Gaming machine
The gaming machine addresses player engagement by using control means for counting and displaying game value with light-emitting elements, enhancing interaction and anticipation, thus improving the gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SEVEN CRAFTSMAN CO LTD
- Filing Date
- 2023-09-26
- Publication Date
- 2026-06-15
Smart Images

Figure 0007873859000001 
Figure 0007873859000002 
Figure 0007873859000003
Abstract
Description
【Technical Field】 【0001】 The present invention relates to a gaming machine such as a pachinko machine. 【Background Art】 【0002】 In a gaming machine in which game balls are enclosed inside the machine, since the game balls are not discharged outside the machine, it is possible to reduce the workload of hall employees, and since players do not directly touch the game balls, there are merits such as being able to easily suppress fraudulent acts (for example, Patent Document 1). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2021-104305 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 By the way, in the above gaming machine, a counting button is provided for performing counting processing, and it is disclosed that various counts are performed depending on the pressing mode of the counting button. However, it is difficult for players to grasp what kind of counting is being executed, and improvement has been desired in terms of enhancing the gaming interest. 【0005】 In view of such circumstances, an object of the present invention is to improve the gaming interest in a gaming machine that performs counting processing. 【Means for Solving the Problems】 【0006】 The gaming machine according to the present invention is a gaming machine that allows a player to play a game using the game value possessed by the player, and comprises: a first control means capable of acquiring determination information when acquisition conditions are met and controlling whether or not to execute a special game advantageous to the player based on the determination information; a second control means capable of storing the game value and performing update control to add to the game value; a third control means capable of performance control; an operation means for counting the game value; a game value display unit capable of displaying first information related to the game value; a liquid crystal display means capable of displaying second information corresponding to the expected number of balls to be acquired in the round game of the special game; and a light-emitting element provided in the frame and capable of emitting light. The second control means is capable of clearing the stored game value to a first value when a predetermined operation is performed. The light-emitting body, the first information The aforementioned A first light emission mode is possible when the value is a first value, and a second light emission mode is possible when the first information is a second value greater than the first value. The third control means is capable of displaying a preliminary image on the liquid crystal display means before the light emission mode changes between the first light emission mode and the second light emission mode. The second information can change its display color according to a change in the value of the assumed number of balls, but the first information is restricted from changing its display color according to a change in the amount of the game value, the second control means can execute a first counting process when the operation means is operated in a first operation mode, and can execute a second counting process when the operation means is operated in a second operation mode different from the first operation mode, the third control means can execute a predetermined performance that makes the player anticipate the execution of the special game, can execute a first counting performance when the first counting process is executed, and can execute a second counting performance different from the first counting performance when the second counting process is executed. [Effects of the Invention] 【0007】 According to the present invention, the enjoyment of playing a game can be improved in a game machine that performs counting operations. [Brief explanation of the drawing] 【0008】 [Figure 1] This is an external front view of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is an external rear view of a gaming machine according to the first embodiment of the present invention. [Figure 3] This is a front view of a game board according to the first embodiment of the present invention. [Figure 4] This is a block diagram of a gaming machine according to the first embodiment of the present invention. [Figure 5] This figure shows (A-1) a special symbol win determination table for the first start port, (A-2) a special symbol win determination table for the second start port, and (B) a normal symbol win determination table according to the first embodiment of the present invention. [Figure 6] This figure shows (A) a special symbol determination table, (B) a normal symbol determination table, and (C) round details for each winning special symbol according to the first embodiment of the present invention. [Figure 7] This figure shows (A) a special symbol variation pattern table and (B) the selection ratio of a reach according to the first embodiment of the present invention. [Figure 8] This figure shows a command table (1 / 2) according to the first embodiment of the present invention. [Figure 9] This figure shows a command table (2 / 2) according to the first embodiment of the present invention. [Figure 10] This is a flowchart showing the main processing of the main control board according to the first embodiment of the present invention. [Figure 11] This is a flowchart showing the setting value change process according to the first embodiment of the present invention. [Figure 12] This is a flowchart showing the setting value confirmation process according to the first embodiment of the present invention. [Figure 13] This is a flowchart showing the timer interrupt processing on the main control board according to the first embodiment of the present invention. [Figure 14] This is a flowchart showing the input SW detection process according to the first embodiment of the present invention. [Figure 15] This is a flowchart showing the first start port detection process according to the first embodiment of the present invention. [Figure 16] This is a flowchart showing the process when the second start port is detected according to the first embodiment of the present invention. [Figure 17] This is a flowchart showing the process when the second large prize slot is detected according to the first embodiment of the present invention. [Figure 18] It is a flowchart showing special symbol related processing according to the first embodiment of the present invention. [Figure 19] It is a flowchart showing special symbol variation start time processing according to the first embodiment of the present invention. [Figure 20] It is a flowchart showing special symbol winning determination processing according to the first embodiment of the present invention. [Figure 21] It is a flowchart showing special symbol variation in - process processing according to the first embodiment of the present invention. [Figure 22] It is a flowchart showing jackpot 1 game processing according to the first embodiment of the present invention. [Figure 23] It is a flowchart showing small win game processing according to the first embodiment of the present invention. [Figure 24] It is a flowchart showing second - type jackpot transition control processing according to the first embodiment of the present invention. [Figure 25] It is a flowchart showing jackpot 2 game processing according to the first embodiment of the present invention. [Figure 26] It is a flowchart showing effect control board main processing according to the first embodiment of the present invention. [Figure 27] It is a flowchart showing effect control board timer interrupt processing according to the first embodiment of the present invention. [Figure 28] It is a flowchart showing main command reception processing (1 / 2) according to the first embodiment of the present invention. [Figure 29] It is a flowchart showing main command reception processing (2 / 2) according to the first embodiment of the present invention. [Figure 30] It is a diagram showing a variation effect pattern table according to the first embodiment of the present invention. [Figure 31] It is a diagram showing a notice determination table 1 (pre - reach notice) according to the first embodiment of the present invention. [Figure 32] It is a diagram showing a catchphrase notice determination table according to the first embodiment of the present invention. [Figure 33] It is a diagram showing a button vibration notice determination table according to the first embodiment of the present invention. [Figure 34] This figure shows the prediction determination table 2 (prediction during reach) according to the first embodiment of the present invention. [Figure 35] This figure shows (a) a logo announcement determination table and (b) a car group announcement determination table according to the first embodiment of the present invention. [Figure 36] This figure shows (a) a preview determination table 3 (preview during super reach_conversation preview) according to the first embodiment of the present invention, and (b) a preview determination table 4 (preview during super reach_cut-in preview). [Figure 37] (c) This figure shows a preview decision table 5 (judgment during super reach) according to the first embodiment of the present invention, and (d) This figure shows a performance button decision table. [Figure 38] This figure shows an embodiment of the dialogue announcement according to the first embodiment of the present invention. [Figure 39] This figure shows an embodiment of the button vibration notification according to the first embodiment of the present invention. [Figure 40] This figure shows an embodiment of the logo preview according to the first embodiment of the present invention. [Figure 41] This figure shows an embodiment of the vehicle group announcement according to the first embodiment of the present invention. [Figure 42] This figure shows an embodiment of the cut-in preview according to the first embodiment of the present invention. [Figure 43] This figure shows an embodiment of the judging presentation according to the first embodiment of the present invention. [Figure 44] This figure shows a configuration of conversation preview according to the first embodiment of the present invention. [Figure 45] This figure shows a configuration of conversation preview according to the first embodiment of the present invention. [Figure 46] This figure shows a configuration of conversation preview according to the first embodiment of the present invention. [Figure 47] This figure shows an embodiment of the multi-line reach according to the first embodiment of the present invention. [Figure 48] This is a simplified time chart (normal game state) of the variable animation according to an embodiment of the present invention. [Figure 49]This figure shows (a1) to (a2) aspects of auxiliary images and (b) to (d) details of auxiliary images according to the first embodiment of the present invention. [Figure 50] This figure shows the mode of the jackpot 1 game entry judgment sequence (jackpot judgment) according to the first embodiment of the present invention. [Figure 51] This figure shows the mode selection presentation during a jackpot 1 game according to the first embodiment of the present invention. [Figure 52] This figure illustrates the details of the presentation of the minor win game and the big win 2 game when Mode A is selected according to the first embodiment of the present invention. [Figure 53] This figure shows the modes of the minor win game and the major win 2 game when Mode A is selected according to the first embodiment of the present invention. [Figure 54] This figure shows the mode of the continuation judgment performance (judgment during jackpot) during jackpot 1 game and jackpot 2 game according to the first embodiment of the present invention. [Figure 55] This figure shows various tables for icon presentation according to the first embodiment of the present invention. [Figure 56] This figure shows various tables for icon presentation according to the first embodiment of the present invention. [Figure 57] This figure shows various tables for icon effects according to the first embodiment of the present invention, and effect tables for gameplay during jackpot 1 and jackpot 2. [Figure 58] This diagram shows the presentation tables during the first jackpot game and the second jackpot game according to the first embodiment of the present invention. [Figure 59] This figure shows the mode selection presentation for each mode according to the first embodiment of the present invention. [Figure 60] This figure shows the modes (modes during RUSH) during the time-saving game state according to the first embodiment of the present invention. [Figure 61] This is a flowchart showing the performance status monitoring process according to the first embodiment of the present invention. [Figure 62] This figure shows an overview of the measurement and display during RUSH according to the first embodiment of the present invention. [Figure 63]This figure shows an overview of the measurement and display during RUSH according to the first embodiment of the present invention. [Figure 64] This is an external front view of a gaming machine according to a second embodiment of the present invention. [Figure 65] This is a block diagram of a gaming machine according to a second embodiment of the present invention. [Figure 66] This is a simplified diagram showing the main information communication according to the second embodiment of the present invention. [Figure 67] This is a flowchart showing the main processing of the main control board according to the second embodiment of the present invention. [Figure 68] This is a flowchart showing the timer interrupt processing on the main control board according to a second embodiment of the present invention. [Figure 69] This is a flowchart showing the main processing of the frame control board according to the second embodiment of the present invention. [Figure 70] This is a flowchart showing the timer interrupt processing for the frame control board according to a second embodiment of the present invention. [Figure 71] This is a flowchart showing the switch and other input confirmation process according to the second embodiment of the present invention. [Figure 72] This is a flowchart showing the game ball count management process according to the second embodiment of the present invention. [Figure 73] This is a flowchart showing the game ball count information update process according to the second embodiment of the present invention. [Figure 74] This is a flowchart showing the counting process according to the second embodiment of the present invention. [Figure 75] This is a flowchart showing the main processing of the performance control board according to the second embodiment of the present invention. [Figure 76] This flowchart shows the timer interrupt processing for the performance control board according to the second embodiment of the present invention. [Figure 77] This is a flowchart showing the frame control board information communication (reception) processing according to a second embodiment of the present invention. [Figure 78] This figure shows an example of the movable body operation position according to the number of game balls information according to the second embodiment of the present invention. [Figure 79]This figure shows an example of a presentation table according to a second embodiment of the present invention. [Figure 80] This figure shows an example of a counting display according to the second embodiment of the present invention. [Figure 81] This figure shows an example of a long press according to the second embodiment of the present invention. [Modes for carrying out the invention] 【0009】 (First Embodiment) The first embodiment of the present invention will be described in detail below, using a pachinko game machine 1 as an example, with reference to the drawings. In the following description, "front," "rear," "left," "right," "up," and "down" refer to the pachinko game machine 1 shown in Figure 1 as viewed from the player's side. 【0010】 As shown in Figure 1, the pachinko game machine 1 includes an outer frame 2 for installation on a game machine island (not shown) in a game parlor, an inner frame 3 pivotally supported by the outer frame 2 and detachably holding the game board 6, a glass frame 4 pivotally supported by the inner frame 3 and facing the front of the game board 6, allowing the game board 6 to be viewed through transparent glass, and a receiving tray member 5 pivotally supported by the inner frame 3 and located below the glass frame 4, capable of storing game balls. 【0011】 The central frame 3 is equipped with a launching device for launching game balls into the game area 7 of the game board 6, and a launching handle 8 is provided to operate this launching device. The launching handle 8 can be grasped by the player and rotated within a predetermined range, and the amount of rotation (volume) can be adjusted to control the launching strength when launching game balls into the game area 7. For example, when rotated by the first amount (first launching strength), game balls are launched to the left side of the game area 7 (game area 7a) (so-called "left-handed shooting" is possible), and when rotated by the second amount, which is greater than the first amount (second launching strength), game balls are launched to the right side of the game area 7 (game area 7b) (so-called "right-handed shooting" is possible). Game area 7a forms a predetermined path, and game area 7b forms a specific path. 【0012】 The launch handle 8 is equipped with a handle touch sensor (not shown). This handle touch sensor turns ON when the launch handle 8 is held by the player, and this ON signal is input to the payout control board 300. This allows the system to determine that the launch handle 8 is being held by the player. 【0013】 The glass frame 4 is equipped with a light-emitting device 9 (lamp, LED, etc.), which allows the pachinko game machine 1 to be decorated with light. For example, in the special symbol win detection process described later, if a special symbol win is detected, the device can emit rainbow-colored light to indicate that a special symbol win has occurred. 【0014】 The light-emitting device 9 includes an LED for the performance button 14. The LED for the performance button is located inside the performance button 14 and is covered from above by a transparent cover, making its illumination pattern visible. For example, the LED for the performance button can emit light in white, blue, green, red, and rainbow colors. 【0015】 Furthermore, a speaker 10 is provided in the upper part of the glass frame 4, which can output music (BGM), voices, and sound effects. For example, when the normal game state (described later) is controlled, music corresponding to the normal game state can be output, and when the time-saving game state (described later) is controlled, music corresponding to the time-saving game state can be output. In addition, a lower speaker 10 is provided in the lower part of the glass frame 4, which can output voices and sound effects. A speaker lamp (not shown) is provided in this lower speaker 10, which lights up in the prize-winning flash effect described later. 【0016】 The light-emitting device 9 and speaker 10 are capable of issuing an abnormality notification when an abnormality occurs in the pachinko game machine 1. For example, the light-emitting device 9 can emit light in a light-emitting pattern specifically for abnormality notification, and the speaker 10 can output voice or warning sounds that notify the specific details of the abnormality. 【0017】 The receiving tray member 5 consists of an upper receiving tray 5a and a lower receiving tray 5b. When the amount of game balls stored in the upper receiving tray 5a exceeds a certain amount, the game balls are dispensed into the lower receiving tray 5b. The receiving tray member 5 is also equipped with a ball release button 11 for discharging the game balls stored in the upper receiving tray 5a into the lower receiving tray 5b at the end of the game, a ball dispensing button 12 for requesting the dispensing of game balls from a game ball dispensing device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the slot of the game ball dispensing device, a balance display unit 12a for displaying the balance of the valuable medium, and a ball dispensing available lamp 12b for indicating that ball dispensing is possible by operating the ball dispensing button 12. 【0018】 Furthermore, the receiving tray member 5 is provided with an effect button 14 and an effect lever 15, which can be operated by the player when an action prompting the player to operate each operating means is performed. The effect button 14 and the effect lever 15 may be provided independently or as a single unit. 【0019】 Furthermore, vibration devices may be provided on one or both of the performance buttons 14 and the performance lever 15 to cause them to vibrate. For example, they may be used as a pre-announcement effect, or they may be used to notify the player that they are about to enter a big win game or a minor win game (described later). Note that only one of the performance buttons 14 and the performance lever 15 may be provided, or multiple versions of either one may be provided. 【0020】 Furthermore, the effective operation period for the performance lever 15 may be set simultaneously with the effective operation period for the performance button 14, or vice versa. For example, if the performance lever 15 is operated while the performance button 14 is being prompted to be operated, it may be determined that an input for operating the performance lever 15 has been received, and the corresponding performance may be executed. 【0021】 Furthermore, the tray member 5 is equipped with a directional pad 16 that can be operated by the player for adjusting the volume of music (BGM), voices, and sound effects output from the speaker 10, adjusting the light intensity emitted from the light-emitting device 9, selecting a mode (described later), and activating a menu screen to perform operations corresponding to each menu. Note that the directional pad 16 is an operating device for selecting a mode and performing operations related to the menu screen, and separate, dedicated operating devices for adjusting volume and light intensity may be provided. 【0022】 Next, the configuration of the rear side of the pachinko game machine 1 will be explained based on Figure 2. The rear side of the pachinko game machine 1 is equipped with various control boards, such as the main control board 100, the performance control board 200, the payout control board 300 and payout device 304, and the power supply board 400 (more precisely, these various control boards are mounted on the rear of the inner frame 3). 【0023】 Furthermore, the main control board 100 is equipped with a RAM clear switch 105. The RAM clear switch 105 is a switch used to initialize the game information that is overwritten when a game is played in the area of the main RAM 103. For example, if the game is in a time-saving game state when the arcade closes, the administrator (for example, an arcade employee) can press the RAM clear switch 105 while turning on the power to clear the game information from the time-saving game state, and the game can be started from the normal game state when the arcade opens the next day. 【0024】 Furthermore, the RAM clear switch 105 also serves as a switch for switching setting values in the setting change state described later. As will be explained in detail in the flowchart, for example, if there are six setting values, when setting value "1" is displayed on the display unit 104 described later, pressing the RAM clear switch 105 once will switch from setting value "1" to setting value "2", pressing the RAM clear switch 105 once more will switch from setting value "2" to setting value "3", and so on, with each subsequent press of the RAM clear switch 105 switching to setting value "4", setting value "5", setting value "6", and so on. When setting value "6" is displayed on the display unit 104, pressing the RAM clear switch 105 once will switch from setting value "6" to setting value "1". 【0025】 Although the RAM clear switch 105 is provided on the main control board 100, it may also be provided on the power supply board 400, or directly on the inner frame 3, as long as it is possible to input to the main control board 100. 【0026】 Furthermore, the main control board 100 is provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of the multiple setting values described later. Specifically, when a setting change key (not shown), managed by an employee of the amusement parlor, is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from vertical to horizontal), and the power to the pachinko machine 1 is turned ON (power SW 400a is turned ON) while pressing the RAM clear switch 105 mentioned above, the machine enters a setting change state where the setting value can be set. Details of the setting change state will be described later in a flowchart. 【0027】 The setting change keyhole 31 is also used to check the currently set setting value. Specifically, when a setting change key managed by a staff member of the amusement parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power to the pachinko machine 1 is turned ON (power switch SW400a is turned ON), the machine enters a setting confirmation state in which the setting value can be checked. Details of the setting confirmation state will be described later in the flowchart. 【0028】 The setting change keyhole 31 can be rotated by a setting change key, and for example, the main CPU 101 can detect three positions (states) in the vertical, horizontal, and diagonal directions. Although the setting change keyhole 31 is provided on the main control board 100, its location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3. 【0029】 Furthermore, the main control board 100 is equipped with a display unit 104. The display unit 104 displays the set value when the setting has been changed or when the setting has been confirmed. If the setting has not been changed or when the setting has not been confirmed, it displays game performance information calculated using a formula such as "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100". 【0030】 Game performance information is calculated every interrupt (for example, every 4ms) when the settings are not changed or confirmed (for example, when the timer interrupt process is permitted), and at predetermined display timings (for example, every 5 seconds), the current section and the past three sections (the section before, the section before, and the section before) can be displayed. In other words, the display switches as follows: display of the current section → predetermined time elapsed (5 seconds elapsed) → display of past section (1) → predetermined time elapsed (5 seconds elapsed) → display of past section (2) → predetermined time elapsed (5 seconds elapsed) → display of past section (3) → predetermined time elapsed (5 seconds elapsed) → display of the current section. 【0031】 Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or a transparent synthetic resin material, and an image display device 26 is detachably assembled to the back side. The game board 6 has a game area 7 on which game balls can roll, and an outer rail member 18 and an inner rail member 19 are formed to guide the game balls launched from the launching device into the game area 7. Furthermore, the game area 7 includes a gate member 20 through which game balls can pass, a first starting opening 21 into which game balls can enter, a stage 17 to facilitate entry into the first starting opening 21, a second starting opening 22 into which game balls can enter, a regular prize opening 23 into which game balls can enter, a first large prize opening 24 into which game balls can enter when the later-described Big Win 1 game or Big Win 2 game is being played, a second large prize opening 32 into which game balls can enter when the later-described Small Win game is being played, an out opening 25 for discharging game balls that did not enter any of the prize openings to the outside of the game area (game ball discharge trough), a movable body 28 that moves in the vertical direction, and other features such as game nails (not shown) and windmills. In this embodiment, the entry of a game ball into the first starting opening 21, the second starting opening 22, the regular prize opening 23, the first large prize opening 24, and the second large prize opening 32 may be referred to as "winning" or "ball entry," and the entry of a game ball into the first starting opening 21 and the second starting opening 22 may be referred to as "starting prize entry." 【0032】 The game area 7 has a game area 7a (a game area where players play left-handed) formed to the left of the center (dotted line C) and a game area 7b (a game area where players play right-handed) formed to the right of the center. 【0033】 The gate member 20 is located in the right-center part of the game area 7, and allows game balls to pass through when "right-handed shooting" is performed, where game balls are launched to the right side of the game area 7. It is also always open upwards, allowing game balls to pass through at all times. When a game ball passes through the gate member 20 and is detected by the gate detection SW20a, the "gate detection processing" described below is performed, and the "normal symbol hit determination processing" is performed to determine whether or not to extend the protruding member (not shown) provided in the second start opening 22. After the normal symbol variation time has elapsed, the "normal symbol variation game" is executed, which derives the determination result of the normal symbol hit determination processing. Note that the gate member 20 may also be located in the left-center part of the game area 7. 