using the regular symbol display unit 20 is a "regular symbol win" or a "regular symbol loss," and takes values ​​in the range of "3" to "13".

[0149] Figure 5 shows an example of the configuration of the display result determination table stored in ROM 101. In this embodiment, a common display result determination table is used for both the first and second special figures, but the present invention is not limited to this, and separate display result determination tables may be used for the first and second special figures.

[0150] The display result determination table is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A and special symbol games using the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.

[0151] In the display result determination table, a numerical value (determination value) is compared with the random value MR1 used for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state), and this value is assigned to the special symbol display result of "jackpot" or "miss".

[0152] In the display result determination table, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a jackpot game state as a "jackpot". In the display result determination table, when the game state is a probability variation state (high probability state), more determination values ​​are assigned to the special symbol display result of "jackpot" than when it is a normal state or a time-saving state (low probability state). As a result, in the probability variation state (high probability state) in which probability variation control is performed in the pachinko game machine 1, the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this embodiment) compared to the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" when it is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of determining whether or not to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.

[0153] Figure 6(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. In this embodiment, the jackpot type determination table is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, the numerical value (determination value) compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "non-probability variation jackpot," "probability variation jackpot A," "probability variation jackpot B," and "probability variation jackpot C," depending on whether the special symbol that was displayed variably (variable display) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0154] Here, the types of jackpots in this embodiment will be explained using Figure 6(B). In this embodiment, the types of jackpots are set as follows: "Probability variation jackpot A," "Probability variation jackpot B," and "Probability variation jackpot C," in which probability variation control and time reduction control are executed after the jackpot game state ends, transitioning to a high probability high base state; and "Non-probability variation jackpot," in which only time reduction control is executed after the jackpot game state ends, transitioning to a low probability high base state.

[0155] The winning state for "Probability-increasing Jackpot A" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 10 times (so-called 10 rounds) and this is repeated. On the other hand, the winning state for "Probability-increasing Jackpot B" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 5 times (so-called 5 rounds) and this is repeated. The winning state for "Probability-increasing Jackpot C" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 2 times (so-called 2 rounds) and this is repeated. In addition, the winning state for "Non-Probability-increasing Jackpot" is a normal opening jackpot in which the special variable ball entry device 7 is changed to the advantageous first state for the player 5 times (so-called 5 rounds) and this is repeated. Therefore, "Probability-increasing jackpot A" may be referred to as a 10-round (10R) probability-increasing jackpot, "Probability-increasing jackpot B" as a 5-round (5R) probability-increasing jackpot, and "Probability-increasing jackpot C" as a 2-round (2R) probability-increasing jackpot.

[0156] The probability variation control and time reduction control that begin after the end of the jackpot game state of probability variation jackpot A to probability variation jackpot C are terminated on the condition that the game state is controlled to a jackpot game state. Similarly, the time reduction control that begins after the end of the jackpot game state of a non-probability variation jackpot is terminated on the condition that 100 variable displays are completed, or that the game state is controlled to a jackpot game state before the completion of the 100 variable displays. Therefore, if the next jackpot is one of probability variation jackpots A to probability variation jackpot C, the probability variation control and time reduction control are executed again after the end of the jackpot game state, resulting in a so-called continuous jackpot state where jackpot game states occur continuously without going through the normal state. In other words, the probability variation state in this embodiment is a game state that continues until the variable display result is a jackpot, regardless of the number of variable displays, while the time reduction state in this embodiment is a game state that is controlled to the normal state by executing 100 variable displays if the variable display result is not a jackpot. Therefore, the time-saving state is also a game state that is controlled when the winning streak state may end.

[0157] In the example setting of the jackpot type determination table shown in Figure 6(A), the assignment of determination values ​​to the jackpot types "Probability Variation Jackpot A," "Probability Variation Jackpot B," "Probability Variation Jackpot C," and "Non-Probability Variation Jackpot" differs depending on whether the variable-display special symbol is the first special symbol or the second special symbol. Specifically, when the variable-display special symbol is the first special symbol, a predetermined range of determination values ​​(values ​​in the range of "81" to "100") are assigned to the jackpot types "Probability Variation Jackpot B" and "Probability Variation Jackpot C," which have fewer rounds. On the other hand, when the variable-display special symbol is the second special symbol, no determination values ​​are assigned to the jackpot types "Probability Variation Jackpot B" and "Probability Variation Jackpot C." With this setting, the proportion of times the jackpot type is determined to be a "probability variation jackpot B" or "probability variation jackpot C" with a small number of rounds can be made different depending on whether the jackpot type is determined to be one of several types based on whether the first start condition for starting a special symbol game using the first special symbol by the first special symbol display device 4A is met, or whether the jackpot type is determined to be one of several types based on whether the second start condition for starting a special symbol game using the second special symbol by the second special symbol display device 4B is met. In particular, in special symbol games using the second special symbol, the jackpot type is never determined to be controlled to a jackpot state with a small number of rounds as "probability variation jackpot B" or "probability variation jackpot C". For example, in a game state where game balls are more likely to enter the second starting prize entry point formed by the variable prize entry device 6B due to high opening control associated with time reduction control, it is possible to avoid frequent occurrences of jackpot states with small prize balls and prevent a decrease in the enjoyment of the game.

[0158] Furthermore, in the example setting of the jackpot type determination table shown in Figure 6(A), the assignment of determination values ​​for the "non-probability variation" jackpot type is the same regardless of whether it is the first special symbol game or the second special symbol game. Therefore, the probability of a non-probability variation jackpot and the probability of a probability variation jackpot are the same regardless of whether it is the first special symbol game or the second special symbol game.

[0159] Therefore, as mentioned above, just as the assignment of judgment values ​​for "Probability Variation Jackpot B" and "Probability Variation Jackpot C" differs depending on whether it is a special game of the first special symbol or the second special symbol, the assignment of judgment values ​​for "Probability Variation Jackpot A" also differs depending on whether it is a special game of the first special symbol or the second special symbol, and for "Probability Variation Jackpot A," which has a large number of rounds, it is set to be easier to determine when it is a special game of the second special symbol than when it is a special game of the first special symbol.

[0160] Furthermore, even in the case of a special feature game using the second special feature, a different range of predetermined judgment values ​​than those used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". For example, in the case of a special feature game using the second special feature, a smaller judgment value than that used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". Alternatively, regardless of whether it is a special feature game using the first or second special feature, the jackpot type may be determined by referring to common table data.

[0161] Figure 7 shows the variation patterns in this embodiment. In this embodiment, multiple variation patterns are pre-prepared to correspond to cases where the variable display result is a "miss," specifically when the variable display mode of the decorative symbols is "not a reach" and when it is "a reach," as well as when the variable display result is a "jackpot." The variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "not a reach" is called the "not a reach variation pattern" (also called the "not a reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "a reach" is called the "reach variation pattern" (also called the "reach miss variation pattern"). Furthermore, the "not a reach variation pattern" and the "reach variation pattern" are included in the "miss variation pattern" that corresponds to the case where the variable display result is a "miss." The variation pattern corresponding to the case where the variable display result is a "jackpot" is called the "jackpot variation pattern."

[0162] The jackpot variation patterns and reach variation patterns include normal reach variation patterns in which the reach animation of a normal reach is executed, and super reach variation patterns in which the reach animation of a super reach is executed. In this embodiment, one type of normal reach variation pattern is provided, but the present invention is not limited thereto, and two or more types of normal reach variation patterns may be provided. In this embodiment, three types of super reach variation patterns are provided: super reach (no pseudo-consecutive wins), super reach (one pseudo-consecutive win), and super reach (two pseudo-consecutive wins), but the present invention is not limited thereto, and four or more types of super reach variation patterns may be provided, or two or fewer types may be provided.

[0163] In this embodiment, the super reach variation patterns include a variation pattern (PB1-2) where the variable display result is a jackpot and a variation pattern (PA2-2) where it is a miss, as a variation pattern for super reach (no pseudo-consecutive spins), a variation pattern (PB1-3) where the variable display result is a jackpot and a variation pattern (PA2-3) where it is a miss, as a variation pattern for super reach (one pseudo-consecutive spins), and a variation pattern (PB1-4) where the variable display result is a jackpot and a variation pattern (PA2-4) where it is a miss, as a variation pattern for super reach (two pseudo-consecutive spins).

[0164] As shown in Figure 7, the special symbol variation time for the normal reach variation pattern in which the reach animation for the normal reach is performed in this embodiment is set to be shorter than that for the super reach variation pattern.

[0165] In this embodiment, the probability of winning a jackpot increases in the order of Super Reach, Normal Reach, and Non-Reach. Therefore, in the Normal Reach variation pattern and Super Reach variation pattern, the longer the special symbol variation time, the higher the probability of winning a jackpot.

[0166] Furthermore, in this embodiment, as will be described later, these fluctuation patterns are determined using only the random value MR3 for fluctuation pattern determination. However, the present invention is not limited to this. For example, in addition to the random value MR3 for fluctuation pattern determination, a random value for fluctuation pattern type determination may be provided, and the type of fluctuation pattern may be determined first from these random values ​​for fluctuation pattern type determination, and then the fluctuation patterns belonging to the determined type may be determined.

[0167] Figure 8 is an explanatory diagram of the method for determining the variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is different depending on the display result of the variable display to be executed, the number of reserved memories, the game state, etc.

[0168] Specifically, as shown in Figure 8, if the variable display result is a non-probability-changing jackpot, the jackpot variation pattern determination table A is selected, and the variation pattern is determined using the jackpot variation pattern determination table A from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach (no pseudo-consecutive effect) jackpot), PB1-3 (variation pattern for super reach (pseudo-consecutive effect once) jackpot), and PB1-4 (variation pattern for super reach (pseudo-consecutive effect twice) jackpot). More specifically, in the jackpot variation pattern determination table A, PB1-1 is determined at a rate of 5%, PB1-2 at a rate of 20%, PB1-3 at a rate of 35%, and PB1-4 at a rate of 40%.

[0169] Furthermore, if the variable display result is a probability variation jackpot A to C, the jackpot variation pattern determination table B is selected, and the variation pattern is determined using the jackpot variation pattern determination table B from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach (no pseudo-consecutive effect) jackpot), PB1-3 (variation pattern for super reach (pseudo-consecutive effect once) jackpot), and PB1-4 (variation pattern for super reach (pseudo-consecutive effect twice) jackpot). More specifically, the jackpot variation pattern determination table B determines PB1-2 at a rate of 10%, PB1-3 at a rate of 20%, and PB1-4 at a rate of 70%.

[0170] Furthermore, if the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories for the variable special symbol is 1 or less, the miss variation pattern determination table A is selected, and the variation pattern is determined using this miss variation pattern determination table A from PA1-1 (variation pattern for no shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern for super reach (no pseudo-consecutive effect) miss), PA2-3 (variation pattern for super reach (pseudo-consecutive effect once) miss), and PA2-4 (variation pattern for super reach (pseudo-consecutive effect twice) miss). More specifically, in the miss variation pattern determination table A, PA1-1 is determined at a rate of 50%, PA2-1 at a rate of 40%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0171] Furthermore, if the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories for the variable special symbol is 2, then the miss variation pattern determination table B is selected, and the variation pattern is determined using this miss variation pattern determination table B from PA1-2 (variation pattern for shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern for super reach (no pseudo-consecutive effect) miss), PA2-3 (variation pattern for super reach (pseudo-consecutive effect once) miss), and PA2-4 (variation pattern for super reach (pseudo-consecutive effect twice) miss). More specifically, in the miss variation pattern determination table B, PA1-2 is determined at a rate of 60%, PA2-1 at a rate of 30%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0172] Furthermore, if the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories for the variable special symbol is 3, the miss variation pattern determination table C is selected, and the variation pattern is determined using this miss variation pattern determination table C from PA1-3 (variation pattern for shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern for super reach (no pseudo-consecutive effect) miss), PA2-3 (variation pattern for super reach (pseudo-consecutive effect once) miss), and PA2-4 (variation pattern for super reach (pseudo-consecutive effect twice) miss). More specifically, in the miss variation pattern determination table C, PA1-3 is determined at a rate of 70%, PA2-1 at a rate of 20%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0173] Furthermore, if the game state is a high base state (shortened time state or probability change state), the losing variation pattern determination table D is selected, and the variation pattern is determined using this losing variation pattern determination table D from PA1-3 (shortened non-reach loss variation pattern), PA2-1 (normal reach loss), PA2-2 (super reach (no pseudo-consecutive effect) loss variation pattern), PA2-3 (super reach (pseudo-consecutive effect once) loss variation pattern), and PA2-4 (super reach (pseudo-consecutive effect twice) loss variation pattern). More specifically, in the losing variation pattern determination table C, PA1-3 is determined at a rate of 80%, PA2-1 at a rate of 10%, PA2-2 at a rate of 5%, PA2-3 at a rate of 3%, and PA2-4 at a rate of 2%.