【0034】 When a regular symbol variation game is being played based on a ball passing through the gate member 20, if another game ball passes through the gate member 20, the execution of that regular symbol variation game is suspended. Up to four games can be suspended in addition to the regular symbol variation game that is currently being played. Specifically, the main RAM 103 is provided with a hold memory area for normal symbol variation games. This hold memory area consists of a "current variation memory area" corresponding to the currently varying normal symbol variation game, a "first memory area" corresponding to the normal symbol variation game to be played after the currently varying normal symbol variation game has finished, and then a "second memory area," a "third memory area," and a "fourth memory area." When the currently varying normal symbol variation game finishes, the judgment information (each random value) stored in the "first memory area" is moved to the "current variation memory area," the judgment information stored in the "second memory area" is moved to the "first memory area," the judgment information stored in the "third memory area" is moved to the "second memory area," the judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty. 【0035】 The first starting port 21 is located in the center of the game area 7. When the game ball is launched to the left of the game area 7, so-called "left-handed shooting," the game ball can enter the port. When the game ball is launched to the right, so-called "right-handed shooting," the game ball cannot enter the port. It is also always open upwards, allowing the game ball to enter at all times. When a game ball enters the first starting port 21 and is detected by the first starting port detection SW21a, for example, if "3" game balls are dispensed as prize balls, and if any of the reserve memory areas are empty in addition to the prize balls, a special symbol win determination process is performed, and the special symbols and decorative symbols (including the fourth symbol) described later are displayed in a variable manner. After the variable time has elapsed, the result of the special symbol win determination process (special symbols and decorative symbols) is derived (confirmed and displayed) in a "symbol variation game." 【0036】 When a symbol variation game is being played based on a ball entering the first starting port 21, if another game ball enters the first starting port 21, the execution of the symbol variation game based on that ball is suspended. Up to four symbol variation games can be suspended in addition to the one currently in progress. 【0037】 Specifically, the main RAM 103 is provided with a reserved memory area for symbol variation games. This reserved memory area consists of a "variation memory area" corresponding to the currently changing symbol variation game, a "first memory area" corresponding to the symbol variation game to be played after the currently changing symbol variation game has finished, and then a "second memory area," a "third memory area," and a "fourth memory area." When the currently changing symbol variation game finishes with judgment information stored in all reserved memory areas, the judgment information stored in the "first memory area" is moved to the "variation memory area," the judgment information stored in the "second memory area" is moved to the "first memory area," the judgment information stored in the "third memory area" is moved to the "second memory area," the judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty. The first start opening 21 is an entry opening into which game balls can be entered, but it may also be configured as a passage area through which game balls can pass. 【0038】 Furthermore, a start port light-emitting device 210a is provided around the first start port 21. The start port light-emitting device 210a can emit light to notify when a game ball enters the first start port 21, or, when performing the hold pre-reading effect described later, it can emit light in the same color as the hold icon (or the variable icon) that is the target of the hold pre-reading effect. As a result, even if the hold icon (or the variable icon) is temporarily hidden (for example, during a super reach), the color of the hidden hold icon (or the variable icon) can be recognized from the light emitted by the start port light-emitting device 210a. 【0039】 The second starting port 22 is located in the right-center part of the game area 7. When the game ball is launched to the right side of the game area 7, so-called "right-handed shooting" is performed, and when the game ball is launched to the right side of the game area 7, the game ball can enter the port. However, when the game ball is launched to the left, so-called "left-handed shooting" is performed, the game ball cannot enter the port. In addition, unlike the first starting port 21, the second starting port 22 is not always open upwards and, in principle, does not allow the game ball to enter (it is in a "closed" state). That is, the second starting port 22 has a protruding member that can project forward, and the game ball can only enter when this protruding member is projected forward (in an "open" state). 【0040】 Whether or not to allow the game balls to enter by extending the protruding member forward is determined in the normal symbol win determination process, and it is possible to open and close it in the manner shown in "Opening and Closing of the Second Start Opening" in Figure 6. When a game ball enters the second start opening 22 and is detected by the second start opening detection SW22a, for example, "2" game balls are dispensed as prize balls, and the symbol variation game is executed. 【0041】 When a symbol variation game is being played based on a ball entering the second starting port 22, if another game ball enters the second starting port 22, the execution of the symbol variation game based on that ball is not suspended. In other words, in the main RAM 103, the memory area related to balls entering the second starting port 22 is provided only as the "variation memory area" corresponding to the currently changing symbol variation game. 【0042】 Furthermore, although the memory area for ball entry into the second starting opening 22 is described as consisting only of the "variable memory area," it may be configured in the same way as the memory area for ball entry into the first starting opening 21 described above. Also, although a protruding member that moves in the front-rear direction is used as the second starting opening 22, a so-called "electric tulip" with movable wing pieces may also be used. In addition, although the second starting opening 22 is described as a ball entry opening into which game balls can enter, it may also be configured as a passage area through which game balls can pass. 【0043】 Furthermore, in this embodiment, the sequence of events in which game balls enter the first starting port 21 and the second starting port 22, a special symbol win determination process is performed, the special symbol and decorative symbol are displayed in a variable manner, and after the variable time has elapsed, the determination result of the special symbol win determination process (special symbol and decorative symbol) is derived (confirmed display) may be referred to as the "symbol variation game" or simply as the "single variation game." Also, the period during which the "symbol variation game" is performed may be referred to as the "variation display." 【0044】 Furthermore, if one game ball enters the first starting port 21, the first special symbol display 27a and the image display device 26 execute a "symbol variation game" based on the entry of one game ball. If one game ball enters the second starting port 22, the second special symbol display 27b and the image display device 26 execute a "symbol variation game" based on the entry of one game ball. Therefore, "symbol variation game" refers to the general term for the games played by the first special symbol display 27a and the image display device 26, and the general term for the games played by the second special symbol display 27b and the image display device 26. 【0045】 Furthermore, in this embodiment, the process of deriving the result of the special symbol hit detection process (special symbols and decorative symbols) after the variation time in the symbol variation game has elapsed is referred to as "confirmation display" (of the special symbols and decorative symbols). "Confirmation display" means that the special symbols and decorative symbols have completely stopped. On the other hand, in the symbol variation game, temporarily stopping the decorative symbols (excluding the fourth symbol in this case) before the variation time has elapsed is referred to as "temporary stop display" of the decorative symbols. Examples of "temporary stop display" include the left and right decorative symbols when it is a "reach" as described later, and the "shaking variation display" before "confirmation display". The "fluctuating display" before the "confirmation display" refers to the fluctuation display that occurs at the branching point where, for example, the decorative symbols "temporarily stop" on "767" and then "confirm" on "767", or the display of a losing "767" is temporarily stopped, a reversal sequence is performed to derive "777", and then "confirm" on "777". Note that the fourth symbol is set to "confirm" without a "temporarily stop display". 【0046】 There are a total of four regular prize slots 23: three in the lower left and one in the lower right of the game area 7. The three regular prize slots 23 in the lower left allow game balls to enter when "left-handed shooting" is performed (but not when "right-handed shooting"), while the one regular prize slot 23 in the lower right allows game balls to enter when so-called "right-handed shooting" is performed (but not when "left-handed shooting"). In addition, like the first start slot 21, the regular prize slots 23 are always open upwards, allowing game balls to enter at all times. When a game ball enters a regular prize slot 23 and is detected by the regular prize slot detection SW23a, for example, eight game balls are dispensed as prize balls. The arrangement of the regular prize slots 23 can be changed arbitrarily, and the number can also be less than four. Furthermore, the number of prize balls awarded may differ between the three regular prize slots 23 in the lower left and the single regular prize slot 23 in the lower right. 【0047】 The first large prize slot 24 is located in the lower right part of the game area 7, and game balls can enter when "right-handed shooting" is performed (but cannot enter when "left-handed shooting" is performed). The first large prize slot 24 has an opening and closing door, and when a special symbol win is determined in the special symbol win determination process, the big win 1 game is executed, the opening and closing door tilts forward, and game balls enter. When game balls enter the first large prize slot 24 and are detected by the first large prize slot detection SW24a, for example, "15" game balls are dispensed as prize balls. 【0048】 In a jackpot game, the opening and closing door of the first large prize slot 24 opens (tilts forward) for the number of rounds (R) shown in Figure 6. For each round, it remains open (tilts forward) for 29.5 seconds (S = seconds). If 10 game balls are detected by the first large prize slot detection SW24a before 29.5 seconds have elapsed, the opening and closing door closes and the game proceeds to the next round, even if 29.5 seconds have not yet elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before 10 game balls are detected by the first large prize slot detection SW24a (so-called "attacker full open"), the opening and closing door closes and the game proceeds to the next round. In this case, the game ends for one round without reaching the specified number of 10 balls per round, which is disadvantageous to the player. 【0049】 In this embodiment, a tilting opening / closing door is used as the first large prize winning opening 24, but a so-called "electric tulip" may be used, or a "shutter member" that moves back and forth in the front-to-back direction may be used. 【0050】 The second large prize slot 32 is located in the lower right part of the game area 7, and game balls can enter when "right-handed shooting" is performed (they cannot enter when "left-handed shooting" is performed). In addition, a specific area (the so-called "V prize slot") into which game balls can enter is provided inside the second large prize slot 32. When a game ball enters the specific area, the second big win game is executed. Specifically, when a minor win is determined in the special symbol win determination process, the minor win game is executed, and the opening and closing door tilts forward to allow the game ball to enter. Furthermore, the cover member of the specific area is opened to allow the game ball to enter the specific area. When the minor win game is being executed (for example, in the first round), if a game ball enters the specific area, the minor win game ends and the second big win game is executed. In other words, in the second big win game, the opening and closing door of the first big prize slot 24 remains open (tilts forward) for the number of rounds shown in Figure 6. However, since the first round is a minor win game, the second big prize slot 32 opens, and the first big prize slot 24 opens from the second round onward. 【0051】 Furthermore, a cover member (not shown) is provided in a specific area, and when a minor win game is being played, the cover member is in an open state. In this embodiment, special symbols F and G are provided as special symbols that trigger a minor win game. When these special symbols are played, the cover member is in an open state, allowing the game ball to enter the specific area. In other words, in a minor win game, as long as the player follows the instructions and "shoots to the right," it is possible to get the game ball into the specific area and play a major win game. 【0052】 The image display device 26 has a display area covering almost the entire area and is positioned above the stage 17, allowing for the display of symbol variation games and performance images within the display area. In other words, based on the entry of a game ball into the first start port 21 or the second start port 22 and the determination of a special symbol win, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are made to change (vertically scroll) in the variation display area. Note that whether the game ball enters the first start port 21 or the second start port 22, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are made to change (vertically scroll) in the variation display area in both cases (although the special symbol display devices are different, the decorative symbols used in the image display device 26 are the same). 【0053】 Then, within the variation time, a visual effect image is displayed, and when the variation time has elapsed, if it is a special symbol win (or minor win), for example, the combination of "7"s is stopped on each decorative symbol and the combination of "777" is confirmed and displayed to notify that it is a special symbol win (or minor win). On the other hand, if it is a special symbol miss, for example, the combination of "765"s is confirmed and displayed to notify that it is a special symbol miss. 【0054】 In addition, separate from each decorative symbol, the fourth symbol 26d (the "fourth" symbol following the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c mentioned above) can be displayed in the lower right of the display area, and can be displayed in sync with each decorative symbol, enabling variable display and confirmed display. Furthermore, the image display device 26 can display the first start port reserved ball count image 26e, which displays the number of reserved balls in the symbol variation game at the first start port 21 as "0" to "4", and the first start port first reserved ball image display area 26g, first start port second reserved ball image display area 26h, first start port third reserved ball image display area 26i, and first start port fourth reserved ball image display area 26j (in Figure 3, simply shown as "g", "h", "i", and "j"), which display the number of reserved balls in the symbol variation game at the first start port 21 using reserved ball images. Furthermore, the system can display a variable icon display area 26o (simply shown as "o" in Figure 3) which displays an icon image corresponding to the currently running variable symbol game. 【0055】 The number of reserved balls displayed in the first start port reserved ball count image 26e is synchronized with the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. For example, if "4" is displayed in the first start port reserved ball count image 26e, then "4" reserved ball images will be displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. 【0056】 The number of reserved balls displayed as the first start slot reserved ball count image 26e may be referred to as "number reserved balls" below. The reserved ball images displayed in the first start slot first reserved ball image display area 26g, the first start slot second reserved ball image display area 26h, the first start slot third reserved ball image display area 26i, and the first start slot fourth reserved ball image display area 26j may be referred to as "reserved icons" below. The icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" below. The variable icon and reserved icon may be collectively referred to simply as "icons". 【0057】 In this example, the variable icon display area 26o, the first start port first reserved ball image display area 26g, the first start port second reserved ball image display area 26h, the first start port third reserved ball image display area 26i, and the first start port fourth reserved ball image display area 26j are displayed on the image display device 26, but this is not limited to this. They may also be displayed on LEDs or lamps, or on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-liquid crystal display"). 【0058】 The left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d are capable of displaying symbol images from "1" to "8". If the result of the special symbol win detection process is a special symbol win, one of the following combinations of symbols can be displayed depending on the special symbol: "111", "222", "333", "444", "555", "666", "777", or "888". If the result of the special symbol win detection process is a minor win, one of the following combinations of symbols can be displayed: "111", "222", "444", "555", "666", or "888". There may also be a symbol combination specifically for minor wins (for example, "999"). 【0059】 On the other hand, if the special symbol win determination process results in a special symbol miss, it is possible to display symbol combinations other than those mentioned above. If it is a miss, in the special symbol variation patterns described later, if a special symbol variation pattern with a "reach" is determined, a symbol combination such as "767" will be displayed as confirmed, and if a special symbol variation pattern without a "reach" is determined, a symbol combination such as "765" will be displayed as confirmed. 【0060】 The combination of symbols that is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c is the same as the combination of symbols that is confirmed by the fourth symbol 26d. For example, if "777" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then "777" will also be confirmed by the fourth symbol 26d. If "767" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then "767" will also be confirmed by the fourth symbol 26d. 【0061】 "Reach" refers to a state where the left decorative symbol 26a and the right decorative symbol 26c display the same number (temporarily stopped display), and the middle decorative symbol 26b is in a variable display state (the symbols that are temporarily stopped and the symbols that are variable display are not limited to these). In this embodiment, if the result of the "special symbol win determination process" is a special symbol win, the game is always configured to go through a "reach" state, so it can be said that this is a state in which the player can expect a winning game. 【0062】 Furthermore, the fourth symbol 26d does not have to be a combination of the symbols described above; it may simply display a single-digit number, a two-digit number, a symbol or character, or the type of symbol may be distinguished by the difference in the color of the light emitted. 【0063】 The symbol display device 27 is located outside the game area (outside the outer rail member 18), which is a different area from the game area 7 of the game board 6. The symbol display device 27 is equipped with a first special symbol display 27a, which is displayed and controlled by the main control board 100 and executes a symbol variation game based on a game ball entering the first start opening 21, and a second special symbol display 27b, which executes a symbol variation game based on a game ball entering the second start opening 22. The first special symbol display 27a and the second special symbol display 27b are composed of 7-segment displays. In the symbol variation game, the special symbols flash with a "-" (horizontal bar symbol) from the start of the variation, and when it is time to derive the judgment result of the special symbol hit judgment process, if it is a miss, the "-" (horizontal bar symbol) is lit up (confirmation display), and if it is a special symbol hit, for example, a "7" is lit up (confirmation display). In other words, "special patterns" refer to patterns that are displayed and controlled by the main control board 100. 【0064】 In this embodiment, the "special pattern," as well as the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d described above, may be simply referred to as "patterns" or "identification information." Furthermore, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, which are managed by the performance control board 200, may be simply referred to as "decorative patterns." In addition, the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d, which are managed by the performance control board 200, may be collectively referred to as "sub-patterns." 【0065】 The pattern display device 27 is equipped with a first special pattern hold indicator 27c, which is controlled by the main control board 100 and displays the number of reserved patterns in a pattern variation game based on the entry of a game ball into the first start port 21. 【0066】 The first special symbol hold indicator 27c consists of two dot LED indicators and can display the number of holds by being "off", "on", or "flashing". For example, if the number of holds is "0", both dot LED indicators are "off", if the number of holds is "1", one is "on" and the other is "off", if the number of holds is "2", both are "on", if the number of holds is "3", one is "on" and the other is "flashing", and if the number of holds is "4", both are "flashing". 【0067】 The first special symbol hold indicator 27c is, in principle, synchronized with the number of hold balls displayed as the first start port hold count image 26e and the number of hold balls displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j (except in cases where a command error occurs). For example, if both the first special symbol hold indicator 27c are "flashing" (indicating that there are 4 hold balls), then "4" will be displayed as the first start port hold count image 26e, and "4" hold ball images will be displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. In the following, the first special symbol hold indicator 27c may be referred to as the "main hold indicator". 【0068】 The first special symbol hold indicator 27c is configured with two dot LED indicators, but is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided, and the display may be shown on the liquid crystal display device. 【0069】 Furthermore, the symbol display device 27 is equipped with a normal symbol display unit 27e, which is controlled by the main control board 100 and executes a normal symbol variation game based on whether a game ball has passed through the gate member 20. The normal symbol display unit 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of the variation, it repeatedly performs the actions of turning one on and turning the other off, and turning one off and turning the other on, until it is time to derive the judgment result of the normal symbol hit judgment process. If it is a normal symbol miss, it displays a confirmation by turning one on and turning the other off, and if it is a normal symbol hit, it displays a confirmation by turning one off and turning the other on. 【0070】 Furthermore, the symbol display device 27 is equipped with a regular symbol hold indicator 27f, which is controlled by the main control board 100 and displays the number of reserved symbols in a regular symbol variation game based on the number of game balls passing through the gate member 20. The regular symbol hold indicator 27f is composed of two dot LED indicators, similar to the first special symbol hold indicator 27c, and the way in which the number of reserved symbols is displayed is also the same, so a detailed explanation is omitted. 【0071】 Furthermore, the symbol display device 27 is equipped with a round indicator 27g that is controlled by the main control board 100 and displays the "number of rounds (see Figure 6)". The round indicator 27g consists of "2" dot LED indicators, one for 4 rounds and one for 10 rounds. For example, if a special symbol win occurs with special symbol A, the LED indicator for 4 rounds lights up and the others turn off, and if a win occurs with special symbol D, the LED indicator for 10 rounds lights up and the others turn off. 【0072】 The game board 6 is equipped with multiple lighting devices 29 (for example, full-color LEDs), which enhance the decorative appeal of the pachinko game machine 1 by illuminating in a predetermined light emission pattern when the pachinko game machine 1 is powered on. For example, as shown by reference numeral 29 in Figure 3, the lighting devices 29 can decorate the entire game area 7 of the game board 6. Furthermore, all of the lighting devices 29 can be turned off to highlight the display content of the image display device 26. The predetermined light emission pattern consists of multiple light emission patterns that define the light emission speed, light emission color, and which LEDs are illuminated and which are not. 【0073】 To the right of the image display device 26, a first special symbol sub-hold indicator 29a and a right-hand play indicator 29c are provided, which are a form of the panel lighting device 29. The first special symbol sub-hold indicator 29a is controlled by the performance control board 200 and consists of two dot LED indicators, which can display the number of holds by "off", "on", and "flashing". For example, if the number of holds is "0", both dot LED indicators are "off", if the number of holds is "1", one is "on" and the other is "off", if the number of holds is "2", both are "on", if the number of holds is "3", one is "on" and the other is "flashing", and if the number of holds is "4", both are "flashing". 【0074】 The first special symbol sub-reserve indicator 29a synchronizes, in principle, with the number of reserves displayed as the first start port reserve count image 26e and the number of reserves displayed in the first start port first reserve ball image display area 26g to the first start port fourth reserve ball image display area 26j (except in cases of command errors, etc.). For example, if both the first special symbol sub-reserve indicator 29a are "flashing" (indicating that there are 4 reserves), then "4" will be displayed as the first start port reserve count image 26e, and "4" reserve ball images will be displayed in the first start port first reserve ball image display area 26g to the first start port fourth reserve ball image display area 26j. In the following, the first special symbol sub-reserve indicator 29a may be referred to as the "sub-reserve indicator". 【0075】 Although the first special symbol sub-hold indicator 29a is configured with two dot LED indicators, it is not limited to this configuration. For example, it may be displayed on a display device separate from the image display device 26 (for example, a second image display device, a so-called "sub-LCD"). 【0076】 The right-hand shooting indicator 29c is controlled by the performance control board 200 and lights up, for example, when an opening command is received during a big win or a small win game, or when a game state specification command (time reduction) is received. This prompts the player to shoot to the right. On the other hand, it is turned off when in normal game state (turned off when a game state specification command (normal) is received), which prompts the player to shoot to the left. In this case, the right-hand shooting indicator 29c is turned off to prompt the player to shoot to the left, but a left-hand shooting indicator may also be provided and the player may be prompted to shoot to the left by turning on the left-hand shooting indicator. 【0077】 Next, we will explain the internal configuration (block diagram of the control system) of the pachinko game machine 1 based on Figure 4. Note that explanations of the configuration of the game board 6 in Figure 3 will be omitted as appropriate. 【0078】 The pachinko game machine 1 has a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 mounted on the rear side of the middle frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. The payout control board 300 is also connected so that only one-way communication is possible from the payout control board 300 to the performance control board 200. The power supply board 400 receives external power via a power plug (not shown) and is connected so that the supplied external power can be supplied to any of the main control board 100, the performance control board 200, or the payout control board 300. 【0079】 The main control board 100 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various indicators and drive control to various solenoids. The performance control board 200 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various indicators. 