[0174] In this embodiment, the variable display result is shown as an example in which the variation pattern is determined according to the type of jackpot when the variable display result is a jackpot. However, the present invention is not limited to this, and the selection ratio of any of the multiple variation patterns for jackpots (PB1-1 to PB1-4) may be varied regardless of the type of jackpot, for example, according to the game state. By doing so, the variable display is performed with a variation pattern suitable for the game state, thereby improving the enjoyment of the game.

[0175] The RAM 102 provided in the game control microcomputer 100 shown in Figure 2 may be a backup RAM in which part or all of its contents are backed up by a backup power supply generated on a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of RAM 102 will be saved for a predetermined period (until the capacitor acting as the backup power supply discharges and the backup power supply becomes unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as the special symbol process flag) and the data indicating the number of unpaid prize balls should be saved in the backup RAM. The data corresponding to the control state of the game control means is the data necessary to restore the control state to what it was before the power outage occurred, based on that data, when power is restored after a power outage or the like. Furthermore, the data corresponding to the control state and the data indicating the number of unpaid prize balls are defined as data indicating the progress of the game.

[0176] Such a RAM 102 is provided with a game control data storage area 002SG150, as shown in Figure 9, which is a region for storing various data used to control the progress of the game in the pachinko game machine 1. The game control data storage area 002SG150 shown in Figure 9 includes a first special symbol hold storage unit 002SG151A, a second special symbol hold storage unit 002SG151B, a regular symbol hold storage unit 002SG151C, a game control flag setting unit 002SG152, a game control timer setting unit 002SG153, a game control counter setting unit 002SG154, and a game control buffer setting unit 002SG155.

[0177] The first special symbol hold memory unit 002SG151A stores hold data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, where a game ball has passed through (entered) the first starting entry opening formed by the winning ball device 6A and an entry has occurred (first starting entry), but the game has not yet started.

[0178] The second special symbol hold memory unit 002SG151B stores hold data for special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, when a game ball has passed through (entered) the second starting entry opening formed by the variable prize ball device 6B and a starting entry (second starting entry) has occurred, but the game has not yet started.

[0179] As an example, the first special symbol hold memory unit 002SG151A associates the hold number with the order in which the game balls enter the first starting prize slot (the order in which the game balls are detected), and stores numerical data representing random values ​​MR1 ​​for determining the variable display result, random values ​​MR2 for determining the type of win, and random values ​​MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). Furthermore, the second special symbol hold memory unit 002SG151B associates the hold number with the order in which the game balls enter the second starting prize slot (the order in which the game balls are detected), and stores numerical data representing the random value MR1 for determining the variable display result, the random value MR2 for determining the type of win, and the random value MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4").

[0180] The reserved data stored in the first special symbol reserved memory unit 002SG151A and the second special symbol reserved memory unit 002SG151B indicates that the execution of a special symbol game using the first special symbol or a special symbol game using the second special symbol is on hold. This reserved information makes it possible to determine whether or not a jackpot will be won based on the variable display results (special symbol display results) in these special symbol games.

[0181] In this embodiment, when the reserved information (first reserved information) based on the fulfillment of the first start condition due to the game ball passing through (entering) the first start prize entry opening, and the reserved information (second reserved information) based on the fulfillment of the second start prize entry due to the game ball passing through (entering) the second start prize entry opening, are stored in separate reserved storage units in association with reserved numbers, the variable display based on the second reserved storage information is executed with priority over the variable display based on the first reserved information.

[0182] The regular symbol hold memory unit 002SG151C stores hold information for regular symbol games that have not yet been started by the regular symbol display unit 20, even though a game ball has been detected by the gate switch 21. For example, the regular symbol hold memory unit 002SG151C associates the hold number with the order in which the game balls are detected by the gate switch 21, and stores numerical data such as a random value MR4 for determining the regular symbol display result, which is extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, as hold data until the number reaches a predetermined upper limit (for example, "4").

[0183] The game control flag setting unit 002SG152 is equipped with multiple types of flags whose state can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 002SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether it is in an on state or an off state.

[0184] The game control timer setting unit 002SG153 is equipped with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 002SG153 stores data indicating the timer values ​​for each of several types of timers.

[0185] The game control counter setting unit 002SG154 is equipped with multiple types of counters for counting count values ​​used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 002SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 002SG154 may also be equipped with a random counter for counting some or all of the random numbers for the game so that the CPU 103 can update them by software.

[0186] The random counter in the game control counter setting unit 002SG154 stores numerical data representing random values ​​not generated by the random number circuit 104, such as random values ​​MR1 ​​to MR4, as random count values, and the numerical data representing each random value is updated periodically or irregularly in response to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count values ​​may be for updating the random count values ​​separately from the numerical data update operation in the random number circuit 104, or it may be for updating the random count values ​​by applying predetermined processing such as scrambling or arithmetic processing to all or part of the numerical data extracted from the random number circuit 104.

[0187] The game control buffer setting unit 002SG155 is equipped with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 002SG155 stores data indicating the buffer values ​​for each of several types of buffers.

[0188] The ROM 121 mounted on the performance control board 12 shown in Figure 2 stores not only the program for performance control, but also various data tables used to control performance operations. For example, the ROM 121 stores table data that constitutes multiple judgment tables prepared for the performance control CPU 120 to perform various judgments, decisions, and settings, as well as pattern data that constitutes various performance control patterns.

[0189] As an example, ROM 121 stores a performance control pattern table containing multiple types of performance control patterns used by the performance control CPU 120 to control the performance operations of various performance devices (e.g., image display device 5, speakers 8L, 8R, game effect lamps 9 and decorative LEDs, performance models, etc.). The performance control patterns consist of data indicating the control content, corresponding to various performance operations executed according to the progress of the game in the pachinko game machine 1. The performance control pattern table should contain, for example, performance control patterns for when the special symbol is displayed, pre-announcement performance control patterns, and various other performance control patterns.

[0190] The RAM 122 mounted on the performance control board 12 shown in Figure 2 is provided with a performance control data holding area 002SG190, such as the one shown in Figure 10(A), as a region for holding various data used to control performance operations. The performance control data holding area 002SG190 shown in Figure 10(A) includes a performance control flag setting unit 002SG191, a performance control timer setting unit 002SG192, a performance control counter setting unit 002SG193, and a performance control buffer setting unit 002SG194.

[0191] The performance control flag setting unit 002SG191 is equipped with multiple types of flags whose status can be updated according to the performance operation status, such as the display status of the performance image on the screen of the image display device 5, or performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 002SG191 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether they are on or off.

[0192] The performance control timer setting unit 002SG192 is equipped with multiple types of timers used to control the progress of various performance operations, such as the display operation of performance images on the screen of the image display device 5. For example, the performance control timer setting unit 002SG192 stores data indicating the timer value for each of the multiple types of timers.

[0193] The performance control counter setting unit 002SG193 is equipped with multiple types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 002SG193 stores data indicating the count value for each of the multiple types of counters.

[0194] The performance control buffer setting unit 002SG194 is equipped with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 002SG194 stores data indicating the buffer value for each of several types of buffers.

[0195] In this embodiment, the data constituting the start-up winning command buffer 002SG194A, as shown in Figure 10(B), is stored in a predetermined area of ​​the performance control buffer setting unit 002SG194. The start-up winning command buffer 002SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special feature during variable display (area corresponding to buffer number "1-0"). Furthermore, the start-up winning command buffer 002SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special feature during variable display (area corresponding to buffer number "2-0"). When a starting prize is awarded at the first or second starting prize slot, two commands, a starting slot prize designation command (either the first starting slot prize designation command or the second starting slot prize designation command) and a reserved memory count notification command (either the first reserved memory count notification command or the second reserved memory count notification command), are sent as a set from the main board 11 to the performance control board 12. In the starting prize reception command buffer 002SG194A, the storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory are reserved for storing these starting slot prize designation command and reserved memory count notification command separately in the first special symbol reserved memory and the second special symbol reserved memory, respectively.

[0196] The contents of these storage areas (entries) are shifted one by one to the higher level, as described later, when the start condition is met and the variable display of the highest-level reserved memory (buffer number "1-1" or buffer number "2-1") begins. At the same time, the contents of buffer number "1-0" or buffer number "2-0", which store the contents of the reserved memory for which the start condition has been met, are cleared in the special feature winning waiting process that is executed when the variable display ends.

[0197] When a ball is entered into the first starting entry slot, the CPU 120 for performance control stores the command from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the first special symbol hold memory in the starting entry received command buffer 002SG194A. When a ball is entered into the second starting entry slot, the command stores the command from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the second special symbol hold memory in the starting entry received command buffer 002SG194A. When a ball is entered into the starting entry slot, the commands from the starting entry slot entry designation command to the hold memory count notification command are transmitted sequentially. Therefore, once a command is received, the starting entry slot entry designation command and the hold memory count notification command are stored in the storage area corresponding to the last digits "0" to "4" of the buffer numbers corresponding to the first special symbol hold memory or the second special symbol hold memory, in that order.

[0198] As shown in Figure 10(B), the commands stored in the start-up prize-receiving command buffer 002SG194A are changed each time a variable display of decorative symbols is started. The commands stored in the entry corresponding to the previously completed variable display hold memory (the entry with buffer number "1-0" or "2-0") are deleted, and the contents of the entries stored in the entry corresponding to the hold memory of the variable display to be started (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the entries after the hold memory of the variable display to be started are shifted. For example, in the storage state shown in Figure 10(B), when the variable display of the decorative symbols of the first special symbol hold memory is completed, each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3", respectively. Therefore, buffer number "0" becomes an area (entry) for storing each command related to the variable-display pending memory at that time.

[0199] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.

[0200] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 11 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.

[0201] In the main game control process shown in Figure 11, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.

[0202] Next, it is determined whether the recovery conditions have been met (step S3). The recovery conditions can be met if the clear signal is in the off state, backup data exists, and the backup RAM is functioning correctly. When power supply to the pachinko machine 1 is started, for example, if the clear switch provided on the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data only needs to be able to be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect whether there is backup data and whether there are any data errors, and then determine whether the recovery conditions can be met.

[0203] If the recovery conditions are met (Step S3; Yes), the recovery process (Step S4) is executed, followed by the random number circuit setting process (Step S8). The recovery process in Step S4 sets the working area based on the contents of RAM 102. By setting the working area using the backup data stored in RAM 102, the game state is restored to what it was when the power supply was interrupted. For example, if the special symbols were changing, it is sufficient that the special symbols can be resumed from the state before the interruption.

[0204] Furthermore, if the recovery conditions are not met (Step S3; No), the initialization process (Step S6) is executed, followed by the random number circuit setting process (Step S8). The initialization process in Step S6 includes a clear process that clears the flags, counters, and buffers stored in RAM 102, and the execution of the clear process sets initial values ​​in the work area.

[0205] After the random number circuit setting process (step S8) is executed, the CPU 103 sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is periodically triggered at predetermined intervals (e.g., 2ms) (step S9), and enables the interrupt (step S10). Then, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute the timer interrupt process.