【0080】 The main control board 100 includes a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores the control program necessary for the control processing related to the progress of the game, and a main RAM 103 that allows reading and writing necessary for the control processing related to the progress of the game. In addition, although not shown in the diagram, it also includes an interrupt controller circuit that provides interrupt signals to the main CPU 101, and a hardware random number generation circuit that generates random numbers within a certain range. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart. 【0081】 The main RAM 103 is provided with storage areas (not shown) for managing various types of information. Examples include a setting value storage area for storing setting value information, a special symbol state flag storage area for storing the state of special symbols, a game state storage area for storing the game state, a jackpot state storage area for storing the state during a jackpot game, a minor win state storage area for storing the state during a minor win game, a normal symbol state flag storage area for storing the state of normal symbols, and a normal symbol win state storage area for storing the state during a normal symbol win game. 【0082】 The main RAM 103 is equipped with counters (not shown) for managing various information (time and count). Examples include a time-saving game count counter for counting (memorizing) the number of times the symbol variation game has been played in the time-saving game state, a time management counter for managing various time periods (e.g., opening time), and a round count counter for managing the number of rounds in the first jackpot game and the second jackpot game. 【0083】 The gate detection SW20a is installed inside the passage opening of the gate member 20 of the game board 6 and is a SW for detecting when a game ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness or relay board, and when the passage of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, controls the system to immediately execute the normal symbol variation game if the normal symbol hold indicator 27f is not executing the normal symbol variation game and no judgment information is stored in any of the variation memory areas for normal symbols from the relevant memory area to the 4th memory area. For example, if judgment information is stored up to the 3rd memory area, the system controls the system to postpone the execution of the normal symbol variation game, and if judgment information is stored up to the 4th memory area, the system controls the system not to postpone the execution of the normal symbol variation game. 【0084】 The first start port detection SW21a is located inside the prize entry point of the first start port 21 of the game board 6, and is a switch for detecting when a game ball enters the first start port 21. In other words, the first start port detection SW21a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 3 game balls to the payout control board 300 as prize balls for the game balls entering the first start port 21. 【0085】 Furthermore, when input is received from the first start port detection SW21a, the main control board 100 controls the first special symbol display 27a to immediately execute the symbol variation game if neither the first special symbol display 27a nor the second special symbol display 27b is executing the symbol variation game, and no judgment information is stored in any of the variation memory areas to the fourth memory area for special symbols (first start port). For example, if judgment information is stored up to the third memory area, the control board 100 controls the execution of the symbol variation game to be postponed, and if judgment information is stored up to the fourth memory area, the control board 100 controls the execution of the symbol variation game not to be postponed. 【0086】 The second start port detection SW22a is located inside the prize entry point of the second start port 22 and is a switch for detecting when a game ball enters the second start port 22. In other words, the second start port detection SW22a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense two game balls to the payout control board 300 as prize balls for the game balls entering the second start port 22. 【0087】 Furthermore, when input is received from the second start port detection SW22a, the main control board 100 (main CPU 101) controls the second special symbol display 27b to immediately start the symbol variation game if neither the first special symbol display 27a nor the second special symbol display 27b is currently running the symbol variation game. 【0088】 The second start port opening / closing solenoid 22b is located behind the second start port 22 and is a solenoid that causes the protruding member provided on the second start port 22 to open and close. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the second start port opening / closing solenoid 22b to open and close it in the manner shown in "Opening and Closing of the Second Start Port" in Figure 6 when the normal symbol hit detection process determines that it is a normal symbol hit. 【0089】 The normal prize entry detection SW23a is located inside the normal prize entry 23 of the game board 6 and is a switch for detecting when a game ball enters the normal prize entry 23. In other words, the normal prize entry detection SW23a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 8 game balls to the payout control board 300 as prize balls for the game balls entering the normal prize entry 23. 【0090】 The first large prize slot detection SW24a is located inside the prize slot of the first large prize slot 24 and is a switch for detecting when a game ball enters the first large prize slot 24. In other words, the first large prize slot detection SW24a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 15 game balls to the payout control board 300 as prize balls for the game ball entering the first large prize slot 24. The main control board 100 (main CPU 101) also sends a large prize slot entry designation command to the performance control board 200, indicating that a game ball has entered the first large prize slot 24. This allows the performance control board 200 to recognize the status of the game balls entering the first large prize pocket 24. 【0091】 The first large prize opening opening / closing solenoid 24b is located behind or to the side of the first large prize opening 24 and is a solenoid that causes the opening / closing door of the first large prize opening 24 to open and close. In other words, the first large prize opening opening / closing solenoid 24b and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the first large prize opening opening / closing solenoid 24b to open and close the opening / closing door over the number of rounds shown in Figure 6 during one big win game. 【0092】 The second large prize slot detection SW32a is located inside the prize slot of the second large prize slot 32 and is a switch for detecting when a game ball enters the second large prize slot 32. In other words, the second large prize slot detection SW32a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then processes the payout control board 300 to dispense "15" game balls as prize balls for entering the second large prize slot 32. The main control board 100 (main CPU 101) also sends a large prize slot entry designation command to the performance control board 200, indicating that a game ball has entered the second large prize slot 32. This allows the performance control board 200 to recognize the status of the game balls entering the second large prize pocket 32. 【0093】 The second large prize opening opening / closing solenoid 32b is located behind the second large prize opening 32 and is a solenoid that causes the opening / closing door of the second large prize opening 32 to open and close. In other words, the second large prize opening opening / closing solenoid 32b and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the second large prize opening opening / closing solenoid 32b when it determines that a small win has occurred in the special symbol win determination process. 【0094】 The specific area detection SW32c is located in a specific area inside the second large prize pocket 32 and is a switch for detecting when a game ball enters the specific area of the second large prize pocket 32. In other words, the specific area detection SW32c and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then processes the payout control board 300 to dispense "15" game balls as prize balls for the game ball entering the specific area. Furthermore, the main control board 100 (main CPU 101), having received the detected information, processes the termination of the minor prize game and transition to the major prize game 2. Furthermore, the main control board 100 (main CPU 101) sends a specific area entry designation command to the performance control board 200, indicating that a game ball has entered a specific area of the second large prize winning opening 32. This allows the performance control board 200 to recognize the status of the game ball entering the specific area of the second large prize winning opening 32. 【0095】 The specific area opening / closing solenoid 32d is located behind the specific area and is a solenoid used to open and close a lid member located in the specific area. In other words, the specific area opening / closing solenoid 32d and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the specific area opening / closing solenoid 32d to open and close the lid member when it determines that a minor win has occurred in the special symbol win detection process. The opening and closing times of the lid member can be set to any desired time. 【0096】 The out detection SW25a is located downstream of the flow path that collects game balls that enter the first start opening 21 and are detected by the first start opening detection SW21a, game balls that enter the second start opening 22 and are detected by the second start opening detection SW22a, game balls that enter the normal prize opening 23 and are detected by the normal prize opening detection SW23a, game balls that enter the first large prize opening 24 and are detected by the first large prize opening detection SW24a, game balls that enter the second large prize opening 32 and are detected by the second large prize opening detection SW32a, and game balls that enter the out opening 25. 【0097】 The out detection switch 25a and the main control board 100 are connected via a harness or relay board, and when a game ball enters the machine, the detected information is input to the main control board 100. This allows the main control board 100 to determine the number of out balls. Alternatively, an out detection switch may be provided at the out port 25, and the game balls detected by this out detection switch may be counted as out balls. 【0098】 The first special symbol display unit 27a is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing a symbol variation game based on the entry of a game ball into the first start opening 21. In other words, the first special symbol display unit 27a and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) displays and controls the symbol variation game on the first special symbol display unit 27a when the execution conditions for the symbol variation game on the first special symbol display unit 27a are met. The execution conditions for the symbol variation game on the first special symbol display unit 27a are met when an affirmative judgment is made in the process of step S105-2-2 in the "Special Symbol Variation Start Processing" (see Figure 19) described later. 【0099】 The second special symbol display unit 27b is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing a symbol variation game based on the entry of a game ball into the second start opening 22. In other words, the second special symbol display unit 27b and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) displays and controls the symbol variation game on the second special symbol display unit 27b when the execution conditions for the symbol variation game on the second special symbol display unit 27b are met. The execution conditions for the symbol variation game on the second special symbol display unit 27b are met when an affirmative judgment is made in the processing of step S105-2-1 in the "Special Symbol Variation Start Processing" (see Figure 19). 【0100】 The first special symbol hold indicator 27c is installed on the symbol display device 27 and is controlled by the main control board 100. It is a display that shows the number of hold symbols in a symbol variation game based on a game ball entering the first start port 21. In other words, the first special symbol hold indicator 27c and the main control board 100 are connected via a harness or relay board. When the main control board 100 receives information that a game ball has been detected from the first start port detection SW21a, it controls the display of the first special symbol hold indicator 27c (changing from off to on, or on to blinking) if the upper limit of hold symbols (4) has not been reached. On the other hand, when the symbol variation game based on a game ball entering the currently changing first start port 21 ends, the display of the first special symbol hold indicator 27c is controlled (changing from blinking to on, or on to off). 【0101】 The standard symbol display unit 27e is provided on the symbol display device 27 and is a display unit for executing a standard symbol variation game that is displayed and controlled by the main control board 100. In other words, the standard symbol display unit 27e and the main control board 100 are connected via harnesses, relay boards, etc., and the main control board 100 (main CPU 101) displays and controls the standard symbol variation game on the standard symbol display unit 27e when the execution conditions for the standard symbol variation game on the standard symbol display unit 27e are met. 【0102】 The regular symbol hold indicator 27f is installed on the symbol display device 27 and is controlled by the main control board 100. It is a display that shows the number of regular symbol variation game balls held based on the number of game balls that have passed through the gate member 20. In other words, the regular symbol hold indicator 27f and the main control board 100 are connected via a harness or relay board, etc. When the main control board 100 (main CPU 101) receives information that game balls have been detected from the gate detection SW20a, it controls the display of the regular symbol hold indicator 27f (from off to on, or on to blinking) if the upper limit of the hold (4 balls) has not been reached. On the other hand, when the currently changing regular symbol variation game ends, it controls the display of the regular symbol hold indicator 27f (from blinking to on, or on to off). 【0103】 The round indicator 27g is located on the symbol display device 27 and is controlled by the main control board 100 to display the number of rounds. In other words, the round indicator 27g and the main control board 100 are connected via a harness or relay board, etc. For example, when a symbol variation game that has been determined to be a special symbol win by the special symbol win determination process ends and a special symbol indicating a win (for example, "7") is displayed on the first special symbol indicator 27a, the corresponding round number LED indicator is controlled to light up. While the first big win game or the second big win game is being played, the round indicator 27g is continuously controlled to light up, and when the first big win game or the second big win game ends, the round indicator 27g is controlled to turn off. 【0104】 The magnetic sensors 27h are installed in multiple locations on the game board 6 and are sensors for detecting magnetism. In other words, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc. For example, if an abnormal magnetic field exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetic field. When an abnormal magnetic field is detected, information that an abnormal magnetic field has been detected (magnetic anomaly error designation command) is sent to the performance control board 200. This enables notification that an abnormal magnetic field has been detected. 【0105】 The radio wave sensors 27i are installed in multiple locations on the game board 6 and are sensors for detecting radio waves. In other words, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc. For example, if an abnormal radio wave exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect abnormal radio waves. When an abnormal radio wave is detected, information that an abnormal radio wave has been detected (an error designation command for radio wave abnormality) is transmitted to the performance control board 200. This enables notification that an abnormal radio wave has been detected. 【0106】 The performance control board 200 is provided with a performance control unit 200a, which includes a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores the control program necessary for the performance control processing, and a sub-RAM 203 that is readable and writeable as necessary for the performance control processing. In addition, an image / sound control unit 200b is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication, which includes an image / sound CPU 204 that executes image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 that has a frame buffer for storing image generation data, etc. Furthermore, a light-emitting drive control unit 200c is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication. The light-emitting drive control unit 200c includes a light-emitting drive CPU 208 that executes light-emitting control processing and drive control processing, a light-emitting drive ROM 209 that stores the control programs necessary for the light-emitting control processing and drive control processing, and a light-emitting drive RAM 210 that is capable of reading and writing necessary for the light-emitting control processing and drive control processing. 【0107】 Furthermore, the performance control unit 200a is connected to accept input from the performance button detection SW14a, the performance lever detection SW15a, and the directional key detection SW16a. 【0108】 The performance button detection SW14a is located on the performance button 14 and is a switch that detects when the performance button 14 is pressed by a player while the performance button 14 is within its valid operation time. In other words, the performance button detection SW14a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance button 14 has been pressed is input to the performance control board 200. The performance control board 200, having received the information indicating that the performance button 14 has been pressed, then controls the performance corresponding to the press of the performance button 14 via the image display device 26 and speaker 10. Here, for example, in a symbol variation game, the performance button 14 has a set valid operation time (also called the valid operation period) for a predetermined period of time, and the performance button detection SW14a only detects presses when the valid operation time is set. 【0109】 The performance lever detection SW15a is located on the performance lever 15 and is a switch for detecting when the performance lever 15 is operated by a player while the performance lever 15 is within its effective operation time. In other words, the performance lever detection SW15a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance lever 15 has been operated is input to the performance control board 200. The performance control board 200, having received information indicating that the performance lever 15 has been operated, then controls the performance corresponding to the operation of the performance lever 15 via the image display device 26 and speaker 10. Here, for example, in a symbol variation game, the performance lever 15 has an effective operation time set for a predetermined period of time, and the performance lever detection SW15a only detects operations when the effective operation time is set. 【0110】 The directional pad detection switch 16a is located on the directional pad button 16 and is a switch for detecting when the directional pad button 16 is pressed by the player. In other words, the directional pad detection switch 16a and the performance control board 200 are connected via a harness or relay board, and information indicating that the directional pad button 16 has been operated is input to the performance control board 200. 【0111】 As described above, the amount of light emitted from the light-emitting device 9, the amount of light emitted from the image display device 26, and the volume emitted from the speaker 10 can be adjusted by operating the directional pad buttons 16. Specifically, pressing the up button on the directional pad buttons 16 increases the amount of light (in steps), pressing the down button on the directional pad buttons 16 decreases the amount of light (in steps), pressing the right button on the directional pad buttons 16 increases the volume (in steps), and pressing the left button on the directional pad buttons 16 decreases the volume (in steps). 【0112】 The light intensity can be set in three levels: "strong," "medium," and "weak," or it can be further subdivided into five levels. Similarly, the volume can be set in three levels: "high," "medium," and "low," or it can be further subdivided into five levels. The image display device 26 may display a level gauge image indicating the degree of adjustment for the light intensity and volume, and the speaker 10 may emit adjustment sounds corresponding to the levels. For example, if the volume adjustment level is configured in five levels, the adjustment sound corresponding to the lowest volume level 1 may be "Do♪," the adjustment sound corresponding to volume level 2 may be "Re♪," the adjustment sound corresponding to volume level 3 may be "Mi♪," the adjustment sound corresponding to volume level 4 may be "Fa♪," and the adjustment sound corresponding to the highest volume level 5 may be "So♪." The adjustment sounds may also be output at volume values corresponding to the volume levels. For example, "Re♪" may be output at a higher volume value than "Do♪." 【0113】 The level gauge image may be displayed in a manner that matches the level of light intensity or volume, or it may be displayed in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that matches the level of light intensity or volume would mean, for example, that the size (display area) of the level gauge image indicating volume level 2, which has a higher volume value than volume level 1, is displayed larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a display manner that is constant regardless of the level of light intensity or volume would mean that the size (display area) of the level gauge image does not change whether it is volume level 1 or volume level 2. 【0114】 Furthermore, the adjustment sound corresponding to the volume level may be set to emit a sound like "beep♪" at any level, and the volume value may be different for each level. Specifically, it is envisioned that when the volume level is 1, a "beep♪" sound will be emitted at a volume value corresponding to volume level 1, and when the volume level is 2, a "beep♪" sound will be emitted at a volume value corresponding to volume level 2 (a volume value higher than volume level 1). 【0115】 In this embodiment, the adjustment of light intensity and volume can be performed when the symbol variation game is not in progress, but it may also be possible to perform these adjustments when the symbol variation game is in progress. In this case, it is preferable to perform the adjustments without displaying the level gauge image and without emitting the adjustment sound, or by displaying it in a small size and outputting the adjustment sound at a low volume. This prevents the visual effects and sound effects corresponding to the symbol variation game from being obstructed by the level gauge image and adjustment sound. 【0116】 Furthermore, it may be possible to adjust the light intensity and volume during the execution of the Big Win 1 game, Big Win 2 game, and Minor Win game. In this case, the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the light intensity and volume are adjusted when the symbol variation game is not in progress, or the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the light intensity and volume are adjusted when the symbol variation game is in progress. 【0117】 Although the level gauge image is displayed on the image display device 26 as described above, if another display device is provided in addition to the image display device 26, the image may be displayed on that other display device. This would prevent the content displayed on the image display device 26 from interfering with the display of the level gauge image. Furthermore, when the light intensity is adjusted, the level gauge image may be displayed, but the adjustment sound may not be output. 【0118】 Furthermore, in this embodiment, even if the directional pad buttons 16 are operated during the effective operation time for the "dialogue announcement," "cut-in announcement," or "super reach judgment" described later, the corresponding effects will not be executed. For example, even if the directional pad buttons 16 are operated during the effective operation time for the "dialogue announcement," the "dialogue announcement" will not be executed. In other words, the directional pad buttons 16 are a device used exclusively for volume adjustment, brightness adjustment, menu operation, mode selection, etc. 【0119】 The image / sound control unit 200b is connected to an image display device 26, which can display image information generated by the image / sound control unit 200b. Additionally, a speaker 10 is connected to the image / sound control unit 200b, which can output sound information generated by the image / sound control unit 200b. 【0120】 Speaker 10 is capable of outputting music (BGM), voices, and sound effects. For example, if information indicating a closed state is not received from the frame open detection SW3a (described later), it outputs a notification sound indicating that the middle frame 3 is open. In other words, speaker 10 and the image / sound control unit 200b are connected via a harness or relay board, and the aforementioned sounds are output from speaker 10 under the control of the image / sound control unit 200b. 【0121】 Furthermore, the light-emitting device 9, the start port light-emitting device 210a, and the panel lighting device 29 are connected to the light-emitting drive control unit 200c, and the light emission can be controlled by the light-emitting drive control unit 200c. In addition, the panel drive device 30 is connected to the light-emitting drive control unit 200c, and the movable body 28 can be driven and controlled via the panel drive device 30. 【0122】 The movable body 28 is installed on the game board 6 and is capable of actions such as "dropping," "swinging," and "rotating." Performing these actions suggests the possibility of winning a game. 【0123】 Furthermore, upon receiving a power-related subcommand, the movable body 28 performs an initial operation in front of the display area of the image display device 26 to confirm that the aforementioned operations such as "dropping," "swinging," and "rotating" are performed correctly. As this initial operation involves the movable body 28 moving to the front of the display area of the image display device 26, the display content shown in the display area becomes difficult to see for a certain period of time due to the movable body 28. However, even if the display content shown in the display area becomes difficult to see due to the initial operation, other components (for example, the start port light-emitting device 210a, the first special symbol hold indicator 27c, the panel lighting device 29, etc.) will not become difficult to see due to the initial operation of the movable body 28. 【0124】 Although not shown in the diagram, the system also includes an interrupt controller circuit that provides interrupt signals to the sub-CPU 201, and a hardware random number generator circuit that generates random numbers within a certain range. 【0125】 The payout control board 300 includes a payout CPU 301 that executes payout control processing, a payout ROM 302 that stores the control program necessary for the payout control processing, and a payout RAM 303 that allows reading and writing necessary for the payout control processing. A payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are dispensed into the upper tray 5a. 【0126】 Specifically, if the main control board 100 receives information that a game ball has been detected from the first start port detection SW21a, for example, it sends a payout command signal to the payout control board 300 to dispense 3 prize balls. Upon receiving this signal, the payout control board 300 controls the payout device 304 to dispense 3 prize balls into the upper tray 5a. Once the dispensing of the 3 prize balls is complete, the payout control board 300 sends a payout completion signal to the main control board 100, completing the dispensing of game balls in response to the information received that a game ball was detected from the first start port detection SW21a. 【0127】 Furthermore, the launch handle 8 is connected to the payout control board 300 via a harness or the like. When a player touches the aforementioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of the launch volume (not shown) provided on the launch handle 8. 【0128】 Furthermore, a launching device 305 is connected to the payout control board 300 via a harness, and by controlling the launching device 305, game balls are launched into the game area 7. Specifically, when the payout control board 300 receives input that the player is gripping the launching handle 8 and the amount of rotation of the launching handle 8, it controls the launching device 305 with a launching strength corresponding to the amount of rotation of the launching handle 8 to launch game balls. 