[0206] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 12. When the game control timer interrupt processing shown in Figure 12 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning according to the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start-up wins, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0207] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the random numbers used for gameplay via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of the jackpot game state, and control of the game state are realized.

[0208] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.

[0209] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.

[0210] (Special pattern processing) Figure 13 is a flowchart showing an example of the process performed in step S25 shown in Figure 12 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).

[0211] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of ​​RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, the number of reserved items, and the prediction judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 12.

[0212] After executing the start-up prize determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S117), transmission settings are made to send the corresponding performance control command to the performance control board 12.

[0213] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" and, if so, the type of jackpot, before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1", and the special symbol normal processing ends. In this embodiment, the special symbol game using the second special symbol is executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").

[0214] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values ​​compared with the random values ​​are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.

[0215] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several types of variable patterns using random values ​​for variable pattern determination, based on a prior decision result such as whether or not the display result should be "jackpot". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.

[0216] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of decorative symbols), the manner of the variable display of decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.

[0217] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.

[0218] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes stopping the movement of the special symbols on the first special symbol display device 4A and the second special symbol display device 4B, and setting up the display (derivation) of the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". If the display result is "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.

[0219] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.

[0220] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.

[0221] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.

[0222] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.

[0223] (Start-up prize determination process) Figure 14 is a flowchart of the start prize entry determination process (S101) shown in Figure 13. In the start prize entry determination process, the CPU 103 first determines whether the first start entry switch 22A is ON or OFF based on a detection signal from the first start entry switch 22A, which is provided corresponding to the first start prize entry opening formed by the prize ball device 6A (002SGS101). At this time, if the first start entry switch 22A is ON (002SGS101;Y), the CPU 103 determines whether the first special feature reserve memory count, which is the number of reserved memories for a special feature game using the first special feature, is at a predetermined upper limit value (for example, "4" as the upper limit memory count) (002SGS102). The CPU 103 only needs to be able to identify the first special feature reserve memory count by, for example, reading the first reserve memory count value, which is the stored value of the first reserve memory count counter provided in the game control counter setting unit 002SG154. If the number of reserved first symbols in 002SGS102 is not at the upper limit (002SGS102;N), for example, the value stored in the start port buffer provided in the game control buffer setting unit 002SG155 is set to "0" (002SGS103).

[0224] When the first start port switch 22A is off (002SGS101;N), or when the number of reserved special symbols in the first special symbol has reached its upper limit (002SGS102;Y), it is determined whether the second start port switch 22B is on or off based on the detection signal from the second start port switch 22B, which is provided in correspondence with the second start prize port formed by the variable prize ball device 6B (002SGS104). In this case, if the second start port switch 22B is on (002SGS104;Y), it is determined whether the number of reserved special symbols in the second special symbol game, which is the number of reserved special symbols using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit number of reserved special symbols) (002SGS105). The CPU 103 only needs to be able to determine the number of second special symbol reserves by reading the second reserve count value, which is the value stored in the second reserve memory counter provided in the game control counter setting unit 002SG154. If the number of second special symbol reserves is not the upper limit value in 002SGS105 (002SGS105; N), the CPU 103 sets the value stored in the start port buffer provided in the game control buffer setting unit 002SG155 to "2" (002SGS106).

[0225] After executing either process 002SGS103 or 002SGS106, the number of reserved special symbols, corresponding to the value stored in the start-up buffer, is updated by adding 1 (002SGS107). For example, when the start-up buffer value is "0", the first reserved symbol count value is added by 1, while when the start-up buffer value is "2", the second reserved symbol count value is added by 1. In this way, the first reserved symbol count value is updated to increase by 1 when a game ball passes through (enters) the first start-up entry-level slot and the first start condition corresponding to the special symbol game using the first special symbol is met. The second reserved symbol count value is updated to increase by 1 when a game ball passes through (enters) the second start-up entry-level slot and the second start condition corresponding to the special symbol game using the second special symbol is met. At this time, the total number of reserved symbols is also updated by adding 1 (002SGS108). For example, the total number of reserved balls count value, which is the value stored in the total number of reserved balls counter provided in the game control counter setting unit 002SG154, can be updated by adding 1.

[0226] After executing the process in 002SGS108, the CPU 103 extracts numerical data from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 002SG154 that represent the random value MR1 for determining the special feature display result, the random value MR2 for determining the type of jackpot, and the random value MR3 for determining the variation pattern (002SGS109). The numerical data representing each of these extracted random values ​​and the start gate buffer value are stored by being set as hold information at the beginning of an empty entry in the special feature hold storage unit (002SGS110).

[0227] The numerical data representing the random values ​​MR1 ​​for determining the special symbol display result and the random values ​​MR2 for determining the type of jackpot are used to determine whether or not the variable display result of the special symbols or decorative symbols is a "jackpot," and further, if the variable display result is a "jackpot," to determine the type of jackpot. The random value MR3 for determining the variation pattern is used to determine the variation pattern, including the variable display time of the special symbols or decorative symbols. The CPU 103 executes the processing of 002SGS109 to extract numerical data representing all of the random values ​​used to determine the variable display pattern, including the variable display result and variable display time of the special symbols and decorative symbols.

[0228] Following the processing of 002SGS110, the transmission settings for the start-up prize designation command are performed according to the start-up buffer value (002SGS111). For example, when the start-up buffer value is "0", the settings for transmitting the first start-up prize designation command to the performance control board 12 are made by storing the storage address of the first start-up prize designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. Conversely, when the start-up buffer value is "2", the settings for transmitting the second start-up prize designation command to the performance control board 12 are made by storing the storage address of the second start-up prize designation command table in ROM 101 in the buffer area of ​​the transmission command buffer. The start-up prize designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing S27 shown in Figure 12.

[0229] Following the processing of 002SGS111, the CPU 103 sets up the system to send a pending memory count notification command to the performance control board 12, for example by storing the storage address of the pending memory count notification command table in the ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer (002SGS113). The pending memory count notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, after the special pattern process processing is completed, when the command control processing S27 shown in Figure 12 is executed.

[0230] After executing the process in 002SGS113, it is determined whether the start port buffer value is "0" (002SGS114). If the start port buffer value is "0" (Y in 002SGS114), the start port buffer is cleared and its stored value is initialized to "0" (002SGS115), and then the process in 2390SGS104 is performed. On the other hand, if the start port buffer value is "2" (N in 002SGS114), the start port buffer is cleared and its stored value is initialized to "0" (002SGS116), and then the start port entry process is terminated. This ensures that even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a valid start port entry of a game ball, the processing based on the detection of valid start ports from both can be reliably completed.

[0231] (Special pattern processing as usual) Figure 15 is a flowchart showing an example of the process executed in S110 of Figure 13 as a normal special symbol processing. In the normal special symbol processing shown in Figure 15, the CPU 103 first determines whether the number of reserved special symbols is "0" (step 002SGS141). The number of reserved special symbols is the number of reserved special symbol games using the second special symbol displayed by the second special symbol display device 4B. For example, in the process of step 002SGS141, the CPU 103 reads the second reserved symbol count value stored in the game control counter setting unit and determines whether the read value is "0" or not.

[0232] If the number of reserved symbols in the second special symbol storage unit is not "0" in step 002SGS141 (step 002SGS141;N), the random value MR1 for determining the special symbol display result, the random value MR2 for determining the type of jackpot, and the random value MR3 for determining the variation pattern are read out as reserved data corresponding to reserved symbol number "0" in the second special symbol storage unit (step 002SGS142). The numerical data read out at this time can be temporarily stored, for example, in a random number buffer for variation.

[0233] Following the processing in step 002SGS142, the second special symbol hold memory count value and the total hold memory count value are updated by subtracting 1, thereby updating the second special symbol hold memory count and the total hold memory count, and updating the data in the second special symbol hold memory unit. Specifically, the hold data representing random values ​​MR1 ​​to MR3 stored in the second special symbol hold memory unit in entries lower than hold number "0" (for example, entries corresponding to hold numbers "2" to "4") are shifted one entry higher (step 002SGS143).

[0234] After that, the variable special pattern designation buffer value, which is the value stored in the variable special pattern designation buffer, is updated to "2" (step 002SGS144), and then the process proceeds to step 002SGS149.

[0235] On the other hand, if the number of reserved special symbols in step 002SGS141 is "0" (step 002SGS141; Y), it is determined whether or not the number of reserved special symbols in step 1 is "0" (step 002SGS145). The number of reserved special symbols in step 1 is the number of reserved special symbol games using the first special symbol, as determined by the first special symbol display device 4A. For example, in the process of step 002SGS145, the game control counter setting unit reads the first reserved symbol count value stored in the first reserved symbol counter and determines whether or not the read value is "0". Thus, the process of step 002SGS145 is executed when it is determined in step 002SGS141 that the number of reserved special symbols in step 2 is "0", and it determines whether or not the number of reserved special symbols in step 1 is "0". As a result, special symbol games using the second special symbol are started with priority over special symbol games using the first special symbol.

[0236] Furthermore, the special feature game using the second special feature is not limited to being executed with priority over the special feature game using the first special feature. For example, the special feature game may be started in the order in which the game ball enters (passes through) the first and second starting prize entry points and a starting prize is awarded. In this case, it is sufficient to have a table that stores data that can identify the order in which starting prizes occurred, and to be able to decide from that stored data whether to start the special feature game using the first or second special feature.

[0237] If the number of reserved symbols in the first special symbol memory is not "0" in step 002SGS145 (step 002SGS145;N), then numerical data representing the random number MR1 for determining the special symbol display result, the random number MR2 for determining the type of jackpot, and the random number MR3 for determining the variation pattern are read out from the first special symbol memory memory unit as reserved data corresponding to reserved symbol number "0" (step 002SGS146). The numerical data read out at this time can be temporarily stored, for example, in a random number buffer for variation.

[0238] Following the processing in step 002SGS146, the first special symbol hold memory count value and the total hold memory count value are updated by subtracting 1, thereby updating the first special symbol hold memory count and the total hold memory count, and updating the data in the first special symbol hold memory unit. Specifically, the hold data representing random values ​​MR1 ​​to MR3 stored in the first special symbol hold memory unit in entries lower than hold number "0" (for example, entries corresponding to hold numbers "2" to "4") are shifted one entry higher (step 002SGS147).

[0239] After that, the variable special pattern designation buffer value, which is the value stored in the variable special pattern designation buffer, is updated to "0" (step 002SGS148), and then the process proceeds to step 002SGS149.

[0240] In step 002SGS149, the display result determination table shown in Figure 5 is selected and set as the table used to determine whether the variable display result of the special symbols, the special symbol display result, is a "jackpot" or a "miss". Next, the numerical data representing the random number value MR1 for determining the special symbol display result, which is stored in the variable random number buffer, is compared with the determination value assigned to each special symbol display result, "jackpot" or "miss", to determine whether the special symbol display result is a "jackpot" or a "miss" (step 002SGS150). In step 002SGS150, if the game state at that time is a high probability state (probability change state) where the probability change flag is on, then if the random number value MR1 for determining the special symbol display result falls within the range of 10000 to 12180 corresponding to the high probability state (probability change state), it is determined to be a "jackpot", and if not, it is determined to be a "miss". Furthermore, if the probability variation flag is off and the machine is in a low probability state (low probability low base state in this feature section), the random value MR1 used to determine the special symbol display result will be judged as a "jackpot" if it falls within the range of 1 to 219, and as a "miss" if it does not.

[0241] Thus, in the display result determination table selected in step 002SGS149, different determination values ​​are assigned to "jackpot" corresponding to the game state at that time (high probability, low probability). Therefore, in the processing of step 002SGS150, depending on whether the game state when the variable display such as the special symbol game starts is in a high probability state, different determination data (determination values) are used to determine whether or not the special symbol display result is a "jackpot". As a result, when the game state is in a high probability state, it is determined to be a "jackpot" with a higher probability than when it is in a low probability state.