【0129】 Furthermore, the payout control board 300 is connected via a ball dispensing unit or the like to receive input signals from the ball dispensing button 12 shown in Figure 1. When the ball dispensing button 12 is operated by a player, the payout control board 300 controls the payout device 304 to dispense a number of game balls corresponding to one operation of the ball dispensing button 12 (for example, 125 balls) into the upper tray 5a. 【0130】 The frame open detection SW3a is located on the middle frame 3 and can detect the "open" state, such as when the glass frame 4 is open, when the glass frame 4 and middle frame 3 are open, or when the middle frame 3 is open, as well as the "closed" state, such as when the glass frame 4 and middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness or relay board, and when the above-mentioned "closed" state is in effect, information indicating that the frame is closed is input to the dispensing control board 300. On the other hand, when the above-mentioned "open" state is in effect, the above-mentioned information indicating that the frame is closed is not input to the dispensing control board 300, and because this information is not input, the dispensing control board 300 (dispensing CPU 301) can detect that the frame is in effect. The dispensing control board 300 (dispensing CPU 301) can also transmit information detected as being in the "closed" state or information detected as being in the "open" state (frame open error specification command) to the performance control board 200. 【0131】 A passage is formed between the upper tray 5a and the lower tray 5b to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full-tank detection switch 300a is provided in this passage. If the game balls guided to the lower tray 5b are not discharged (outside the game machine) but stored there, the game balls will remain in the passage, and when a predetermined amount remains, the full-tank detection switch 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full-tank detection switch 300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information that the full-tank detection switch 300a is ON to the performance control board 200. This makes it possible for the performance control board 200 to issue a notification prompting the player to discharge the game balls stored in the lower tray 5b. 【0132】 The power supply board 400 is connected to the main control board 100, the performance control board 200, and the payout control board 300 via harnesses and the like. It receives external power via a power plug (not shown) and supplies the received external power to the main control board 100, the performance control board 200, and the payout control board 300. Although not shown in the diagram, the power supply board 400 is equipped with a conversion circuit that converts external power (100 volts AC) to 24 volts DC. 【0133】 Next, the special symbol win determination table and the normal symbol win determination table will be explained using Figure 5. The special symbol win determination table (for the first start gate) in Figure 5 (A-1) and the special symbol win determination table (for the second start gate) in Figure 5 (A-2) are stored in the main ROM 102. In this embodiment, six setting values can be set, and Figures 5 (A-1) and (A-2) show examples of special symbol win determination tables for setting value 1, with descriptions of other setting values omitted. For example, if the setting value is set to 1, the main CPU 101 refers to the special symbol win determination table for setting value 1 and performs the special symbol win determination process, and if the setting value is set to 6, it refers to the special symbol win determination table for setting value 6 (not shown) and performs the special symbol win determination process. Note that the setting value is not limited to "6" levels, but can be any value. For example, it could be "4" levels or "2" levels. 【0134】 Furthermore, the machine may not have any setting values, and may only have the special symbol hit determination table shown in Figures 5(A-1) and 5(A-2) (it may be considered a machine without settings). Alternatively, it may have setting values, but only have the special symbol hit determination table shown in Figures 5(A-1) and 5(A-2). In other words, it is acceptable to have only one setting value, and to use the same main control board processing content as a gaming machine with multiple setting value levels, as shown in Figure 10. Also, even if only one setting value is provided, it is acceptable to have the setting value change processing shown in Figure 11 and the setting value confirmation processing shown in Figure 12. In this way, processing can be standardized between a gaming machine with multiple setting value levels (a machine with settings) and a gaming machine with only one setting value level (essentially a machine without settings), thus reducing the workload for developers. Also, if only one setting value level is provided, it is acceptable to use the same main control board 100 as a gaming machine with multiple setting value levels (the hardware can also be standardized). This way, components can be standardized, which reduces costs. 【0135】 In the special symbol win determination table (for the first start gate) in Figure 5 (A-1), the probability of a special symbol win being determined in the special symbol win determination process is "1 / 319" and the probability of a special symbol loss is "318 / 319" when the game state is normal game state and when the game state is shortened time game state. In addition, regardless of the game state, a ball entering the first start gate 21 will never be determined as a minor win. 【0136】 In the special symbol win determination table (for the second start gate) in Figure 5 (A-2), when the game state is the time-saving game state, the probability of determining a special symbol win in the special symbol win determination process is "1 / 319", and the probability of determining a special symbol miss is "318 / 319". In addition, the probability of determining a minor win is "1 / 1". 【0137】 Furthermore, in the first starting port 21, the minor win determination process is executed, but it is also possible to prevent it from being determined as a minor win, or to not execute the minor win determination process at all. Also, in the second starting port 22, it is set to always be determined as a minor win, but it is also possible for it to be determined as a "miss" in the minor win determination process. For example, it may be set to determine a minor win with a probability of "1 / 1.01". 【0138】 In the special symbol win determination table for setting value "6" (not shown in the diagram), the probability of a special symbol win being determined in the special symbol win determination process is "1 / 280" and the probability of a loss is "279 / 280" when the game state is normal game state and when the game state is shortened time game state. By setting different special symbol win probabilities for each setting value in this way, it becomes easier for the arcade to manage the payout. The probability of a minor win is the same for all setting values. 【0139】 Furthermore, in the shortened play state, compared to the normal play state, as shown in Figures 5(B) and 6(B), the normal symbol win determination process makes it easier to win with a normal symbol, and a favorable opening and closing mode is selected for the protruding member of the second start opening 22 when a normal symbol win is achieved. Therefore, the shortened play state is a more advantageous play state for the player than the normal play state. 【0140】 Furthermore, in the time-saving game mode, even if the special symbol hit detection process determines that the special symbol is a miss, it is always determined to be a minor win, whereas in the normal game mode, it is never determined to be a minor win. Therefore, the time-saving game mode is a more advantageous game mode for the player than the normal game mode. 【0141】 In this embodiment, as shown in Figure 3, the gate member 20 is provided on the right side of the game area 7, but not on the left side. If, in normal gameplay, the player shoots to the right and passes the game ball through the gate member 20, as shown in Figure 5, the probability of a normal win is "4 / 256", so the protruding member of the second start opening 22 can open. However, since the opening time is "0.9S", it is difficult to get the game ball into the second start opening 22, and most of the shot game balls will pass through the out opening 25. Therefore, in normal gameplay, shooting to the left and getting the game ball into the first start opening 21 is the optimal way for the player to play. For this reason, when the gate detection SW20a detects a game ball in normal gameplay, a left-shoot notification is issued to encourage the player to play in the optimal way. 【0142】 If, during normal gameplay, the player shoots to the right and the game ball passes through the gate member 20, resulting in the game ball entering the second start opening 22, the special symbol win detection process will not be executed. This prevents inappropriate gameplay. 【0143】 Next, the regular symbol win determination table in Figure 5(B) is stored in the main ROM 102. When the game state is normal game state, the probability of a regular symbol win being determined in the regular symbol win determination process is "4 / 256", and the probability of a regular symbol loss is "252 / 256". When the game state is shortened time game state, the probability of a regular symbol win being determined in the regular symbol win determination process is "255 / 256", and the probability of a regular symbol loss is "1 / 256". Therefore, the shortened time game state is more favorable to the player than the normal game state, as it is easier to determine a regular symbol win in the regular symbol win determination process. Note that although there are no set values in the regular symbol win determination table (the set values are common), set values may be set in the same way as in the special symbol win determination table. For example, setting value "6" may make it easier to hit a regular symbol win in the regular symbol win determination compared to setting value "1". Also, in the normal game state, the probability of determining a regular symbol win in the regular symbol win determination process is set to "4 / 256" and the probability of determining a regular symbol loss is set to "252 / 256", but the probability of determining a regular symbol loss is not limited to these, and may be set to "256 / 256". 【0144】 Next, the special symbol determination table and the regular symbol determination table will be explained using Figure 6. First, the special symbol determination table in Figure 6(A) has two tables: (1) a table for the first start opening 21, which is referenced when determining which special symbol will be displayed on the first special symbol indicator 27a, depending on whether the special symbol hit determination process is performed based on the game ball entering the first start opening 21, and whether the result is a special symbol hit or a special symbol miss; and (2) a table for the second start opening 22, which is referenced when determining which special symbol will be displayed on the second special symbol indicator 27b, depending on whether the special symbol hit determination process is performed based on the game ball entering the second start opening 22, and whether the result is a special symbol hit or a special symbol miss. These two tables are stored in the main ROM 102. The main CPU 101 then refers to the table corresponding to the start opening into which the game ball entered and determines the special symbol based on the result of the special symbol hit determination process. 【0145】 In this embodiment, the game awarded when a special symbol win is determined based on a game ball entering the first starting port 21 is called "Big Win 1 Game," the game awarded when a special symbol win is determined based on a game ball entering the second starting port 22 is called "Big Win 1 Game," the game awarded when a minor win is determined based on a game ball entering the second starting port 22 is called "Minor Win Game," and the game awarded when a Type 2 Big Win transition control process (see Figure 24) is executed as a result of the execution of the "Minor Win Game" is called "Big Win 2 Game." In other words, the pachinko game machine 1 in this embodiment is a so-called "Type 1 and Type 2 mixed machine" that has a route to transition to a Big Win game via a special symbol win and a route to transition to a Big Win game via a minor win game. "Big Win 1" is described in detail in Figure 22, "Big Win 2" is described in detail in Figure 25, and "Minor Win" is described in detail in Figure 23. 【0146】 In the special symbol determination table in (1) of Figure 6(A), if the special symbol hit determination process is performed and it is determined to be a special symbol hit, the main CPU 101 determines one of the special symbols from "Special Symbol A" and "Special Symbol B". Specifically, when a game ball enters the first start opening 21, a random number for special symbol determination is obtained, and the special symbol is determined by referring to the obtained random number for special symbol determination. For example, if the obtained random number for special symbol determination is "0 to 50", "Special Symbol A" is determined, and if the obtained random number for special symbol determination is "51 to 99", "Special Symbol B" is determined. Once the special symbol is determined, the "number of rounds" and "after 1 big win" (game state after 1 big win) are uniquely determined. If "Special Symbol A" is determined, 4 rounds are assigned as the "number of rounds", and a time-saving game state is assigned as the "after 1 big win". If "Special Symbol B" is determined, 4 rounds are assigned as the "Number of Rounds," and the game returns to a normal play state as "After 1 Big Win." On the other hand, if the special symbol hit detection process results in a special symbol miss, the main CPU 101 determines "Special Symbol C." "Special Symbol C," being a special symbol miss, does not have a set "Number of Rounds" or "After 1 Big Win." For example, if "Special Symbol C" is determined in a normal play state, the game remains in a normal play state even after the "Special Symbol C" is confirmed and displayed. 【0147】 In the special symbol determination table in (2) of Figure 6(A), if the special symbol hit determination process is performed and it is a special symbol hit, the main CPU 101 determines "Special Symbol D". The specific determination method is the same as in (1) of Figure 6(A) above, so the explanation is omitted. If "Special Symbol D" is determined, 10 rounds are assigned as the "Number of Rounds", and a time-saving game state is assigned as "After 1 Big Win". On the other hand, if the special symbol hit determination process is performed and it is a special symbol miss, the main CPU 101 determines "Special Symbol E". 【0148】 Thus, in the case of a special win, the probability of being granted a time-saving game state is 51% for the first starting port 21 and 100% for the second starting port 22. Therefore, it can be said that it is more advantageous for the player to be granted one jackpot game based on balls entering the second starting port 22 than based on balls entering the first starting port 21. 【0149】 In this embodiment, no setting values were provided in the special symbol determination table, but setting values may be provided. For example, the determination ratio of special symbols may differ depending on whether the setting value is "1" or "6". In that case, the rate of entering the time-saving game state will be the same for all setting values, but the "number of rounds" may be made to differ in proportion for each setting value. For example, the more the setting value is "6", the more likely it is that a favorable number of rounds will be assigned, or the more the setting value is "1", the more likely it is that a favorable number of rounds will be assigned. 【0150】 In the special symbol determination table in (3) of Figure 6(A), if the special symbol hit detection process results in a minor win, the main CPU 101 determines one of the special symbols from "Special Symbol F" or "Special Symbol G". The specific determination method is the same as in (1) of Figure 6(A) above, so the explanation is omitted, but the probability of "Special Symbol F" being determined is "80 / 100", and the probability of "Special Symbol G" being determined is "20 / 100". If "Special Symbol F" is determined, 10 rounds are assigned as the "Round Count", and the time-saving game state is assigned as "After 2 Big Wins". On the other hand, if "Special Symbol G" is determined, 10 rounds are assigned as the "Round Count", and the normal game state is assigned as "After 2 Big Wins". 【0151】 In Figure 6(A) (3), the 10 rounds in the special symbol determination table refer, strictly speaking, to the first round being a minor win game and the second to tenth rounds being two major win games. As will be explained in detail later in the minor win game processing section, the condition for transitioning to the second round and beyond is that the specific area detection SW32c detects a game ball during the first round of the minor win game. If the specific area detection SW32c does not detect a game ball during the first round of the minor win game, the game will not proceed to the second round, and will end after the execution of only the minor win game. After the minor win game ends, the game will return to the normal game state. 【0152】 Next, the normal symbol determination table in Figure 6(B) is stored in the main ROM 102 and is a table that is referenced when determining which normal symbol to display on the normal symbol display 27e based on the normal symbol hit determination process performed when a game ball has passed through the gate member 20, depending on whether it is a normal symbol hit or a normal symbol miss. When the game state is the normal game state, the main CPU 101 determines "Normal Symbol A" in the normal symbol determination process performed in the normal symbol-related processing if it is a normal symbol hit, and determines "Normal Symbol B" if it is a normal symbol miss. Also, when the game state is the time-saving game state, the main CPU 101 determines "Normal Symbol C" in the normal symbol determination process performed in the normal symbol-related processing if it is a normal symbol hit, and determines "Normal Symbol D" if it is a normal symbol miss. 【0153】 Furthermore, even with regular symbols, the content assigned is uniquely determined, similar to the special symbols mentioned above. If "Regular Symbol A" is determined, the protruding member of the second start opening 22 opens "1" time in "0.9S". If "Regular Symbol B" is determined, the protruding member of the second start opening 22 does not open. If "Regular Symbol C" is determined, the protruding member of the second start opening 22 opens "3" times in "1.8S". If "Regular Symbol D" is determined, the protruding member of the second start opening 22 does not open. Therefore, in the case of a regular symbol win, the opening and closing pattern of the protruding member of the second start opening 22 is more advantageous in the time-saving game state than in the normal game state, making it a more advantageous game state for the player. 【0154】 The state in which the protruding member of the second start port 22 opens 3 times in 1.8 seconds is referred to as the "electric support state." On the other hand, the state in which the protruding member of the second start port 22 opens 1 time in 0.9 seconds is referred to as the "non-electric support state." For example, when the main CPU 101 controls the "electric support state," it sets "1" in the normal symbol state flag storage area of the main RAM 103, and when it controls the "non-electric support state," it sets "0" in the normal symbol state flag storage area of the main RAM 103. 【0155】 Although no setting values are provided in the normal symbol determination table, setting values may be provided in the same way as in the special symbol determination table. For example, the probability of determining a normal symbol win in the normal symbol win determination process may differ for each setting value. For example, setting value "6" may make it easier to win compared to setting value "1", or vice versa. Also, the opening and closing pattern of the second start opening 22 may differ for each setting value. For example, setting value "6" may open and close in a more advantageous manner compared to setting value "1", or vice versa. 【0156】 As described above, since it is more advantageous for the player to be awarded one jackpot game based on balls entering the second start port 22 rather than based on balls entering the first start port 21, in the time-saving game state where the second start port 22 can be opened in "1.8S x 3 times", the optimal game for the player is to shoot to the right and get the game balls into the second start port 22. Furthermore, since minor jackpot games are not awarded based on balls entering the first start port 21, and are only awarded based on balls entering the second start port 22, it is more advantageous for the player if the special symbol win determination process is executed based on balls entering the second start port 22. Therefore, in the time-saving game state, the optimal game for the player is to shoot to the right and get the game balls into the second start port 22. Therefore, when the first start port detection SW21a detects a game ball during the shortened game mode, a right-hand shooting notification is issued to encourage the player to play in the most optimal way possible. 【0157】 Next, Figure 6(C) shows the round details for each winning special symbol. For special symbols A and B, the first large prize slot 24 will be open for 29.5 seconds per round, and this will be repeated four times. For special symbol D, the first large prize slot 24 will be open for 29.5 seconds per round, and this will be repeated ten times. For special symbols F and G, the second large prize slot 32 will be open for 10 seconds in the first round, and the first large prize slot 24 will be open for 29.5 seconds in the second round, and this will be repeated nine times. Note that in the case of special symbols F and G, for example, if the launch handle 8 is maintained at the second launch intensity, it is possible to enter the specific area detection SW32c in the first round, and to enter the first large prize slot 24 in the second round and beyond (there is no need to change the launch intensity between the first round and the second round and beyond). This prevents the game from becoming too complicated for the players. 【0158】 In addition, during minor win games, the minor win game may end before 10 seconds have elapsed if one ball enters the specific area detection SW32c and nine balls enter the second major prize entry point detection SW32a. 【0159】 In this embodiment, the game states (excluding Big Win 1 game, Big Win 2 game, and Minor Win game) consist of a normal game state and a time-saving game state. Both the normal game state and the time-saving game state are low-probability states (special symbol win probability of 1 / 319), and this embodiment does not have a high-probability state. Furthermore, only the time-saving game state is an "electric support state," while the normal game state, Big Win 1 game, Big Win 2 game, and Minor Win game are "non-electric support states." 【0160】 The time-saving game state ends when the game transitions to a big win game or a minor win game (first termination condition). Other termination conditions include, for example, when 100 symbol variation games have been played (second termination condition). However, if a game ball is entered into the second starting port 22, even if it is judged as a special symbol miss, a minor win is guaranteed, so in most cases the game ends under the first termination condition. Exceptionally, if a game ball continues to be entered into the first starting port 21 during the time-saving game state, the second termination condition may be met. 【0161】 In this embodiment, only a low probability state is provided, but a high probability state (probability variation game state) may also be provided, as well as a time-saving game state (so-called c-time-saving) that is entered when a specific combination of symbols is displayed as confirmed, and a time-saving game state (so-called b-time-saving) that is entered when a predetermined number of symbol variation games are executed without being determined to be a special symbol win. 【0162】 Next, we will explain the special symbol variation pattern table using Figure 7. The special symbol variation pattern table in Figure 7(A) is stored in the main ROM 102 and is a table that is referenced when determining the variation time in the symbol variation game. Figure 7(B) is an example showing the selection ratio for a reach. When a game ball enters the first start opening 21 or the second start opening 22, a random number for reach determination is obtained. If the obtained random number for reach determination corresponds to a random number that executes a reach, the content of the reach to be executed (the variation pattern that executes the reach) is determined based on the selection ratio shown in Figure 7(B). 【0163】 When the game state is in the normal game state, if the special symbol win determination process is performed and the result is a special symbol miss, the main CPU 101 determines one of the variation patterns from "Variation Pattern 1" to "Variation Pattern 8". For example, when a game ball enters the first start opening 21, a random number for reach determination is obtained, and if this random number for reach determination matches a random number that executes a reach, one of the variation patterns from "Variation Pattern 3" to "Variation Pattern 8" is determined. If the random number for reach determination does not match a random number that executes a reach, then "Variation Pattern 1" or "Variation Pattern 2" is determined. For example, random numbers from 0 to 89 correspond to "do not execute a reach", and random numbers from 90 to 99 correspond to "execute a reach", so if the symbol variation game with a special symbol miss is performed 10 times, a reach will be executed in one of those times. 【0164】 On the other hand, when the game state is the normal game state, if the special symbol win determination process is performed and it is determined to be a special symbol win, the main CPU 101 refers to the random value for determining the special symbol variation pattern obtained when the game ball enters the first start opening 21, for example, and determines one of the variation patterns from "Variation Pattern 9" to "Variation Pattern 14". 【0165】 Then, once the variation pattern is determined, the "performance content" and the "variation time" (seconds S) are determined in a unique way. If "Variation Pattern 1" is determined, "Shortened Variation" is determined as the "performance content" and "2S" is determined as the "variation time". "Shortened Variation" refers to a variation that does not result in a reach and stops the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c simultaneously. If "Variation Pattern 2" is determined, "Normal Variation" is determined as the "performance content" and "7S" is determined as the "variation time". "Normal Variation" refers to a variation that does not result in a reach and stops the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c in order. If "Variation Pattern 3" is determined, "Normal Reach" is determined as the "performance content" and "15S" is determined as the "variation time". A "normal reach" is a reach that occurs but does not involve any special development animations (for example, an animation where the middle decorative symbol 26b changes after a temporary stop due to a miss). Because it is selected in a low proportion when the special symbol is hit and in a high proportion when the special symbol is missed, it is positioned as a reach with a low expectation of hitting the special symbol. 【0166】 If "Variation Pattern 4" is determined, "Super Reach 1" is determined as the "Performance Content" and "40S" is determined as the "Variation Time". "Super Reach 1" refers to a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is executed at the development destination. Based on the selection ratio of reaches in Figure 7(B), it is positioned as a reach with a higher expectation of a special symbol win than a "normal reach". 【0167】 If "Variation Pattern 5" is determined, "Super Reach 2-1" is determined as the "Performance Content" and "50S" is determined as the "Variation Time". "Super Reach 2-1" refers to a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is executed at the development destination. Based on the selection ratio of reaches in Figure 7(B), it is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach" and "Super Reach 1". 【0168】 If "Variation Pattern 6" is determined, "Super Reach 2-2" is determined as the "Performance Content" and "55S" is determined as the "Variation Time". "Super Reach 2-2" refers to a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is executed at the destination of the development. Based on the selection ratio of reaches in Figure 7(B), it is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach", "Super Reach 1", and "Super Reach 2-1". 【0169】 If "Variation Pattern 7" is determined, "Super Reach 2-3" is determined as the "Performance Content" and "60S" is determined as the "Variation Time". "Super Reach 2-3" refers to a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is executed at the development destination. Based on the selection ratio of reaches in Figure 7(B), it is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach", "Super Reach 1", "Super Reach 2-1", and "Super Reach 2-2". 【0170】 If "Variation Pattern 8" is determined, "Super Reach 3" is determined as the "Performance Content" and "60S" is determined as the "Variation Time". "Super Reach 3" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is executed at the development destination. Based on the selection ratio of reaches in Figure 7(B), it is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach", "Super Reach 1", "Super Reach 2-1", "Super Reach 2-2", and "Super Reach 2-3". 【0171】 "Variation Pattern 9" to "Variation Pattern 13" are special symbol wins for "Super Reach 1", "Super Reach 2-1", "Super Reach 2-2", "Super Reach 2-3", and "Super Reach 3", so their explanation will be omitted. 【0172】 If "Variation Pattern 14" is determined, "Full Rotation Reach" is determined as the "Performance Content" and "120S" is determined as the "Variation Time". "Full Rotation Reach" is a reach in which the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are aligned as "111", "222", "333", "444", "555", "666", "777", and "888", and then scroll (display) slowly, and finally display "777", for example. 【0173】 Furthermore, the selectable variation patterns in the case of a special symbol win may be determined by the selected special symbol. For example, variation patterns 9 to 12 may be selectable regardless of whether special symbol A or special symbol B is selected, while variation patterns 13 to 14 may be selectable only when special symbol A is selected. Alternatively, variation patterns 9 to 14 may be selectable regardless of whether special symbol A or special symbol B is selected. 【0174】 When the game state is in the time-saving game state, the main CPU 101 performs a special symbol hit detection process, and if the result is a special symbol miss, it determines "Variation Pattern 15". If "Variation Pattern 15" is determined, "Super Shortened Variation" is determined as the "Performance Content" and "1S" is determined as the "Variation Time". "Super Shortened Variation" refers to a variation that does not result in a reach and simultaneously stops the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c. Note that if a game ball is entered into the second start port 22 in the time-saving game state, a special symbol miss will not occur, so "Variation Pattern 15" is not necessary. 【0175】 Furthermore, when the game state is in a time-saving game state, if the special symbol win determination process results in a minor win, "Variation Pattern 16" is determined. If "Variation Pattern 16" is determined, "Super Shortened Variation" is determined as the "Performance Content" and "1S" is determined as the "Variation Time". In other words, if it is a minor win, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are stopped simultaneously without any reach. 【0176】 Furthermore, when the game state is in a time-saving game state, if the special symbol win determination process is performed and it is a special symbol win, then "Variation Pattern 17" is determined. If "Variation Pattern 17" is determined, then "Super Shortened Variation" is determined as the "Performance Content" and "1S" is determined as the "Variation Time". In other words, if it is a special symbol win, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are stopped simultaneously without any reach. 【0177】 In this way, whether it is a minor win or a special symbol win, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are stopped simultaneously without any reach, allowing for a fast-paced "RUSH" (for example, the period from transitioning to a time-saving game state until hitting the special symbol G and transitioning back to the normal game state), thus providing players with a sense of satisfaction. 【0178】 Furthermore, if the player performs a "left-handed shot" during the shortened play mode and enters the first starting gate 21, one of the variation patterns 1 to 14 will be executed depending on the result of the special symbol win determination process. 【0179】 Furthermore, the special symbol variation patterns are not limited to those shown in Figure 7, and multiple special symbol variation patterns may be provided. Also, the special symbol variation pattern table referenced may differ depending on the setting value. For example, a special symbol variation pattern that is easy to select may be provided for each setting value, or a special symbol variation pattern that can only be selected for a specific setting value may be provided. This allows players to infer (or understand) what the setting value is from the content of the special symbol variation pattern that is executed, which leads to an improvement in the enjoyment of the game. 【0180】 Next, the commands transmitted from the main control board 100 to the performance control board 200 will be explained based on Figures 8 and 9. Note that Figures 8 and 9 show only the main commands, and some commands have been omitted from the description. 【0181】 The "First Special Symbol Memory Designation Command" (0-4) indicates the number of First Special Symbols to be held. When the number of First Special Symbols to be held increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0182】 The "Second Special Symbol Memory Designation Command" (0) indicates the number of second special symbols to be held. When the number of second special symbols to be held increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0183】 The "specified symbol command" indicates the type of special symbol that will be displayed when the special symbol is stopped. When the type of special symbol is determined and the display of the special symbol changes begins, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0184】 The "minor win designation command" indicates that a minor win has been achieved. It is set in the main RAM 103 when the special symbol variation display begins and is transmitted to the performance control board 200. Upon receiving this command, the performance control board 200 determines the combination of decorative symbols that will announce the minor win. 【0185】 The "special symbol variation pattern specification command" indicates the variation time of the special symbols on the first special symbol display 27a or the second special symbol display 27b. It is set in the main RAM 103 when the variation display of the special symbols starts on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the performance control board 200. 【0186】 The "Special Symbol Confirmation Command" indicates that a special symbol has been stopped and displayed. It is set in the main RAM 103 when the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the performance control board 200. 【0187】 The "Normal Symbol Confirmation Command" indicates that a normal symbol has stopped being displayed. It is set in the main RAM 103 when the normal symbol display unit 27e stops displaying a normal symbol, and is transmitted to the performance control board 200. 【0188】 The "Starting Gate Prize Designation Command" is used to notify the performance control board 200 in advance that a game ball has entered the starting gate and the result of the special symbol win determination process. It is set in the main RAM 103 and transmitted to the performance control board 200 when a game ball enters the first starting gate 21 or the second starting gate 22. 【0189】 The "Grand Prize Entrance Designation Command" is used to notify the performance control board 200 of the entry of a game ball into the first grand prize entrance 24 and the entry of a game ball into the second grand prize entrance 32. When a game ball enters the first grand prize entrance 24 or the second grand prize entrance 32, the command is set in the main RAM 103 and transmitted to the performance control board 200. 【0190】 The "Specific Area Prize Designation Command" is used to notify the performance control board 200 of a game ball entering a specific area detection SW32c. When a game ball enters the specific area detection SW32c, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0191】 The "Special Feature Winning Game Opening Designation Command" indicates the start of a jackpot game. It is set in the main RAM 103 when a 4-round or 10-round jackpot game begins and transmitted to the performance control board 200. 【0192】 The "Opening Designation Command for Minor Win Game" indicates the start of a minor win game. When a minor win game starts, it is set in the main RAM 103 and transmitted to the performance control board 200. Furthermore, when the minor win game ends and the major win 2 game begins, an opening designation command indicating the start of the major win 2 game may also be provided. 【0193】 The "round specification command" indicates the number of rounds for the first and second jackpot games. It is set in the main RAM 103 when the rounds of each jackpot game begin and transmitted to the performance control board 200. 【0194】 The "Special Feature Winning Game Ending Designation Command" indicates the end of the first and second big win games. It is set in the main RAM 103 when each big win game ends and transmitted to the performance control board 200. 【0195】 The "Ending Designation Command for Minor Win Game" indicates the end of a minor win game. When the minor win game ends, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0196】 The "Normal Symbol Memory Specification Command" (0-4) indicates the number of normal symbols to be held. When the value stored in the normal symbol holding count memory area increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0197】 The "Normal Symbol Specification Command" (Normal Symbol 0-3) indicates the type of normal symbol to be stopped and displayed on the normal symbol display unit 27e. When various normal symbols are determined and the variation display of normal symbols begins, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0198】 The "Normal Symbol Variation Specification Command" indicates the variation time of the normal symbols on the normal symbol display unit 27e. It is set in the main RAM 103 when the variation display of the normal symbols begins and is transmitted to the performance control board 200. 【0199】 The "Opening Designation Command for Regular Win" indicates that a regular win game is about to begin. It is set in the main RAM 103 when a regular win game starts and transmitted to the performance control board 200. 【0200】 The "Ending Specification Command for Normal Win" indicates the end of various normal win games. It is set in the main RAM 103 when a normal win game ends and transmitted to the performance control board 200. 【0201】 The "Game State Specification Command" indicates whether the game is in normal game mode or time-saving game mode. Depending on the game state specification command, it is set in the main RAM 103 at the start of the special symbol variation, at the end of the special symbol variation (at the start of Big Win 1 game and Big Win 2 game), and at the end of Big Win 1 game and Big Win 2 game, and transmitted to the performance control board 200. The details of each game state specification command are also described in the flowchart. 【0202】 The "Power-On Command" and the "Power-Restore Command" (for waiting for customers, during special symbol changes, and during special symbol wins) indicate whether or not powering on the pachinko machine 1 involves the initialization of the main RAM 103. When the power to the pachinko machine 1 is turned ON, the power-on command or power-restore command corresponding to whether or not the main RAM 103 has been initialized and the game state is transmitted to the performance control board 200. 【0203】 The "customer waiting state specification command" indicates that the machine is in a customer waiting state where no special symbol variations are displayed. When the machine enters this state, the command is set in the main RAM 103 and transmitted to the performance control board 200. 【0204】 The "error specification command" (various types) indicates that an error has occurred in the pachinko game machine 1 and the type of error. When the occurrence of any type of abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0205】 The "Error Clearing Command" (various types) indicates that an error that occurred in the pachinko game machine 1 has been resolved. When the resolution of any abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200. 【0206】 The "setting value specification commands" (1-6) indicate the setting values set in the pachinko game machine 1, and are sent to the performance control board 200 after the power of the pachinko game machine 1 is turned ON, specifically after the power-on specification command or power-restoration specification command is sent, or during the execution of the setting change process or the execution of the setting confirmation process. 【0207】 The "Setting Value Change in Progress" command indicates that a setting change process is being executed and is sent to the performance control board 200 while the setting change process is running. The "Checking Settings Command" indicates that the settings confirmation process is being executed and is sent to the performance control board 200 while the settings confirmation process is running. The "Setting Value Confirmation Complete Command" indicates that the setting confirmation process has finished and is sent to the performance control board 200 during the execution of the setting confirmation process. 【0208】 Next, the control processing performed by the main CPU 101 of the main control board 100 will be described. 【0209】 (Regarding the main processing on the main control board) Figure 10 is a flowchart showing the main processing performed on the main control board 100. This processing is initiated by the main CPU 101 of the main control board 100 when power is supplied to the pachinko game machine 1 and voltage is supplied to each control board from the power supply board 400. 【0210】 (Step S1) In step S1, the main CPU 101 determines whether the pachinko game machine 1 is experiencing a power outage (blackout). If it is, the process in step S1 is repeated; otherwise, the process proceeds to step S2. If the machine is experiencing a power outage, the process can be executed using a backup power supply (not shown). 【0211】 (Step S2) In step S2, the main CPU 101 disables interrupts (the main control board timer interrupt processing). As a result, the main CPU 101 executes only this process until interrupts are enabled in step S18, which will be described later. Once interrupts are disabled, the process moves to step S3. 【0212】 Alternatively, after completing the processing in step S2, a launch stop signal (launch stop command) may be output to disable the launch permission signal. This prevents the game ball from being launched while interrupts are disabled. Then, in the first main control board timer interrupt processing after interrupts are enabled in step S18 described later, the launch permission signal should be set to the enabled state. 【0213】 (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (pressed). That is, it determines whether the power to the pachinko game machine 1 is turned ON (power switch 400a is ON) while the RAM clear switch 105 is pressed. If the RAM clear switch 105 is ON, the process proceeds to step S4; otherwise, the process proceeds to step S9. 【0214】 (Step S4) In step S4, the main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key is inserted into the setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position. If the above detection is not performed, it determines that the setting change key is not in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S5; if the setting change key is not in the setting change position, the process proceeds to step S7. 【0215】 (Step S5) In step S5, the main CPU 101 executes the setting value change process shown in Figure 11. This process will be described in detail later using Figure 11. After the setting value change process is completed, the process moves on to step S6. 【0216】 (Step S6) In step S6, the main CPU 101 sends a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and the power has been turned on. When the performance control board 200 receives this command, it sends a message to the image display device 26 via the image and sound control unit 200b, for example, displaying "Powering on" and outputting the message "Powering on" from the speaker 10. After sending the power-on command, the process moves to step S17. 【0217】 (Step S7) In step S7, if the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes area 1 and area 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if the game is in a time-saving game state when the arcade closes, it to start in a normal game state when the arcade opens the next day. After initializing area 1 and area 2 (excluding the setting value storage area) of the main RAM 103, the process moves to step S8. 【0218】 (Step S8) In step S8, the main CPU 101 sends a power-on command. After sending the power-on command, the process moves to step S17. 【0219】 (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10; otherwise, the process proceeds to step S11. 【0220】 (Step S10) In step S10, the main CPU 101 executes the setting value verification process shown in Figure 12. This process will be described in detail later using Figure 12. After the setting value verification process is completed, the process moves on to step S11. 【0221】 (Step S11) In step S11, the main CPU 101 determines whether there is backed-up data. For example, when the power to the pachinko machine 1 is turned OFF, a backup process (not shown) is performed, which includes data retention, checksum storage, and setting of the backup flag. If the backup flag is ON, it is determined that there is backed-up data; if the backup flag is not ON, it is determined that there is no backed-up data. As a result, if there is backed-up data, the process moves to step S12; if there is no backed-up data, it is determined that this is the first power-on and the process moves to step S17. 【0222】 (Step S12) In step S12, the main CPU 101 calculates the checksum of the main RAM 103 area. After calculating the checksum of the main RAM 103 area, the process moves on to step S13. 【0223】 (Step S13) In step S13, the main CPU 101 determines whether the checksum of the main RAM 103 area is normal. For example, it determines whether the checksum value stored in the backup process (not shown) matches the checksum value calculated in step S12. If they match, it determines that the checksum is normal; if they do not match, it determines that the checksum is not normal. If the checksum is normal, the process proceeds to step S15; if the checksum is not normal, the process proceeds to step S14. 【0224】 (Step S14) In step S14, the main CPU 101 executes a game stop process (error setting). Specifically, it sends an error command to the performance control board 200 to trigger error notification using the light-emitting device 9, speaker 10, image display device 26, etc., and performs a process that makes it impossible to clear the error unless the setting value change process shown in Figure 13 is performed. The process remains in place until the setting value change process shown in Figure 13 is performed. 【0225】 (Step S15) In step S15, the main CPU 101 performs a recovery process, that is, it restores the system to the state it was in before the power outage. Once the system has successfully restored to the state it was in before the power outage, the process proceeds to step S16. 【0226】 (Step S16) In step S16, the main CPU 101 sends a power recovery command. The power recovery command indicates that the RAM clear switch 105 is OFF and power has been restored (returning to the state before the power outage). When the performance control board 200 receives this command, it displays "Power recovery in progress" on the image display device 26 via the image and sound control unit 200b, and outputs the audio "Power recovery in progress" from the speaker 10. After sending the power recovery command, the process moves to step S17. 【0227】 (Step S17) In Step S17, the main CPU 101 executes the setting of the CTC. That is, the main CPU 101 performs the setting of the CTC (counter timer circuit) having functions such as creating a pulse output with a constant period and time measurement function, and sets the time constant register of the CTC so that the main control board timer interrupt processing described later is periodically performed every 4 ms. Then, when the setting of the CTC is executed, the process proceeds to Step S18. 【0228】 (Step S18) In Step S18, the main CPU 101 permits interrupts (enables the game state). Then, when the interrupts are permitted, the main CPU 101 waits, and thereafter, the main control board timer interrupt processing described later is performed every 4 ms. 【0229】 (Regarding the setting value change process) FIG. 11 is a flowchart showing the setting value change process performed in the main control board 100 (a subroutine of Step S5 of the main control board main process). The state in which the process of FIG. 11 is being performed corresponds to the above-described "setting change state". 【0230】 (Step S5-1) In Step S5-1, the main CPU 101 initializes the area of the main RAM 103 (excluding the setting value storage area). Then, when the area of the main RAM 103 (excluding the setting value storage area) is initialized, the process proceeds to Step S5-2. 【0231】 (Step S5-2) In Step S5-2, the main CPU 101 transmits a command indicating that the setting value is being changed. The command indicating that the setting value is being changed is a command indicating that the setting value change process is being performed. When the effect control board 200 receives the command, the effect control board 200 causes, for example, the image display device 26 to display "changing settings" via the image / sound control unit 200b and outputs a voice "changing settings" from the speaker 10. Then, when the command indicating that the setting value is being changed is transmitted, the process proceeds to Step S5-3. 【0232】 (Step S5-3) In step S5-3, the main CPU 101 reads the current setting value and displays it on the display 104. For example, if the setting value stored in the setting value storage area of the main RAM 103 is "1", then "1" will be displayed on the display 104. After reading the current setting value and displaying it on the display 104, the process proceeds to step S5-4. 【0233】 (Step S5-4) In step S5-4, the main CPU 101 determines whether a setting value change operation has been performed. Specifically, it determines whether the RAM clear switch 105 is ON. If the RAM clear switch 105 is ON, the process proceeds to step S5-5; otherwise, the process proceeds to step S5-7. 【0234】 (Step S5-5) In step S5-5, the main CPU 101 executes a process to change the setting value. For example, when the setting value is "1" and the RAM clear switch 105 is turned ON, the setting value is changed to "2". When the setting value is "2" and the RAM clear switch 105 is turned ON, the setting value is changed to "3". When the setting value is "3" and the RAM clear switch 105 is turned ON, the setting value is changed to "4". When the setting value is "4" and the RAM clear switch 105 is turned ON, the setting value is changed to "5". When the setting value is "5" and the RAM clear switch 105 is turned ON, the setting value is changed to "6". When the setting value is "6" and the RAM clear switch 105 is turned ON, the setting value is changed to "1". After changing the setting value, the process moves to step S5-6. 【0235】 (Steps S5-6) In step S5-6, the main CPU 101 displays the changed setting value on the display unit 104 (for example, the rightmost segment). For example, when the RAM clear switch 105 is turned ON while the setting value "1" is displayed, the setting value "2" is displayed; when the RAM clear switch 105 is turned ON while the setting value "2" is displayed, the setting value "3" is displayed; when the RAM clear switch 105 is turned ON while the setting value "3" is displayed, the setting value "4" is displayed; when the RAM clear switch 105 is turned ON while the setting value "4" is displayed, the setting value "5" is displayed; when the RAM clear switch 105 is turned ON while the setting value "5" is displayed, the setting value "6" is displayed; and when the RAM clear switch 105 is turned ON while the setting value "6" is displayed, the setting value "1" is displayed. After the changed setting value is displayed on the display unit 104, the process moves to step S5-7. 【0236】 (Steps S5-7) In step S5-7, the main CPU 101 determines whether a setting value confirmation operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontally) to a position rotated 90 degrees counterclockwise (vertically). If a setting value confirmation operation has been performed, the process proceeds to step S5-8; otherwise, the process proceeds to step S5-4. 【0237】 (Steps S5-8) In step S5-8, the main CPU 101 stores the setting value in the setting value storage area of the main RAM 103. That is, when the desired setting value is displayed on the display 104 and the setting change key is rotated 90 degrees counterclockwise (vertically), the setting value of the pachinko game machine 1 is finalized. As a result, subsequent gameplay will be based on the stored setting value. After the setting value is stored in the setting value storage area of the main RAM 103, the process moves to step S5-9. 【0238】 (Step S5-9) In step S5-9, the main CPU 101 hides the display unit 104. That is, it hides the setting value displayed on the display unit 104 in step S5-6. After hiding the display unit 104, the process proceeds to step S5-10. 【0239】 (Step S5-10) In step S5-10, the main CPU 101 sends a setting value specification command. The setting value specification command is a command that indicates information about the setting value. When the performance control board 200 receives this command, it stores the setting value information in the sub-RAM 203 and refers to the setting value information stored in the sub-RAM 203 when executing the setting value suggestion performance described later. Also, when the performance control board 200 receives this command, it terminates the notification such as "Settings are being changed" mentioned above. After sending the setting value specification command, the process moves to step S6 of the main control board's main processing. 【0240】 Furthermore, even if there is only one setting value, a setting value change process may be performed. For example, in step S5-5, the setting value may be changed from "1" to "1". In step S5-6, for example, if the RAM clear switch 105 is turned ON while the setting value "1" is displayed, the setting value "1" may be displayed. Also, in step S5-8, even if the setting value "1" is already stored, it may be updated and stored. 【0241】 (Regarding the setting value verification process) Figure 12 is a flowchart showing the setting value verification process performed on the main control board 100 (a subroutine of step S10 of the main processing on the main control board). The state in which the process shown in Figure 12 is performed corresponds to the "setting verification state" described above. 【0242】 (Step S10-1) In step S10-1, the main CPU 101 sends a setting value verification command. The setting value verification command indicates that the setting value verification process is underway. When the performance control board 200 receives this command, it displays "Settings verification in progress" on the image display device 26 via the image and sound control unit 200b, and outputs the audio "Settings verification in progress" from the speaker 10. After sending the setting value verification command, the process moves to step S10-2. 【0243】 (Step S10-2) In step S10-2, the main CPU 101 reads the current setting value and displays it on the display 104. For example, if the setting value stored in the setting value storage area of the main RAM 103 is "1", then "1" will be displayed on the display 104. After reading the current setting value and displaying it on the display 104, the process proceeds to step S10-3. 【0244】 (Step S10-3) In step S10-3, the main CPU 101 determines whether a termination operation has been performed. Specifically, it determines whether the setting change key is rotated 90 degrees clockwise (horizontally) to a position rotated 90 degrees counterclockwise (vertically). If a termination operation has been performed, the process proceeds to step S10-4; otherwise, the process loops until a termination operation is performed. 【0245】 (Step S10-4) In step S10-4, the main CPU 101 hides the display unit 104. That is, it hides the setting value displayed on the display unit 104 in step S10-2. After hiding the display unit 104, the process proceeds to step S10-5. 【0246】 (Step S10-5) In step S10-5, the main CPU 101 transmits a setting value confirmation end command. The setting value confirmation end command is a command indicating that the confirmation process of the setting value has ended. When the effect control board 200 receives this command, it ends the above-mentioned notification such as "Confirmation in progress". Then, when the setting value confirmation end command is transmitted, the process proceeds to step S11 of the main control board main process. 【0247】 Note that the setting value confirmation process may also be performed when there is a one-step setting value. Also, when there is no setting value at all and it is a non-setting-mounted machine, the processes in FIGS. 11 and 12 may be omitted. 【0248】 (Regarding the main control board timer interrupt process) FIG. 13 is a flowchart showing the main control board timer interrupt process performed in the main control board 100. This process is a process that is periodically (for example, every 4 ms) interrupted and executed in the above-mentioned main control board main process. 【0249】 (Step S101) In step S101, the main CPU 101 saves the information stored in the register. Then, after saving the information stored in the register, the process proceeds to step S102. 【0250】 (Step S102) In step S102, the main CPU 101 executes a time management process to update the timer used in the game (for example, the opening time of the first large winning port 24, etc.). Then, after updating the timer used in the game, the process proceeds to step S103. 