[0242] If it is determined in step 002SGS150 that it is a "jackpot" (step 002SGS150; Y), the jackpot flag is turned ON (step 002SGS152). At this time, the jackpot type determination table shown in Figure 6(A) is selected and set as the table used to determine which of the multiple jackpot types it is (step 002SGS153). By referring to the jackpot type determination table thus set, the system determines which of the multiple jackpot types it is based on whether the numerical data representing the random number value MR2 for jackpot type determination stored in the variable random number buffer matches the determination value assigned to each of the jackpot types in the jackpot type determination table: "non-probability jackpot", "probability jackpot A", "probability jackpot B", or "probability jackpot C" (step 002SGS154).

[0243] In step 002SGS154, the type of jackpot is determined, and the game state after the jackpot game state ends is determined before the confirmed special symbol is derived as a variable display result. This determination is made to control the game state to either a time-saving state (low probability, high base state) or a probability variation state (high probability, high base state), which is more advantageous to the player than the time-saving state. The determined jackpot type is then stored by setting the jackpot type buffer value, which is the value stored in the jackpot type buffer provided in the game control buffer setting unit (step 002SGS155), in accordance with the determined jackpot type. For example, if the jackpot type is "non-probability variation jackpot" which corresponds to a non-probability variation jackpot, the jackpot type buffer value should be set to "0", if it is "probability variation A" which corresponds to probability variation jackpot A, it should be set to "0", if it is "probability variation B" which corresponds to probability variation jackpot B, it should be set to "2", and if it is "probability variation C" which corresponds to probability variation jackpot C, it should be set to "3". After processing in step 002SGS155, proceed to step 002SGS156.

[0244] Furthermore, if it is determined in step 002SGS150 that it is a "failure" (step 002SGS150; N), the process in step 002SGS156 is executed without executing the processes in steps 002SGS152 to 002SGS155.

[0245] In step 002SGS156, the CPU 103 sets a confirmed special symbol in accordance with the prior determination result of whether or not to control the game to a jackpot state (whether or not the jackpot flag is turned on) and the determination result of the type of jackpot when the game is in a jackpot state. For example, in accordance with the prior determination result that the special symbol display result is a "miss", the special symbol showing the "-" symbol, which is a miss, is set as the confirmed special symbol. Also, if the special symbol display result is determined to be a "jackpot" in step 002SGS150a, if the type of jackpot in step 002SGS154 is "probability variation jackpot A", the special symbol showing the number "7" is set as the confirmed special symbol. Also, if the type of jackpot is "probability variation jackpot B", the special symbol showing the number "5" is set as the confirmed special symbol. Also, if the type of jackpot is "non-probability variation jackpot", the special symbol showing the number "3" is set as the confirmed special symbol. Furthermore, if the type of jackpot is "Probability-Boosting Jackpot C," the special symbol representing the number "0" is set as the guaranteed special symbol. Note that these guaranteed special symbols are just examples, and other guaranteed special symbols may be set, or multiple types of symbols may be set as guaranteed special symbols.

[0246] After setting the confirmed special symbol in step 002SGS156, the value of the special symbol process flag is updated to "1", which corresponds to the variable pattern setting process (step 002SGS157), and then the normal special symbol processing is terminated.

[0247] Furthermore, if the number of reserved memories for the special symbol game using the first special symbol is "0" in step 002SGS145 (step 002SGS145; Y), the system performs a predetermined demo display setting (step 002SGS158) and then terminates the normal special symbol processing. In this demo display setting, it is determined whether a performance control command (customer-waiting demo specification command) specifying a demonstration display (demo screen display), such as displaying a predetermined performance image on the image display device 5, has been sent from the main board 11 to the performance control board 12. If the customer-waiting demo specification command has already been sent, the demo display setting is terminated. If it has not been sent, the system performs a setting to send the customer-waiting demo specification command and then terminates the demo display setting.

[0248] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 16. When the main performance control process shown in Figure 16 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12.

[0249] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.

[0250] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.

[0251] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of ​​RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0252] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of ​​the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of movable parts 32A and 32B. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.

[0253] Following the performance control process in step S76, a random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Furthermore, after the random number update process for performances (step S77), a demo performance control process (step S78) for executing a demo performance in the pachinko game machine 1, a background display update process (step S79) for updating the background image displayed on the image display device 5 to another background image, and a menu display process (step S80) for displaying a menu screen on the image display device 5 in the game standby state are executed. After that, the process returns to step S73. Other processes may be executed before returning to step S73.

[0254] In this embodiment, the background display update process selects and displays one of the following: a first background image corresponding to the first performance mode, a second background image corresponding to the second performance mode, a third background image corresponding to the third performance mode, and a fourth background image corresponding to the fourth performance mode. The first and second background images can be displayed when the game state is the normal state, the third background image can be displayed when the game state is the low probability high base state, and the fourth background image can be displayed when the game state is the high probability high base state. Furthermore, the switching between the first and second background images occurs when a switching display condition is met, for example, when the variable display of SP Reach is executed, or when one of the background images is displayed continuously for a predetermined period of time.

[0255] The menu display process includes, in addition to the process of displaying the menu screen on the image display device 5 in the game standby state, a process to adjust the volume output from speakers 8L and 8R and the light intensity (brightness) of the game effect lamp 9 in response to the player's operation of the push button 31B while the menu screen is displayed.

[0256] In the demo performance control process, the performance control CPU 120 can, for example, set a timer, such as a customer-waiting demo performance start timer, based on the receipt of a customer-waiting demo specification command, and start the customer-waiting demo performance based on the timer expiring before the variable display starts. If the variable display starts while the customer-waiting demo performance start timer is running or while the customer-waiting demo performance is running, the customer-waiting demo performance start timer can be cleared, or the customer-waiting demo performance can be interrupted, and the display on the image display device 5 can be switched to a variable display of decorative patterns.