【0251】 (Step S103) In step S103, the main CPU 101 updates the initial random numbers for special symbol hit detection, special symbol determination, special symbol variation pattern determination, and reach detection. These random numbers constitute the detection information. After the various random number update processes are completed, the process moves to step S104. 【0252】 (Step S104) In step S104, the main CPU 101 detects input from each switch shown in Figure 4. This process will be described in detail later using Figure 14. Once input from each switch is detected, the process proceeds to step S105. 【0253】 (Step S105) In step S105, the main CPU 101 executes processing related to the special symbols. This processing will be described in detail later using Figure 18. After completing the processing related to the special symbols, the process moves on to step S106. 【0254】 (Step S106) In step S106, the main CPU 101 executes processing related to the regular symbols. For example, when a game ball passes through the gate member 20, it performs "regular symbol hit determination processing," which includes determining the regular symbol and the time it takes for the regular symbol to change. After completing the processing related to the regular symbols, the process moves on to step S107. 【0255】 (Step S107) In step S107, the main CPU 101 executes processing related to the payout of game balls. For example, in the input SW detection process in step S104, if the entry of a game ball is detected, the main CPU 101 sets a payout command signal in the payout command transmission area in order to send a payout command signal to the payout control board 300 in order to pay out the corresponding prize balls, and also receives a payout completion signal from the payout control board 300. After completing the processing related to the payout of game balls, the process moves on to step S108. 【0256】 (Step S108) In step S108, the main CPU 101 performs an abnormality detection process. For example, it determines whether the magnetic sensor 27h has detected an abnormal magnetic field, or whether the radio wave sensor 27i has detected an abnormal radio wave, and if an abnormality is detected, it performs a process to announce an error. After the abnormality detection process is completed, the process moves on to step S109. 【0257】 (Step S109) In step S109, the main CPU 101 executes the process of sending various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area provided on the main control board 100, and if a command is set, it sends the set command to the performance control board 200 and the payout control board 300. After completing the command transmission process, the process moves on to step S110. 【0258】 (Step S110) In step S110, if the main CPU 101 is performing a symbol variation game based on a game ball entering the first start port 21, it controls the display of the special symbols (variation display and confirmation display) in the first special symbol display 27a, and if the symbol variation game is based on a game ball entering the second start port 22, it controls the display of the special symbols (variation display and confirmation display) in the second special symbol display 27b. After finishing the display control of the special symbols, the process proceeds to step S111. 【0259】 (Step S111) In step S111, the main CPU 101 performs display control (variation display and confirmation display) of the regular symbols on the regular symbol display unit 27e. It also performs display control of the regular symbol hold display unit 27f based on the fact that a game ball has passed through the gate member 20 and that the regular symbol variation game has ended. After the display control of the regular symbols is completed, the process proceeds to step S112. 【0260】 (Step S112) In step S112, the main CPU 101 executes game performance information management processing. Specifically, it calculates game performance information using the formula "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100" and performs processing such as displaying the calculated game performance information on the display unit 104. After completing the game performance information management processing, the process moves on to step S113. 【0261】 (Step S113) In step S113, the main CPU 101 restores the information saved in step S101 to the register. After restoring the saved information to the register, the main control board timer interrupt processing is terminated. 【0262】 (Regarding input switch detection processing) Figure 14 is a flowchart showing the input SW detection process performed on the main control board 100 (a subroutine for step S104 of the main control board timer interrupt processing). 【0263】 (Step S104-1) In step S104-1, the main CPU 101 executes the first start port detection process. This process will be described in detail later using Figure 15. After the first start port detection process is completed, the process moves on to step S104-2. 【0264】 (Step S104-2) In step S104-2, the main CPU 101 executes the second start gate detection process when it receives information from the second start gate detection SW22a that a game ball has entered the gate. This process will be described in detail later using Figure 16. After the second start gate detection process is completed, the process moves on to step S104-3. 【0265】 (Step S104-3) In step S104-3, when the main CPU 101 receives information that a game ball has entered the normal prize slot from the normal prize slot detection SW23a, it executes a process to set a payout command signal in the payout command transmission area in order to pay out 8 game balls as prize balls to the payout control board 300. After the normal prize slot detection process is completed, the process moves on to step S104-4. 【0266】 (Step S104-4) In step S104-4, when the main CPU 101 receives information that a game ball has entered the first large prize slot detection SW24a, it executes a process to set a payout command signal in the payout command transmission area in order to pay out 15 game balls as prize balls to the payout control board 300. In addition, in order to notify the player that a game ball has entered the first large prize slot 24 using the image display device 26 or the like, it sets a large prize slot entry designation command in the command transmission area. Notification using the image display device 26 or the like includes, for example, if more than 10 game balls are detected by the first large prize slot detection SW24a in one round (also called an over-entry), this fact is notified by a display on the image display device 26, a sound from the speaker 10 (for example, a sound like "Yes!"), or a prize entry emphasis effect (described later). After the first large prize slot detection process is completed, the process moves to step S104-5. 【0267】 (Step S104-5) In step S104-5, the main CPU 101 executes the process for detecting the second major prize slot. This process will be described in detail later using Figure 17. After completing the process for detecting the second major prize slot, the process moves on to step S104-6. 【0268】 (Step S104-6) In step S104-6, the main CPU 101 executes the gate detection processing when it receives information from the gate detection SW20a that a game ball has entered the gate. After the gate detection processing is completed, the process moves to step S105 of the main control board timer interrupt processing. 【0269】 (Regarding the processing when the first start port is detected) Figure 15 is a flowchart showing the processing performed on the main control board 100 when the first start port is detected (a subroutine of step S104-1 of the input SW detection processing). 【0270】 (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether it has received information indicating that a game ball has entered the first start gate detection SW 21a. If it has received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-1-2. If it has not received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-2 of the input SW detection process. 【0271】 (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 3 game balls as prize balls for a game ball entering the first start opening 21. After setting the prize ball command, the process moves on to step S104-1-3. 【0272】 (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the data has been stored up to the "fourth memory area" mentioned above. That is, it determines whether the number of reserved symbols for the symbol variation game in the first start port 21 is "4". If the data has been stored up to the "fourth memory area", the process proceeds to step S104-2 of the input SW detection process; otherwise, the process proceeds to step S104-1-4. 【0273】 (Step S104-1-4) In step S104-1-4, the main CPU 101 obtains a random value for determining whether a special symbol is winning. The random value obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process (see Figure 19), which will be described later. Once the random value for determining whether a special symbol is winning is obtained, the process moves on to step S104-1-5. 【0274】 (Step S104-1-5) In step S104-1-5, the main CPU 101 obtains a random value for determining the special symbol. The random value obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process (see Figure 19), which will be described later. Once the random value for determining the special symbol is obtained, the process moves on to step S104-1-6. 【0275】 (Step S104-1-6) In step S104-1-6, the main CPU 101 obtains random values for determining the special symbol variation pattern and random values for determining a reach. The random values obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process (see Figure 19), which will be described later. After obtaining the random values for determining the special symbol variation pattern and random values for determining a reach, the process moves on to step S104-1-7. 【0276】 Furthermore, the acquisition of random values for determining special symbol wins, determining special symbol selections, determining special symbol variation patterns, and determining reach outcomes may be performed before step S104-1-3. If it is determined in step S104-1-3 that the data has been stored up to the "fourth memory area," the acquired random values may be discarded. 【0277】 (Step S104-1-7) In step S104-1-7, the main CPU 101 stores random values for determining special symbols, random values for determining special symbols, random values for determining special symbol variation patterns, and random values for determining a reach as judgment information in an available memory area. For example, if the "third memory area" is full and the "fourth memory area" is empty, the random values are stored in the "fourth memory area". Once the random values are stored in an available memory area, the process moves to step S104-1-8. 【0278】 (Step S104-1-8) In step S104-1-8, the main CPU 101 executes the win determination process. This win determination process determines whether the random value obtained in step S104-1-4 is a special symbol win, prior to the special symbol win determination process in the special symbol variation start process (see Figure 19). As a result, for example, if the random value for special symbol win determination stored in the "fourth memory area" in step S104-1-7 is a special symbol win, a pre-announcement effect (described later as a "pre-read effect") can be executed across multiple variations. After the win determination process is completed, the process moves on to step S104-1-9. 【0279】 (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the command to specify the first starting slot entry in the command transmission area in order to send the command to the performance control board 200. The command to specify the first starting slot entry also includes information on the judgment result of the entry judgment process in step S104-1-8, and the performance control board 200 can recognize whether the judgment result of the entry judgment process is a win or a loss by receiving this command. After setting the command to specify the first starting slot entry, the process moves to step S104-1-10. 【0280】 (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the first special symbol memory specification command in the command transmission area in order to send the first special symbol memory specification command to the performance control board 200. After setting the first special symbol memory specification command, the process moves to step S104-2 of the input SW detection process. 【0281】 (Regarding the process when the second start port is detected) Figure 16 is a flowchart showing the processing performed on the main control board 100 when the second start port is detected (a subroutine of step S104-2 of the input SW detection processing). 【0282】 (Step S104-2-1) In step S104-2-1, the main CPU 101 determines whether it has received information that a game ball has entered the second start port detection SW22a. If it has received information that a game ball has entered the second start port detection SW22a, it proceeds to step S104-2-2. If it has not received information that a game ball has entered the second start port detection SW22a, it proceeds to step S104-3, which is the input SW detection process. 【0283】 (Step S104-2-2) In step S104-2-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out two game balls as prize balls for a game ball entering the second start opening 22. After setting the prize ball command, the process moves on to step S104-2-3. 【0284】 (Step S104-2-3) In step S104-2-3, the main CPU 101 determines whether the data is stored in the "variable memory area". In other words, it determines whether a symbol variation game based on ball entry into the second start opening 22 is currently in progress. If the data is stored in the "variable memory area", the process proceeds to step S104-3 of the input SW detection process; otherwise, the process proceeds to step S104-2-4. 【0285】 (Step S104-2-4) In step S104-2-4, the main CPU 101 obtains a random value for determining whether a special symbol is hit. Once the random value for determining whether a special symbol is hit is obtained, the process moves on to step S104-2-5. 【0286】 (Step S104-2-5) In step S104-2-5, the main CPU 101 obtains a random value for determining the special symbol. Once the random value for determining the special symbol is obtained, the process moves on to step S104-2-6. 【0287】 (Step S104-2-6) In step S104-2-6, the main CPU 101 obtains random values for determining the special symbol variation pattern and random values for determining a winning combination. Once the random values for determining the special symbol variation pattern and random values for determining a winning combination are obtained, the process moves on to step S104-2-7. 【0288】 Furthermore, the acquisition of random values for determining special symbol wins, determining special symbols, determining special symbol variation patterns, and determining reach may be performed before step S104-2-3. In step S104-2-3, if it is determined that the acquired random values are stored in the "variation memory area," the acquired random values may be discarded. 【0289】 (Step S104-2-7) In step S104-2-7, the main CPU 101 stores random values for determining special symbols, random values for determining special symbols, random values for determining special symbol variation patterns, and random values for determining a reach, as determination information in the variation memory area. After storing each random value in the available variation memory area, the process moves to step S104-2-8. 【0290】 (Step S104-2-8) In step S104-2-8, the main CPU 101 sets the command to specify the second starting slot entry in the command transmission area in order to send the command to the performance control board 200. After setting the command to specify the second starting slot entry, the process moves to step S104-2-9. 【0291】 (Step S104-2-9) In step S104-2-9, the main CPU 101 sets the command to specify the second special symbol to be stored in the command transmission area in order to send the command to the performance control board 200. After setting the command to specify the second special symbol to be stored, the process moves to step S104-2 of the input SW detection process. 【0292】 (Regarding the process when the second major prize slot is detected) Figure 17 is a flowchart showing the processing performed on the main control board 100 when the second major prize slot is detected (subroutine of step S104-5 of the input SW detection processing). 【0293】 (Step S104-5-1) In step S104-5-1, the main CPU 101 determines whether it has received information from the specific area detection SW32c indicating that a game ball has entered the area. If it has received information from the specific area detection SW32c indicating that a game ball has entered the area, it proceeds to step S104-5-2. If it has not received information from the specific area detection SW32c indicating that a game ball has entered the area, it proceeds to step S104-5-8. 【0294】 (Step S104-5-2) In step S104-5-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 15 game balls as a prize for a game ball entering the specific area detection SW32c. After setting the prize ball command, the process moves to step S104-5-3. 【0295】 (Step S104-5-3) In step S104-5-3, the main CPU 101 obtains a random value for determining the special symbol. Once the random value for determining the special symbol is obtained, the process moves on to step S104-5-4. 【0296】 (Step S104-5-4) In step S104-5-4, the main CPU 101 executes the process for determining the special winning symbol. For example, if the random value for determining the special winning symbol obtained in step S104-5-3 is between "0 and 79", then special symbol F is determined. If the random value for determining the special winning symbol obtained in step S104-5-3 is between "80 and 99", then special symbol G is determined. Once the special winning symbol is determined, the process moves on to step S104-5-5. 【0297】 (Step S104-5-5) In step S104-5-5, the main CPU 101 sets a special symbol specification command in the command transmission area in order to allow the special symbol control board 200 to recognize the determined special symbol. For example, if special symbol F is determined, the "Special Symbol F Special Symbol Specification Command" is set, and if special symbol G is determined, the "Special Symbol G Special Symbol Specification Command" is set. After setting the special symbol specification command, the process moves to step S105-5-6, which is the special symbol variation start processing. 【0298】 (Step S104-5-6) In step S104-5-6, the main CPU 101 turns on the specific area pass flag in the specific area pass flag storage area of the main RAM 103. After turning on the specific area pass flag, the process moves to step S104-5-7. 【0299】 (Step S104-5-7) In step S104-5-7, the main CPU 101 sets the command to specify a specific area entry in the command transmission area in order to send the command to the performance control board 200. Upon receiving the command, the performance control board 200 performs a performance (for example, "V entry!") via the image and sound control unit 200b to notify that the game ball has passed through a specific area. After setting the command to specify a specific area entry, the process moves to step S104-6, which is the input SW detection process. 【0300】 (Step S104-5-8) In step S104-5-8, the main CPU 101 determines whether it has received information that a game ball has entered the second large prize slot detection SW32a. If it has received information that a game ball has entered the second large prize slot detection SW32a, it proceeds to step S104-5-9. If it has not received information that a game ball has entered the second large prize slot detection SW32a, it proceeds to step S104-6, which is the input SW detection process. 【0301】 (Step S104-5-9) In step S104-5-9, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 15 game balls as prize balls for a game ball entering the second large prize slot detection SW 32a. After setting the prize ball command, the process moves to step S104-6 of the input SW detection process. 【0302】 (Regarding processing related to special patterns) Figure 18 is a flowchart showing the special pattern-related processing performed on the main control board 100 (a subroutine for step S105 of the main control board timer interrupt processing). 【0303】 (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating "stopped" is stored in the special symbol state flag storage area of the main RAM 103. For example, when the main CPU 101 starts the variation of the special symbol, it sets the value "1" to indicate variation in the special symbol state flag storage area (step S105-2-12 in Figure 19 described later), and when it stops the variation of the special symbol, it sets the value "0" to indicate stopped in the special symbol state flag storage area (step S105-4-3 in Figure 21 described later). After setting the value "0" to indicate stopped, if it is a special symbol win, the value "2" indicating a big win 1 game is set, and if it is a small win game, the value "3" indicating a small win game is set. If the value "0" indicating that the system is stopped is set, the process proceeds to step S105-2; otherwise, the process proceeds to step S105-3. 【0304】 (Step S105-2) In step S105-2, the main CPU 101 executes the special symbol variation start processing. This processing will be described in detail later using Figure 19. After the special symbol variation start processing is completed, the process moves to step S106 of the main control board timer interrupt processing. 【0305】 (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating "in progress" is stored in the special symbol state flag storage area of the main RAM 103. If the value "1" indicating "in progress" is set, the process proceeds to step S105-4; otherwise, the process proceeds to step S105-5. 【0306】 (Step S105-4) In step S105-4, the main CPU 101 executes special symbol variation processing. This processing will be described in detail later using Figure 20. After the special symbol variation processing is completed, the process moves to step S106 of the main control board timer interrupt processing. 【0307】 (Step S105-5) In step S105-5, the main CPU 101 determines whether a flag indicating a jackpot 1 game is stored in the special symbol state flag storage area of the main RAM 103. If the value "2" indicating a jackpot 1 game is set, the process proceeds to step S105-6; otherwise, the process proceeds to step S105-7. 【0308】 (Step S105-6) In steps S105-6, the main CPU 101 performs the jackpot 1 game processing. This processing will be described in detail later using Figure 22. After the jackpot 1 game processing is completed, the process moves to step S106 of the main control board timer interrupt processing. 【0309】 (Step S105-7) In step S105-7, the main CPU 101 determines whether a flag indicating a minor win game is stored in the special symbol state flag storage area of the main RAM 103. If the value "3" indicating a minor win game is set, the process proceeds to step S105-8; otherwise, the process proceeds to step S105-9. 【0310】 (Step S105-8) In step S105-8, the main CPU 101 performs the minor win game processing. This processing will be described in detail later using Figure 23. After the minor win game processing is completed, the process moves to step S106 of the main control board timer interrupt processing. 【0311】 (Step S105-9) In step S105-9, the main CPU 101 determines that the value "0" indicating stopped is not set, that the value "1" indicating in motion is not set, that the value "2" indicating a jackpot 1 game is not set, and that the value "3" indicating a minor win game is not set. If it then determines that the value "4" indicating a jackpot 2 game is set, it proceeds with the jackpot 2 game processing. This processing will be described in detail later using Figure 25. After the jackpot 2 game processing is completed, the process moves to step S106 of the main control board timer interrupt processing. 【0312】 (Regarding the processing at the start of special symbol changes) Figure 19 is a flowchart showing the processing performed on the main control board 100 when the special symbol variation starts (a subroutine for step S105-2 of the special symbol-related processing). 【0313】 (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a memory in the variable memory area of the symbol variation game corresponding to the second start port 22 provided in the main RAM 103. If there is a memory in the variable memory area, the process moves to step S105-2-6; if there is no memory in the variable memory area, the process moves to step S105-2-2. 【0314】 (Step S105-2-2) In step S105-2-2, the main CPU 101 determines whether there is a hold in the hold storage area corresponding to the first start port 21 provided in the main RAM 103. If there is a hold corresponding to the first start port 21, the process moves to step S105-2-3; if there is no hold corresponding to the first start port 21, the process moves to step S105-2-5. 【0315】 (Step S105-2-3) In step S105-2-3, the main CPU 101 subtracts "1" from the number of reserved slots in the first start slot 21. This subtraction involves sliding the judgment information from "the variable memory area" to "the fourth memory area" and then clearing the memory area by "1". Consequently, the display of the first special symbol reserved indicator 27c also changes to a display mode corresponding to the number of reserved slots (from "flashing" to "on", or from "on" to "off"). After subtracting "1" from the number of reserved slots in the first start slot 21, the process moves to step S105-2-4. 【0316】 (Step S105-2-4) In step S105-2-4, the main CPU 101 sets the command to specify the first special symbol to be stored in the command transmission area in order to subtract the number of reserved symbols managed by the performance control board 200. After setting the command to specify the first special symbol to be stored, the process moves on to step S105-2-6. 【0317】 (Step S105-2-5) In step S105-2-5, the main CPU 101 sets a customer waiting status specification command in the command transmission area in order to display the "waiting for customers" screen on the image display device 26. After setting the customer waiting status specification command, the process moves to step S106 of the main control board timer interrupt processing. 【0318】 The "Waiting for Customers" screen is a state in which, for example, the sub-symbols that were confirmed to have been displayed in the last completed symbol variation game, the background image that was displayed in the last completed symbol variation game, and the variation icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j are displayed. In addition, images that inform that volume and brightness can be adjusted (for example, a level gauge image or an image resembling a directional pad button) are also displayed. After a predetermined time has elapsed in the "Waiting for Customers" state, a "demo performance" is executed. In the "demo performance," the sub-symbols and background image that were displayed in the "Waiting for Customers" state, as well as the variation icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j are not displayed. Instead, for example, the entire display area is used to display the machine name, manufacturer name, and warning information to prevent excessive gambling. Then, once the designated time has elapsed during the "demo performance," it will return to "waiting for customers." 【0319】 Alternatively, the command to specify the waiting state may be omitted. In this case, the performance control board 200 can measure the time elapsed since the end of the previous symbol variation game, and if a predetermined time has elapsed without receiving a new start command (such as a special symbol variation pattern specification command), it can display the "Waiting for Customers" screen. This eliminates the need for the customer waiting state specification command, thus reducing the number of commands and simplifying control. 【0320】 (Step S105-2-6) In step S105-2-6, if the main CPU 101 has performed step S105-2-1, it uses the judgment information acquired and stored in the second start gate detection process to perform the special symbol hit determination process. If the main CPU 101 has performed step S105-2-4, it uses the judgment information acquired and stored in the first start gate detection process to perform the special symbol hit determination process. This process will be described in detail later using Figure 20. After the special symbol hit determination process is completed, the process moves to step S105-2-7. 【0321】 (Step S105-2-7) In step S105-2-7, the main CPU 101 determines the variation pattern of the special symbols in the symbol variation game (using Figure 7). For example, it first refers to a random number for determining a reach, and if it matches a random number that executes a reach, it determines the variation pattern of the special symbols based on the reach selection ratio in Figure 7(B). If it does not match a random number that executes a reach, it refers to a random number for determining the special symbol variation pattern to determine the variation pattern of the special symbols. Alternatively, the variation pattern of the special symbols may be determined using only the random number for determining the special symbol variation pattern, without using the random number for determining a reach. Once the variation pattern of the special symbols is determined, the process moves to step S105-2-8. 【0322】 (Step S105-2-8) In step S105-2-8, the main CPU 101 sets a special symbol variation pattern specification command in the command transmission area in order to send a command indicating the special symbol variation pattern determined in step S105-2-7 to the performance control board 200. For example, if "Variation Pattern 9" was determined in step S105-2-7, a special symbol variation pattern specification command indicating "Variation Pattern 9" is set. After setting the special symbol variation pattern specification command, the process moves to step S105-2-9. 【0323】 (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the time management counter in the main RAM 103 with the variation time (see Figure 7) corresponding to the special symbol variation pattern determined in step S105-2-7. For example, if "Variation Pattern 9" is determined, the variation time "40S" is set. After setting the variation time, the process moves to step S105-2-10. 【0324】 (Step S105-2-10) In step S105-2-10, the main CPU 101 sets the value "1" in the special symbol status flag storage area of the main RAM 103 to indicate that the symbol is changing. This allows the system to recognize that the special symbol is changing. In this process, the system also starts subtracting the change time set in step S105-2-9. After setting the value "1" in the special symbol status flag storage area to indicate that the symbol is changing, the system proceeds to step S106 of the main control board timer interrupt processing. 【0325】 In the explanation of Figure 19 above, if there is judgment information for the second starting port 22 in step S105-2-1, the special symbol hit judgment process is executed in priority over the first starting port 21. However, the special symbol hit judgment process may also be executed in the order in which the balls entered the first starting port 21 and the second starting port 22. 【0326】 (Regarding the special symbol hit detection process) Figure 20 is a flowchart showing the special symbol hit detection process performed on the main control board 100 (subroutine of step S105-2-6 of the special symbol variation start processing). 【0327】 (Step S105-2-6-1) In step S105-2-6-1, the main CPU 101 determines whether or not it is a special symbol win. That is, it determines whether the random value for special symbol win determination in the determination information matches the random value for special symbol win. If it is a special symbol win, the process moves to step S105-2-6-2; otherwise, the process moves to step S105-2-6-3. 【0328】 (Step S105-2-6-2) In step S105-2-6-2, the main CPU 101 determines the special symbol. That is, it determines the special symbol using a random value for special symbol determination and a special symbol determination table. Once the special symbol is determined, the process moves to step S105-2-6-6. 【0329】 (Step S105-2-6-3) In step S105-2-6-3, the main CPU 101 determines whether or not it is a minor win. That is, it determines whether the random number value for determining a special symbol win in the determination information matches the random number value for determining a minor win. If it is a minor win, the process moves to step S105-2-6-4; otherwise, the process moves to step S105-2-6-5. 【0330】 (Step S105-2-6-4) In step S105-2-6-4, the main CPU 101 sets a minor win designation command in the command transmission area to make the performance control board 200 recognize that a minor win has been achieved. Once the minor win designation command is set, the process moves to step S105-2-7, which is the special symbol variation start processing. 【0331】 (Step S105-2-6-5) In step S105-2-6-5, the main CPU 101 determines the losing special symbol. That is, it uses a random value for special symbol determination and a special symbol determination table to determine the losing special symbol. Once the losing special symbol is determined, the process moves to step S105-2-6-7. 【0332】 (Step S105-2-6-6) In step S105-2-6-6, the main CPU 101 sets a special symbol specification command in the command transmission area in order to allow the special symbol control board 200 to recognize the determined special symbol. For example, if special symbol A is determined, the command "Special Symbol A Special Symbol Specification Command" is set. After setting the special symbol specification command, the process moves to step S105-2-7, which is the special symbol variation start processing. 【0333】 (Step S105-2-6-7) In step S105-2-6-7, the main CPU 101 sets a special symbol specification command in the command transmission area in order to allow the special symbol control board 200 to recognize the determined special symbol. For example, if special symbol C is determined, the command "Special Symbol C Special Symbol Specification Command" is set. After setting the special symbol specification command, the process moves to step S105-2-7, which is the special symbol variation start processing. 【0334】 (Regarding processing during special symbol changes) Figure 21 is a flowchart showing the special symbol variation processing performed on the main control board 100 (subroutine of step S105-4 of the special symbol related processing). 【0335】 (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variation time has elapsed using the time management counter in the main RAM 103. For example, if "Variation Pattern 9" is determined and "40S" is set, it determines whether "40S" has elapsed. If the variation time for the special symbol has elapsed, the process moves to step S105-4-2; otherwise, the process moves to step S106 of the main control board timer interrupt processing. 【0336】 (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol confirmation command in the command transmission area in order to send a special symbol confirmation command to the performance control board 200 to stop the sub-symbols that are being displayed in a variable manner on the image display device 26. After setting the special symbol confirmation command, the process moves on to step S105-4-3. 【0337】 (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" in the special symbol status flag storage area of the main RAM 103 to indicate that the special symbol is stopped. This allows the CPU to recognize that the special symbol is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that the special symbol is stopped, the process moves to step S105-4-4. 【0338】 (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the result of step S105-2-6 in Figure 19 is a special symbol win. If it is a special symbol win, the process moves to step S105-4-5; otherwise, the process moves to step S105-4-10. 【0339】 (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value (2) indicating "Big Win 1" in the special symbol state flag storage area of the main RAM 103. This allows the system to recognize that it is Big Win 1 (Big Win 1 game). After setting the value (2) indicating "Big Win 1" in the special symbol state flag storage area, the system proceeds to step S105-4-6. 【0340】 (Step S105-4-6) In step S105-4-6, the main CPU 101 sets "0" in the normal symbol state flag storage area of the main RAM 103 to indicate "non-electric support state". As a result, the game enters the "non-electric support state" during the first big win. After setting "0" to indicate "non-electric support state", the process moves to step S105-4-7. 【0341】 (Step S105-4-7) In step S105-4-7, the main CPU 101 transitions to the jackpot 1 game opening, which notifies that jackpot 1 game has started. For example, the jackpot state storage area of the main RAM 103 stores the state during jackpot 1 game; "0" is set for the opening, "1" is set if the first jackpot entry point 24 is open, "2" is set for the interval between rounds, and "3" is set for the ending. After transitioning to the jackpot 1 game opening, the process moves to step S105-4-8. 【0342】 (Step S105-4-8) In step S105-4-8, the main CPU 101 sets an opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute the performance corresponding to the opening of the jackpot 1 game. For example, when special symbol A is determined, the opening specification command for the 4R special symbol jackpot game is set, and when special symbol D is determined, the opening specification command for the 10R special symbol jackpot game is set. After setting the opening specification command, the process moves to step S105-4-9. 【0343】 (Step S105-4-9) In step S105-4-9, the main CPU 101 sets the time corresponding to the opening of the first jackpot game (for example, "10S") in the time management counter of the main RAM 103. After setting the time corresponding to the opening of the first jackpot game, the process moves to step S106 of the main control board timer interrupt processing. 【0344】 (Step S105-4-10) In step S105-4-10, the main CPU 101 determines whether the result of step S105-2-6 in Figure 19 is a minor win. If it is a minor win, the process moves to step S105-4-11; otherwise, the process moves to step S105-4-16. 【0345】 (Step S105-4-11) In step S105-4-11, the main CPU 101 sets the value (3) indicating "minor win" in the special symbol state flag storage area of the main RAM 103. This allows the system to recognize that a minor win (minor win game) is in progress. After setting the value (3) indicating "minor win" in the special symbol state flag storage area, the system proceeds to step S105-4-12. 【0346】 (Step S105-4-12) In step S105-4-12, the main CPU 101 sets "0" in the normal symbol state flag storage area of the main RAM 103 to indicate "non-electric support state". As a result, the game enters the "non-electric support state" during the first big win. After setting "0" to indicate "non-electric support state", the process moves to step S105-4-13. 【0347】 (Step S105-4-13) In step S105-4-13, the main CPU 101 transitions to the mini-win game opening, which notifies that a mini-win game has started. For example, the mini-win state storage area of the main RAM 103 stores the state during a mini-win game; "0" is set if it is the opening, "1" is set if the second large prize slot 32 is open, and "2" is set if it is the ending. After transitioning to the mini-win game opening, the process moves to step S105-4-14. 【0348】 (Step S105-4-14) In step S105-4-14, the main CPU 101 sets a small win opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute the performance corresponding to the opening of the small win game. After setting the small win opening specification command, the process moves to step S105-4-15. 【0349】 (Step S105-4-15) In step S105-4-15, the main CPU 101 sets the time corresponding to the opening of the minor win game (for example, "10S") in the time management counter of the main RAM 103. After setting the time corresponding to the opening of the minor win game, the process moves to step S106 of the main control board timer interrupt processing. 【0350】 (Step S105-4-16) In step S105-4-16, the main CPU 101 determines whether or not a time-saving count has been set in the time-saving count counter. If a time-saving count has been set in the time-saving count counter, the process proceeds to step S105-4-17. If a time-saving count has not been set in the time-saving count counter, the process proceeds to step S106 of the main control board timer interrupt processing. 【0351】 (Step S105-4-17) In step S105-4-17, the main CPU 101 decrements the time-saving count by 1 in the time-saving count counter. After decrementing the time-saving count by 1, the process proceeds to step S105-4-18. 【0352】 (Step S105-4-18) In step S105-4-18, the main CPU 101 subtracts 1 from the time reduction count and determines whether the value of the time reduction count counter after the subtraction is 0. If the value of the time reduction count counter after the subtraction is 0, the process proceeds to step S105-4-19. If the value of the time reduction count counter after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt processing. 【0353】 (Step S105-4-19) In step S105-4-19, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of the main RAM 103 to indicate that it is in the normal game state. Once the game state is set to the normal game state, the process moves on to step S105-4-20. 【0354】 (Step S105-4-20) In step S105-4-20, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves to step S106 of the main control board timer interrupt processing. 【0355】 (Regarding the processing of a jackpot in one game) Figure 22 is a flowchart showing the processing of a jackpot 1 game performed on the main control board 100 (subroutine of steps S105-6 of the special symbol-related processing). 【0356】 (Step S105-6-1) In step S105-6-1, the main CPU 101 determines whether the machine is in the opening state. That is, it determines whether the value "0", indicating the opening state, is set in the jackpot state storage area of the main RAM 103. If the machine is in the opening state, the process proceeds to step S105-6-2; otherwise, the process proceeds to step S105-6-4. 【0357】 (Step S105-6-2) In step S105-6-2, the main CPU 101 determines whether the time corresponding to the opening (for example, "10S") has elapsed. If the time corresponding to the opening has elapsed, the process moves to step S105-6-3; otherwise, the process moves to step S106 of the main control board timer interrupt processing. 【0358】 (Step S105-6-3) In step S105-6-3, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time to 29.5S in the time management counter of the main RAM 103. It also sets the round specification command (first opening) in the command transmission area. This starts the first round of the first jackpot game. After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing. 【0359】 (Step S105-6-4) In step S105-6-4, the main CPU 101 determines whether the first jackpot opening is open. It checks whether the jackpot state storage area of the main RAM 103 is set to "1", which indicates that the jackpot opening is open. If the jackpot opening is open, the process moves to step S105-6-5; otherwise, the process moves to step S105-6-7. 【0360】 (Step S105-6-5) In step S105-6-5, the main CPU 101 determines whether the first major prize opening closure condition has been met, either by 29.5 seconds having elapsed with the first major prize opening 24 remaining open without the detection of 10 balls entering by the first major prize opening detection SW24a, or by the detection of 10 balls entering by the first major prize opening detection SW24a. If the first major prize opening closure condition is met, the process proceeds to step S105-6-6; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing. 【0361】 (Step S105-6-6) In step S105-6-6, the main CPU 101 transitions to the inter-round interval, which is the period between the closing and reopening of the first large prize winning slot 24. After transitioning to the inter-round interval, the process moves to step S106 of the main control board timer interrupt processing. 【0362】 When transitioning to the interval between rounds, the interval time is set on the counter. This interval time is set to 2.5 seconds for special symbols A and B, and to 0.5 seconds for special symbol D, meaning that a shorter interval time is set for special symbol D. 【0363】 (Step S105-6-7) In step S105-6-7, the main CPU 101 determines whether it is during an interval between rounds. That is, it determines whether the value "2", which indicates an interval between rounds, is set in the jackpot state storage area of the main RAM 103. If it is during an interval between rounds, the process proceeds to step S105-6-8; otherwise, the process proceeds to step S105-6-12. 【0364】 (Step S105-6-8) In step S105-6-8, the main CPU 101 determines whether it is the end of the final round. For example, if, as a result of updating the number of rounds in step S105-6-10 (described later), the number of remaining rounds is "0", then it is determined in that process that it is the end of the final round. If it is the end of the final round, the process proceeds to step S105-6-9; otherwise, the process proceeds to step S105-6-10. 【0365】 (Step S105-6-9) In step S105-6-9, the main CPU 101 transitions to the ending, which notifies that the first jackpot game has ended. In this process, the time corresponding to the ending of the first jackpot game (for example, 14S) is set in the time management counter of the main RAM 103, and the ending specification command corresponding to the special symbol is set in the command transmission area. After transitioning to the ending, the process moves to step S106 of the main control board timer interrupt processing. 【0366】 (Step S105-6-10) In step S105-6-10, the main CPU 101 updates the value of the round counter in the main RAM 103. The update method can be either increment or decrement. For example, if there are 4 rounds, the round counter in the main RAM 103 can be set to "4" and decremented by 1 each time a round is completed, or the round counter in the main RAM 103 can not be set to "4" and incremented by 1 each time a round is completed. After updating the number of rounds, the process moves to step S105-6-11. 【0367】 (Step S105-6-11) In step S105-6-11, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time to 29.5S in the time management counter of the main RAM 103. It also sets the round specification command (for the second and subsequent openings) in the command transmission area. This starts the second round and subsequent rounds of the first jackpot game. After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing. 【0368】 (Step S105-6-12) In step S105-6-12, the main CPU 101 determines whether the time corresponding to the ending (for example, 14 seconds) has elapsed. If the time corresponding to the ending has elapsed, the process moves to step S105-6-13; otherwise, the process moves to step S106 of the main control board timer interrupt processing. 【0369】 (Step S105-6-13) In step S105-6-13, the main CPU 101 determines whether the special symbol is either "Special Symbol A" or "Special Symbol D". In other words, it determines whether the special symbol determined based on the special symbol win is either "Special Symbol A" or "Special Symbol D". If the special symbol is either "Special Symbol A" or "Special Symbol D", the process moves to step S105-6-14. If the special symbol is neither "Special Symbol A" nor "Special Symbol D", the process moves to step S105-6-18. 【0370】 (Step S105-6-14) In step S105-6-14, the main CPU 101 sets the game state to the time-saving game state. In this process, it sets "1" to the game state storage area of the main RAM 103. After setting "1" to the game state storage area of the main RAM 103, the process moves to step S105-6-15. 【0371】 (Step S105-6-15) In step S105-6-15, the main CPU 101 sets the time-saving count counter to the time-saving limit (for example, 100). After setting the time-saving count counter to the time-saving limit, the process moves to step S105-6-16. 【0372】 (Step S105-6-16) In step S105-6-16, the main CPU 101 sets a game state specification command (time-saving) in the command transmission area in order to send a game state specification command (time-saving) to the performance control board 200 to indicate that the game is in a time-saving game state. After setting the game state specification command (time-saving), the process moves on to step S105-6-17. 【0373】 (Step S105-6-17) In step S105-6-17, the main CPU 101 sets the value "0" in the special symbol state flag storage area of the main RAM 103 to indicate that the symbols are stopped. Although the value "0" is set in this process to indicate that the symbols are stopped, as mentioned above, the special symbols are stopped during the first big win game, so this process is merely setting a flag to start the next spin. After setting the value "0" in the special symbol state flag storage area to indicate that the symbols are stopped, the process moves to step S106 of the main control board timer interrupt processing. 【0374】 (Step S105-6-18) In step S105-6-18, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of the main RAM 103 to indicate that it is in the normal game state. Once the game state is set to the normal game state, the process moves on to step S105-6-19. 【0375】 (Step S105-6-19) In step S105-6-19, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves on to step S105-6-20. 【0376】 (Step S105-6-20) In step S105-6-20, the main CPU 101 sets the value "0" in the special symbol state flag storage area of the main RAM 103 to indicate that the symbols are stopped. Although the value "0" is set in this process to indicate that the symbols are stopped, as mentioned above, the special symbols are stopped during the first big win game, so this process is simply to set a flag to start the next spin. After setting the value "0" in the special symbol state flag storage area to indicate that the symbols are stopped, the process moves to step S106 of the main control board timer interrupt processing. 【0377】 (Regarding the handling of minor wins) Figure 23 is a flowchart showing the minor win game processing performed on the main control board 100 (subroutine of step S105-8 of the special symbol related processing). 【0378】 (Step S105-8-1) In step S105-8-1, the main CPU 101 determines whether the machine is in the opening state. That is, it determines whether the value "0", indicating the opening state, is set in the minor win state storage area of the main RAM 103. If the machine is in the opening state, the process proceeds to step S105-8-2; otherwise, the process proceeds to step S105-8-5. 【0379】 (Step S105-8-2) In step S105-8-2, the main CPU 101 determines whether the time corresponding to the opening (for example, "10S") has elapsed. If the time corresponding to the opening has elapsed, the process moves to step S105-8-3; otherwise, the process moves to step S106 of the main control board timer interrupt processing. 【0380】 (Step S105-8-3) In step S105-8-3, the main CPU 101 drives the second large prize slot opening / closing solenoid 32b to open the second large prize slot 32. At the same time, the time management counter in the main RAM 103 sets the opening time to 10S. This starts the first round of the small prize game. After opening the second large prize slot 32, the process moves to step S105-8-4. 【0381】 (Step S105-8-4) In step S105-8-4, the main CPU 101 drives the specific area opening / closing solenoid 32d to control the lid member provided in the specific area from a closed state to an open state. The lid member is opened in conjunction with the opening of the second large prize opening 32, and closed in conjunction with the closing of the second large prize opening 32. After controlling the opening and closing of the lid member in the specific area, the process moves to step S106 of the main control board timer interrupt processing. 【0382】 (Step S105-8-5) In step S105-8-5, the main CPU 101 refers to the storage area for the specific area pass flag in the main RAM 103 to determine if the specific area pass flag is ON. If the specific area pass flag is ON, the process proceeds to step S105-8-6; otherwise, the process proceeds to step S105-8-7. 【0383】 (Step S105-8-6) In step S105-8-6, the main CPU 101 performs the Type 2 jackpot transition control processing. This processing will be described in detail later using Figure 24. After completing the Type 2 jackpot transition control processing, the process moves to step S106 of the main control board timer interrupt processing. 【0384】 (Step S105-8-7) In step S105-8-7, the main CPU 101 determines whether the second major prize slot is open. That is, it determines whether the value "1", indicating that the second major prize slot is open, is set in the minor prize state storage area of the main RAM 103. If the second major prize slot is open, the process proceeds to step S105-8-8; otherwise, the process proceeds to step S105-8-11. 【0385】 (Step S105-8-8) In step S105-8-8, the main CPU 101 determines whether either of the following conditions for closing the second large prize slot 32 has been met: the 10S opening time for the second large prize slot 32 has elapsed, or the second large prize slot detection SW 32a has detected the entry of 10 balls. If the conditions for closing the second large prize slot are met, the process proceeds to step S105-8-9; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing. 【0386】 (Step S105-8-9) In step S105-8-9, the main CPU 101 closes the second large prize slot 32 and ends the minor prize game. After ending the minor prize game, the process moves on to step S105-8-10. 【0387】 (Step S105-8-10) In step S105-8-10, the main CPU 101 transitions to the ending sequence, which signals the end of the minor win game. It also sets the time corresponding to the ending sequence (for example, "5S") in the time management counter of the main RAM 103. After transitioning to the ending sequence, the process moves to step S106 of the main control board timer interrupt processing. 【0388】 (Step S105-8-11) In step S105-8-11, the main CPU 101 determines whether the time corresponding to the ending (for example, "5S") has elapsed. If the time corresponding to the ending has elapsed, the process moves to step S105-8-12; otherwise, the process moves to step S106 of the main control board timer interrupt processing. 【0389】 (Step S105-8-12) In step S105-8-12, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of the main RAM 103 to indicate that it is in the normal game state. Once the game state is set to the normal game state, the process moves on to step S105-8-13. 【0390】 (Step S105-8-13) In step S105-8-13, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send a game state specification command (normal) to the performance control board 200 to indicate that the game is in a normal game state. After setting the game state specification command (normal), the process moves on to step S105-8-14. 【0391】 (Step S105-8-14) In step S105-8-14, the main CPU 101 sets the value "0" in the special symbol status flag storage area of the main RAM 103 to indicate that it is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that it is stopped, the process moves to step S106 of the main control board timer interrupt processing. 【0392】 (Regarding the Type 2 jackpot transition control process) Figure 24 is a flowchart showing the Type 2 jackpot transition control process performed on the main control board 100 (subroutine of step S105-8-6 of the minor jackpot game processing). 【0393】 (Step S105-8-6-1) In step S105-8-6-1, the main CPU 101 closes the second large prize slot 32 and ends the minor prize game. After ending the minor prize game, the process moves to step S105-8-6-2. 【0394】 (Step S105-8-6-2) In step S105-8-6-2, the main CPU 101 turns OFF the specific area pass flag in the specific area pass flag storage area of the main RAM 103. After turning OFF the specific area pass flag, the process moves to step S105-8-6-3. 【0395】 (Step S105-8-6-3) In step S105-8-6-3, the main CPU 101 sets the round count counter in the main RAM 103 to the number of rounds (9 rounds out of 2 to 10 rounds). After setting the number of rounds in the main RAM 103's round count counter, the process moves on to step S105-8-6-4. 【0396】 (Step S105-8-6-4) In step S105-8-6-4, the main CPU 101 sets the value (4) indicating "Big Win 2" in the special symbol state flag storage area of the main RAM 103. After setting the value (4) indicating "Big Win 2" in the special symbol state flag storage area, the process moves to step S106 of the main control board timer interrupt processing. 【0397】 (Regarding the processing of the second big win) Figure 25 is a flowchart showing the processing of the jackpot 2 game performed on the main control board 100 (subroutine of step S105-9 of the special symbol related processing). 【0398】 (Step S105-9-1) In step S105-9-1, the main CPU 101 determines whether the conditions for starting the second round have been met. A predetermined interval (for example, "5S") is provided between the end of the minor win game and the start of the second major win game, and once this interval has elapsed, it is determined that the conditions for starting the second round have been met. If the conditions for starting the second round have been met, the process proceeds to step S105-9-2; otherwise, the process proceeds to step S105-9-3. 【0399】 (Step S105-9-2) In step S105-9-2, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time to 29.5S in the time management counter of the main RAM 103. It also sets a round specification command (in this case, a round specification command corresponding to the second opening) in the command transmission area. This starts the first round of the second big win game (the second round if the small win game is included). After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing. 【0400】 (Step S105-9-3) In step S105-9-3, the main CPU 101 determines whether the first jackpot opening is open. That is, it determines whether the value "1", indicating that the first jackpot opening is open, is set in the jackpot state storage area of the main RAM 103. If the first jackpot opening is open, the process proceeds to step S105-9-4; otherwise, the process proceeds to step S105-9-6. 【0401】 (Step S105-9-4) In step S105-9-4, the main CPU 101 determines whether the first major prize opening closure condition has been met, either by 29.5 seconds having elapsed with the first major prize opening 24 remaining open without the detection of 10 balls entering by the first major prize opening detection SW24a, or by the detection of 10 balls entering by the first major prize opening detection SW24a. If the first major prize opening closure condition is met, the process proceeds to step S105-9-5; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing. 【0402】 (Step S105-9-5) In step S105-9-5, the main CPU 101 transitions to the inter-round interval, which is the period between the closing and reopening of the first large prize winning slot 24. After transitioning to the inter-round interval, the process moves to step S106 of the main control board timer interrupt processing. 【0403】 When transitioning to the interval between rounds, the interval time is set on the counter. In the case of special symbols F and G, this interval time is set to 0.5 seconds. That is, special symbols D, F, and G all have an interval time of 0.5 seconds, so that the jackpot game played during RUSH can be completed quickly. However, if a special symbol win occurs when a ball enters the first starting gate 21 during RUSH, and for example, special symbol A is determined, the interval between rounds will be set to 2.5 seconds, so there may be exceptions even during RUSH (and under circumstances where RUSH is continuing). 【0404】 (Step S105-9-6) In step S105-9-6, the main CPU 101 determines whether it is during an interval between rounds. That is, it determines whether the value "2", which indicates an interval between rounds, is set in the jackpot state storage area of the main RAM 103. If it is during an interval between rounds, the process proceeds to step S105-9-7; otherwise, the process proceeds to step S105-9-11. 