[0257] (Performance control process processing) Figure 17 is a flowchart showing an example of the process executed in step S76 of Figure 16 as part of the performance control process. In the performance control process shown in Figure 17, the performance control CPU 120 first performs a hold display update process (step S161) which updates the hold memory display (first hold display 002SG101 and second hold display 002SG102) in the special hold memory display area 5U of the image display device 5 to a display corresponding to the contents of the start-winning received command buffer 002SG194A, such as a shift display. After the hold display update process is executed, one of the processes in steps S170 to S175 is selected and executed, for example, according to the value of the performance process flag provided in RAM 122.

[0258] Still, in step S161, a pre-reading setting process for making determinations, decisions, settings, etc. for executing a pre-reading notice effect (for example, an effect that changes the display color of the hold display, etc.) based on the effect control command at the start winning time transmitted from the main board 11 may be executed together with the above hold display update process.

[0259] The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative symbol in the image display device 5 based on whether a command or the like specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative symbol in the image display device 5, the value of the effect process flag is updated to "1" and the variable display start waiting process ends.

[0260] The variable display start setting process in step S171 is a process executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result (determined decorative symbol) of the variable display of the decorative symbol, the mode of the variable display of the decorative symbol, the presence or absence, mode, and execution start timing of various effects such as reach effects and various notice effects are determined. Then, an effect control pattern (a collection of control data for instructing the execution of an effect to the display control unit 123) reflecting the determination result, etc. is set. After that, based on the set effect control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 starts the variable display of the decorative symbol in the image display device 5 by the instruction to start the execution of the variable display of the decorative symbol.

[0261] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable parts 32A and 32B, output a command (sound effect signal) to the sound control board 13 to output sound and sound effects from the speakers 8L and 8R, and output a command (lighting signal) to the lamp control board 14 to turn on / off / flashe the game effect lamp 9 and decorative LEDs. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of the decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 to stop displaying the confirmed decorative symbols. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.

[0262] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a jackpot game state. When it receives a performance control command that specifies the start of a jackpot game state, it updates the value of the performance process flag to "4". If it does not receive a command that specifies the start of a jackpot game state and the waiting time for such a command has elapsed, it determines that the display result in the special feature game was "miss" and updates the value of the performance process flag to its initial value of "0". After updating the value of the performance process flag, the special feature win waiting process ends.

[0263] The jackpot animation processing in step S174 is executed when the value of the animation process flag is "4". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, for example, in response to receiving a command from the main board 11 to terminate the jackpot game state, the value of the animation process flag is updated to "5", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.

[0264] The ending sequence processing in step S175 is executed when the value of the sequence process flag is "5". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.

[0265] (Variable display start setting process) Next, the operation of the CPU 120 for performance control will be explained. Figure 18 is a flowchart of the variable display start setting process (step S171) in the performance control process shown in Figure 17. In the variable display start setting process, the CPU 120 for performance control first determines whether the first variable display start command reception flag is in the ON state (step 002SGS271). If the first variable display start command reception flag is in the ON state (step 002SGS271...

Claims

[Claim 1] A gaming machine that, upon fulfillment of the activation conditions, performs variable display of identification information including first identification information and second identification information, and can be controlled to a favorable state for the player, In one performance mode, it is possible to switch between and display multiple types of background displays, including the first background display and the second background display. When switching the background display from the first background display to the second background display, it is possible to perform a background fade-out display that gradually increases the transparency of the first background display, and a background fade-in display that gradually decreases the transparency of the second background display. The region in which the variable display of the identification information is performed includes at least a first region and a second region, When the variable display of the identification information is started, the variable display of the first identification information is started in the first region and the variable display of the second identification information is started in the second region. When the variable display of the first identification information is started, a first identification information fade-out display is possible in the first area, which gradually increases the transparency of the first identification information, and when the variable display of the second identification information is started, a second identification information fade-out display is possible in the second area, which gradually increases the transparency of the second identification information. When the variable display of the identification information is terminated, the variable display of the first identification information is slowed down in the first region, and the variable display of the second identification information is slowed down in the second region. When the variable display of the first identification information is slowed down, a first identification information fade-in display is possible in which the transparency of the first identification information is gradually reduced in the first region, and when the variable display of the second identification information is slowed down, a second identification information fade-in display is possible in which the transparency of the second identification information is gradually reduced in the second region. At least the first identification information fade-out display or the second identification information fade-out display and the background fade-out display can be executed at the same time. The execution period for the first identification information fade-out display and the execution period for the second identification information fade-out display are the same. The execution period of the background fade-out display is longer than the execution period of the first identification information fade-out display and the second identification information fade-out display. At least one of the first identification information fade-in display or the second identification information fade-in display and the background fade-in display can be executed at the same time. The execution period for the first identification information fade-in display and the execution period for the second identification information fade-in display are the same. The execution period of the background fade-in display is longer than the execution period of the first identification information fade-in display and the execution period of the second identification information fade-in display. During the first post-game period after the game has ended, the background display can be shown. In the second post-game period, which follows the end of the first post-game period, a demonstration display can be shown. In the first period after a power outage occurs and the power is restored, the background display can be displayed. During the second period after power-on, following the end of the first period after power-on, the demonstration display can be displayed. During the first period after the end of the game, the light-emitting means is controlled using a background display brightness data table corresponding to the background display. During the second period following the end of the game, the light-emitting means is controlled using the demonstration display brightness data table corresponding to the demonstration display. During the first period after power-on, the light-emitting means is controlled using the background display brightness data table. During the second period after power-on, the pre-light-emitting means is controlled using the demonstration display brightness data table. Before the display switches from the background display to the demonstration display, the light-emitting means is controlled by switching from the background display brightness data table to the demonstration display brightness data table. If the start condition is met while the demonstration display is being shown, the display will switch from the demonstration display to the variable display of the first identification information and the variable display of the second identification information before the fade-out display of the first identification information and the fade-out display of the second identification information are started. Information regarding the variable display of the aforementioned identification information can be displayed as a specific display. When the background display is displayed, the specific display can be displayed. When the aforementioned demonstration display is displayed, the aforementioned specific display can be displayed, The total number of luminance data points in the aforementioned demonstration display luminance data table is greater than the total number of luminance data points in the aforementioned background display luminance data table. A gaming machine characterized by the following features.