【0405】 (Step S105-9-7) In step S105-9-7, the main CPU 101 determines whether it is the end of the final round. For example, if, as a result of updating the number of rounds in step S105-9-9, the number of remaining rounds is "0", then it is determined in that process that it is the end of the final round. If it is the end of the final round, the process proceeds to step S105-9-8; otherwise, the process proceeds to step S105-9-9. 【0406】 (Step S105-9-8) In step S105-9-8, the main CPU 101 transitions to the ending, which notifies that the second jackpot game has ended. It also sets the time corresponding to the ending of the second jackpot game (for example, "14S") in the time management counter of the main RAM 103, and sets the ending specification command corresponding to the special symbol in the command transmission area. After transitioning to the ending, the process moves to step S106 of the main control board timer interrupt processing. 【0407】 (Step S105-9-9) In step S105-9-9, the main CPU 101 updates the value of the round counter in the main RAM 103. After updating the round count, the process moves on to step S105-9-10. 【0408】 (Step S105-9-10) In step S105-9-10, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time to 29.5S in the time management counter of the main RAM 103. It also sets the round specification command (for the third opening and beyond) in the command transmission area. This starts the third round and beyond of the second big win game. After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing. 【0409】 (Step S105-9-11) In step S105-9-11, the main CPU 101 determines whether the time corresponding to the ending (for example, 14 seconds) has elapsed. If the time corresponding to the ending has elapsed, the process moves to step S105-9-12; otherwise, the process moves to step S106 of the main control board timer interrupt processing. 【0410】 (Step S105-9-12) In step S105-9-12, the main CPU 101 determines whether the special symbol is "Special Symbol F". In other words, it determines whether the special symbol determined in the second major prize entry detection process (Figure 17) is "Special Symbol F". If the special symbol is "Special Symbol F", the process moves to step S105-9-13; otherwise, the process moves to step S105-9-17. 【0411】 (Step S105-9-13) In step S105-9-13, the main CPU 101 sets the game state to the time-saving game state. In this process, the value "1" is set in the game state storage area of the main RAM 103. After setting "1" in the game state storage area of the main RAM 103, the process moves to step S105-9-14. 【0412】 (Step S105-9-14) In step S105-9-14, the main CPU 101 sets the time-saving counter in the main RAM 103 to "100". This means that a time-saving game state of "100" spins will start from the next spin. After setting the time-saving counter in the main RAM 103 to "100", the process moves to step S105-9-15. 【0413】 (Step S105-9-15) In step S105-9-15, the main CPU 101 sets the game state command (time-saving) in the command transmission area in order to send a game state specification command (time-saving) to the performance control board 200 to indicate that the game is in a time-saving game state. After setting the game state specification command (time-saving), the process moves on to step S105-9-16. 【0414】 (Step S105-9-16) In step S105-9-16, the main CPU 101 sets the value "0" in the special symbol status flag storage area of the main RAM 103 to indicate that it is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that it is stopped, the process moves to step S106 of the main control board timer interrupt processing. 【0415】 (Step S105-9-17) In step S105-9-17, the main CPU 101 sets the game state to the normal game state. Therefore, in this process, it sets "0" to the game state storage area of the main RAM 103. After setting "0" to the game state storage area of the main RAM 103, the process moves to step S105-9-18. 【0416】 (Step S105-9-18) In step S105-9-18, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send a game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves on to step S105-9-19. 【0417】 (Step S105-9-19) In step S105-9-19, the main CPU 101 sets the value "0" in the special symbol status flag storage area of the main RAM 103 to indicate that it is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that it is stopped, the process moves to step S106 of the main control board timer interrupt processing. 【0418】 Next, we will explain the control processing performed by the sub-CPU 201 of the performance control board 200. 【0419】 (Regarding the control processing performed by sub-CPU201) The control program shown in the flowcharts in Figures 26 to 29 is stored in the sub-ROM 202. The sub-CPU 201 reads the control program from the sub-ROM 202 and executes the control process according to the read control program. First, the main processing of the performance control board shown in Figure 26 will be explained. 【0420】 (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko game machine 1 is experiencing a power outage (blackout). If it is, the process in step S200 is repeated; otherwise, the process proceeds to step S201. If the machine is experiencing a power outage, the process can be executed using a backup power supply (not shown). 【0421】 (Step S201) In step S201, the sub-CPU 201 performs an initial setup process to initialize the values of internally located registers, etc. During this process, an initial screen (for example, a color bar image) is displayed on the image display device 26. This initial screen continues until a power-related information command is received in the main command reception process. After the initial setup process is completed, the process moves to step S202. 【0422】 (Step S202) In step S202, the sub-CPU 201 performs the CTC setting. Specifically, it sets up the CTC (Counter Timer Circuit), which has functions such as creating pulse outputs at a fixed period and measuring time, and sets the CTC's time constant register so that the timer interrupt processing for the performance control board, described later, is performed periodically every 4ms. After performing the CTC setting, the process moves to step S203. 【0423】 (Step S203) In step S203, the sub-CPU 201 disables the interrupt for the performance control board timer interrupt process, which is executed periodically by interrupting the main processing of the performance control board. After disabling the interrupt, the process moves to step S204. 【0424】 (Step S204) In step S204, the sub-CPU 201 updates the random numbers used for the animation. Once the random number update process is complete, the process moves on to step S205. 【0425】 (Step S205) In step S205, the sub-CPU 201 enables the interrupt for the performance control board timer interrupt process, which is executed periodically by interrupting the main processing of the performance control board. After enabling the interrupt, the process returns to step S203, and thereafter, the process loops from step S203 to step S205. 【0426】 (Regarding timer interrupt processing on the performance control board) Figure 27 is a flowchart showing the timer interrupt processing performed on the performance control board 200. This processing is performed by periodically interrupting the main processing of the performance control board described above (for example, every 4ms). 【0427】 (Step S300) In step S300, the sub-CPU 201 saves the contents of the registers to the stack area. After saving the contents of the registers to the stack area, the process moves to step S301. 【0428】 (Step S301) In step S301, the sub-CPU 201 executes a process to update the timer managed by the performance control board 200. After updating the timer, the process moves on to step S302. 【0429】 (Step S302) In step S302, the sub-CPU 201 performs input processing for the control devices. For example, it performs processing according to the input of the performance button detection SW14a, the performance lever detection SW15a, and the directional pad detection SW16a. After completing the input processing for the control devices, the process moves on to step S303. 【0430】 (Step S303) In step S303, the sub-CPU 201 executes the main command reception process shown in Figures 28 and 29. This process will be described in detail later using Figures 28 and 29. After completing the main command reception process, the process moves on to step S304. 【0431】 (Step S304) In step S304, the sub-CPU 201 executes the process of sending a subcommand. A subcommand is a command set in the main command reception process shown in Figures 28 and 29, which will be described later. In this process, the subcommand is sent to the image / sound control unit 200b and the light emission drive control unit 200c. The image / sound control unit 200b and the light emission drive control unit 200c then control the display, sound, light emission, and drive effects corresponding to the subcommand. After sending the subcommand, the process moves to step S305. 【0432】 (Step S305) In step S305, the sub-CPU 201 executes the performance status monitoring process. This process will be described in detail later using Figure 58. After the performance status monitoring process is completed, the process moves on to step S306. 【0433】 (Step S306) In step S306, the sub-CPU 201 restores the contents that were saved in the stack area in step S300 to the registers. After restoring the contents saved in the stack area to the registers, the performance control board timer interrupt processing is terminated. 【0434】 (Regarding the main command reception process) Figure 28 is a flowchart showing the main command reception process 1 / 2 performed on the performance control board 200 (a subroutine for step S303 of the performance control board timer interrupt processing). 【0435】 (Step S303-1) In step S303-1, the sub-CPU 201 determines whether it has received a power-related information command. Power-related information commands include the power-on specification command and the power-restore specification command mentioned above. If a power-related information command is received, the process proceeds to step S303-2; otherwise, the process proceeds to step S303-4. 【0436】 (Step S303-2) In step S303-2, the sub-CPU 201 executes processing for power-related information commands. For example, if it receives a power-on command, it performs processing related to power-on specification (for example, processing to display a screen such as "RAM clearing"), and if it receives a power-recovery command, it performs processing related to power-recovery specification (for example, processing to display a screen such as "Recovering"). After completing these processes, it proceeds to step S303-3. 【0437】 (Step S303-3) In step S303-3, the sub-CPU 201 sets power-related subcommands in the subcommand transmission area in order to send them to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0438】 (Step S303-4) In step S303-4, the sub-CPU 201 determines whether it has received an error-related information command. Error-related information commands include the magnetic anomaly error specification command and the radio wave anomaly error specification command mentioned above. If an error-related information command is received, the process proceeds to step S303-5; otherwise, the process proceeds to step S303-7. 【0439】 (Step S303-5) In step S303-5, the sub-CPU 201 executes error-related information command reception processing. For example, if it receives a command to specify a magnetic anomaly error, it performs processing to notify the magnetic anomaly error, and if it receives a command to specify a radio wave anomaly error, it performs processing to notify the radio wave anomaly error. After completing these processes, it proceeds to step S303-6. 【0440】 (Step S303-6) In step S303-6, the sub-CPU 201 sets error-related subcommands in the subcommand transmission area in order to send them to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0441】 (Step S303-7) In step S303-7, the sub-CPU 201 determines whether it has received a start gate-related information command. Start gate-related information commands include the first start gate prize designation command and the special symbol memory designation command mentioned above. If a start gate-related information command is received, the process moves to step S303-8; otherwise, the process moves to step S303-11. 【0442】 (Step S303-8) In step S303-8, the sub-CPU 201 executes the icon change animation determination process. Specifically, when it receives a command to specify entry into the first start gate, the sub-CPU 201 refers to the information of the judgment result of the entry judgment process included in the command and determines the display manner of the variable icon and the reserved icon (the color of the variable icon and the reserved icon as described in the "reserved pre-read animation" below). In this embodiment, since there are no "first memory area" to "fourth memory area" corresponding to the second start gate 22, the reserved icon corresponding to the second start gate 22 is not displayed, and naturally, the "reserved pre-read animation" is not executed. Also, since the variable icon is not displayed during the time-saving game state, the "(reserved pre-read animation for the icon)" is naturally not executed. Therefore, the icon change animation is an animation that is executed exclusively in response to entry into the first start gate 21. After completing this process, the process moves to step S303-9. 【0443】 (Step S303-9) In step S303-9, the sub-CPU 201 executes a process to determine the change in the starting gate light display. The color of the light emitted by the starting gate light display is linked to the color of the hold icon determined in step S303-8. For example, if it is determined in step S303-8 that the color of the hold icon should be blue when a ball enters the starting gate, the starting gate light display 210a will also emit blue light. After completing this process, the process moves on to step S303-10. 【0444】 (Step S303-10) In step S303-10, the sub-CPU 201 sets the start-gate related subcommand in the subcommand transmission area in order to send the start-gate related subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0445】 (Step S303-11) In step S303-11, the sub-CPU 201 determines whether it has received a game state-related information command. Game state-related information commands include the game state specification command (normal) and the game state specification command (time-saving). If a game state-related information command is received, the process moves to step S303-12; otherwise, the process moves to step S303-14. 【0446】 (Step S303-12) In step S303-12, the sub-CPU 201 executes processing when a game state-related information command is received. For example, when a game state specification command (normal) is received, it performs processing related to the normal game state (for example, processing to display the screen corresponding to the normal game state), and when a game state specification command (time-saving) is received, it performs processing related to the time-saving game state (for example, processing to display the screen corresponding to the normal game state, processing to light up the right-hand indicator 29c, etc.). After completing these processes, the process moves on to step S303-13. 【0447】 (Step S303-13) In step S303-13, the sub-CPU 201 sets game state-related subcommands in the sub-command transmission area in order to send them to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0448】 Figure 29 is a flowchart showing the main command reception process 2 / 2 performed on the performance control board 200 (a subroutine for step S303 of the performance control board timer interrupt processing). 【0449】 (Step S303-14) In step S303-14, the sub-CPU 201 determines whether it has received a command to specify the performance symbols. If it has received a command to specify the performance symbols, it proceeds to step S303-15; otherwise, it proceeds to step S303-17. 【0450】 (Step S303-15) In step S303-15, the sub-CPU 201 executes processing upon receiving a performance symbol specification command. For example, if it receives a performance symbol specification command specifying special symbol A, it determines a combination of symbols from "111" to "888" as the decorative symbols. If it receives a performance symbol specification command specifying special symbol B, it determines a combination of symbols from "111" to "666" and "888" as the decorative symbols. After completing this processing, it proceeds to step S303-16. 【0451】 (Step S303-16) In step S303-16, the sub-CPU 201 sets the performance pattern subcommand in the subcommand transmission area in order to send the performance pattern subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0452】 (Step S303-17) In step S303-17, the sub-CPU 201 determines whether it has received a minor win designation command. If it has received a minor win designation command, it proceeds to step S303-18; otherwise, it proceeds to step S303-20. 【0453】 (Step S303-18) In step S303-18, the sub-CPU 201 performs a process to determine the winning symbols. For example, based on a predetermined distribution value, it determines one of the following combinations of symbols: "111", "222", "444", "555", "666", or "888". Once the winning symbols are determined, the process moves on to step S303-19. 【0454】 (Step S303-19) In step S303-19, the sub-CPU 201 sets the small win decorative symbol subcommand in the subcommand transmission area in order to send the small win decorative symbol subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0455】 (Step S303-20) In step S303-20, the sub-CPU 201 determines whether it has received a special symbol variation pattern specification command. If it has received the special symbol variation pattern specification command, it proceeds to step S303-21; otherwise, it proceeds to step S303-26. 【0456】 (Step S303-21) In step S303-21, the sub-CPU 201 executes the process of determining the variation animation pattern. Specifically, it determines the variation animation pattern corresponding to the specified special symbol variation pattern from the variation animation pattern table (Figure 30) stored in the sub-ROM 202. The variation animation pattern table will be described later. After completing this process, the process moves on to step S303-22. 【0457】 (Step S303-22) In step S303-22, the sub-CPU 201 executes an icon change animation update process. The icon change animation update process updates the color of the icon determined in step S303-8 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, then in this process, it is decided to change it to yellow. In other words, the icon may change color after each variation of the game. After this process is completed, the process moves on to step S303-23. 【0458】 (Step S303-23) In step S303-23, the sub-CPU 201 executes a process to update the starting port light display. This process is performed in conjunction with the color updated in step S303-22. For example, if the color is updated to yellow in step S303-22, the starting port light display 210a also changes from blue to yellow. After completing this process, the process moves on to step S303-24. 【0459】 (Step S303-24) In step S303-24, the sub-CPU 201 executes the process of determining the jackpot announcement animation. Specifically, it determines the jackpot announcement animation to be executed in the symbol variation game from the jackpot announcement animation determination table (see Figures 31 to 37) stored in the sub-ROM 202. Details of the announcement animation are explained in Figures 31 to 37. After completing this process, the process moves on to step S303-25. 【0460】 (Step S303-25) In step S303-25, the sub-CPU 201 sets the variable pattern-related subcommand in the subcommand transmission area in order to send the variable pattern subcommand (for example, the information determined in steps S303-21 to S303-24) to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0461】 (Step S303-26) In step S303-26, the sub-CPU 201 determines whether it has received a special symbol confirmation command. If it has received a special symbol confirmation command, it proceeds to step S303-27; otherwise, it proceeds to step S303-29. 【0462】 (Step S303-27) In step S303-27, the sub-CPU 201 executes processing upon receiving a special symbol confirmation command. Specifically, it executes processing to confirm and display the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d. After completing this processing, the process moves to step S303-28. In this embodiment, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c may be referred to as "decorative symbols" or "performance symbols." 【0463】 (Step S303-28) In step S303-28, the sub-CPU 201 sets the special symbol confirmation subcommand in the subcommand transmission area in order to send the special symbol confirmation subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing. 【0464】 (Step S303-29) In step S303-29, the sub-CPU 201 executes processing corresponding to other received commands. For example, if it receives a command indicating that a setting value is being changed, a command indicating that a setting value is being checked, or a command indicating that the setting value has been checked, it executes processing corresponding to these received commands. After completing this processing, it proceeds to step S304 of the timer interrupt processing for the performance control board. 【0465】 (Regarding the variable animation pattern table) Figure 30(A) shows an example of a variable animation pattern table stored in the sub-ROM 202. 【0466】 The variation pattern table defines one or more variation patterns corresponding to each variation pattern. If variation pattern 1 is selected, the shortened variation of variation pattern (P1) will be executed. If variation pattern 2 is selected, for example, the normal variation 1 of variation pattern (P2) will be executed 70% of the time, and the normal variation 2 of variation pattern (P3) will be executed 30% of the time. 【0467】 Furthermore, in variation pattern 3, for example, normal reach 1 of variation performance pattern (P4) will be executed 80% of the time, and normal reach 2 of variation performance pattern (P5) will be executed 20% of the time. Also, in variation pattern 4, for example, confrontation reach 1 of variation performance pattern (P6) will be executed 60% of the time, and confrontation reach 2 of variation performance pattern (P7) will be executed 40% of the time. 【0468】 Furthermore, if variation pattern 5 is selected, for example, a multi-line (3-line) reach from variation performance pattern (P8) will be executed 70% of the time, and a multi-line (4-line) reach from variation performance pattern (P9) will be executed 30% of the time. Also, if variation pattern 6 is selected, for example, a multi-line (5-line) reach from variation performance pattern (P10) will be executed 60% of the time, and a multi-line (6-line) reach from variation performance pattern (P11) will be executed 40% of the time. 【0469】 Furthermore, if variation pattern 7 is selected, the multi-line (7-line) reach of variation performance pattern (P12) will be executed. Details of the multi-line reach will be described later in Figure 47. Also, if variation pattern 8 is selected, the 7-ten reach of variation performance pattern (P13) will be executed. The 7-ten reach is a single-line reach using the "7" symbol in the performance symbols. 【0470】 Furthermore, in variation pattern 9, for example, there is a 40% chance that the variation performance pattern (P14) confrontation reach 1 will be executed, and a 60% chance that the variation performance pattern (P15) confrontation reach 2 will be executed. In other words, confrontation reach 1 is more likely to be executed when the special symbol is missed, and less likely to be executed when the special symbol is hit, compared to confrontation reach 2. In short, from the player's perspective, the expectation of a winning game is higher when confrontation reach 2 is executed than when confrontation reach 1 is executed. 【0471】 Furthermore, in variation pattern 10, for example, a multi-line (3-line) reach from variation performance pattern (P16) is executed 30% of the time, and a multi-line (4-line) reach from variation performance pattern (P17) is executed 70% of the time. In other words, a multi-line (3-line) reach is more likely to be executed when the special symbol is missed, and less likely to be executed when the special symbol is hit, compared to a multi-line (4-line) reach. In short, from the player's perspective, the expectation of a winning game is higher when a multi-line (4-line) reach is executed than when a multi-line (3-line) reach is executed. 【0472】 Furthermore, in the case of variation pattern 11, for example, a multi-line (5-line) reach from variation performance pattern (P18) is executed 40% of the time, and a multi-line (6-line) reach from variation performance pattern (P19) is executed 60% of the time. In other words, a multi-line (5-line) reach is more likely to be executed when the special symbol is missed, and less likely to be executed when the special symbol is hit, compared to a multi-line (6-line) reach. Also, since Super Reach 2-1, which can execute multi-line (3-line) reaches and multi-line (4-line) reaches, has a higher selection rate when the special symbol is missed than Super Reach 2-2, which can execute multi-line (5-line) reaches and multi-line (6-line) reaches (Figure 7), the player's expectation of a winning game increases in the order of multi-line (3-line) reach < multi-line (4-line) reach < multi-line (5-line) reach < multi-line (6-line) reach. 【0473】 Furthermore, if variation pattern 12 is selected, the multi-line (7-line) reach of variation performance pattern (P20) will be executed. Super reach 2-3, which executes the multi-line (7-line) reach, has a higher selection rate when the special symbol is hit and a lower selection rate when the special symbol is missed compared to super reach 2-1, which can execute the multi-line (3-line) reach and the multi-line (4-line) reach, and super reach 2-2, which can execute the multi-line (5-line) reach and the multi-line (6-line) reach (Figure 7). Therefore, from the player's perspective, the expectation of a winning game being executed increases in the order of multi-line (3-line) reach < multi-line (4-line) reach < multi-line (5-line) reach < multi-line (6-line) reach < multi-line (7-line) reach. 【0474】 Furthermore, if variation pattern 13 is selected, the 7-ten reach of variation performance pattern (P21) will be executed. Super reach 3, which executes the 7-ten reach, has a higher selection rate when the special symbol is hit and a lower selection rate when the special symbol is missed (Figure 7) compared to Super reach 2-1, which can execute a multi-line (3-line) reach or a multi-line (4-line) reach, Super reach 2-2, which can execute a multi-line (5-line) reach or a multi-line (6-line) reach, and Super reach 2-3, which executes a multi-line (7-line) reach. Therefore, from the player's perspective, the expectation of a winning game being executed increases in the order of multi-line (3-line) reach < multi-line (4-line) reach < multi-line (5-line) reach < multi-line (6-line) reach < multi-line (7-line) reach < 7-ten reach. 【0475】 Furthermore, if variation pattern 14 is selected, the full rotation reach of variation performance pattern (P22) will be executed. Since the full rotation reach is never executed when the special symbol is missed (Figure 7), the expectation of a winning game being executed increases for the player in the following order: multi-line (3 lines) reach < multi-line (4 lines) reach < multi-line (5 lines) reach < multi-line (6 lines) reach < multi-line (7 lines) reach < 7-ten reach < full rotation reach. 【0476】 Furthermore, if variation pattern 15 is selected, the ultra-short variation of variation performance pattern (P23) is executed; if variation pattern 16 is selected, the ultra-short variation of variation performance pattern (P24) is executed; and if variation pattern 17 is selected, the ultra-short variation of variation performance pattern (P25) is executed. 【0477】 (Regarding the symbols that can form a winning combination) Next, Figure 30(B) will be used to explain the symbols that can form a reach. Note that Super Reach 1, Super Reach 2-1 to 2-3, and Super Reach 3 are the same whether the special symbol is a win or a loss. If there are multiple selectable symbols, the selection should be made based on a predetermined distribution value. 【0478】 First, in the case of a normal reach, you can choose from symbols 1 through 6 and symbol 8, but symbol 7 is not selectable. 【0479】 In the case of Super Reach 1, symbols 1 through 6 and 8 can be selected, while symbol 7 cannot be selected. Note that the selectable symbols 1 through 6 and 8 referred to here are the symbols that form a reach during the normal reach stage before transitioning to Super Reach 1. 【0480】 In the case of Super Reach 2-1 to 2-3, symbol 1 is selectable, while symbols 2 to 8 are not. Note that the multi-line reach performed in Super Reach 2-1 to 2-3 is a reach in which the symbols that form the reach increase in stages, so the selectable symbol 1 referred to here is the symbol that forms the reach in the normal reach stage before transitioning to Super Reach 2-1 to 2-3. The manner in which the symbols in the multi-line reach increase will be described later in Figure 47. 【0481】 In the case of Super Reach 3, the 7 symbol is selectable, while the 1-6 and 8 symbols are not. The selectable 7 symbol here refers to the symbol that forms the reach during the normal reach stage before transitioning to Super Reach 3. In other words, excluding the full-reel reach which guarantees a winning game, only Super Reach 3, which offers the highest expectation of a winning game, will feature the 7 symbol. Furthermore, since variation pattern 13 (Super Reach 3) is made executable when special symbol A, which guarantees a transition to the time-saving game state, is determined, the expectation of a winning game and the execution of the time-saving game state increases when a reach is formed with the 7 symbol. Therefore, in this embodiment, the 7 symbol holds a special position compared to other performance symbols. 【0482】 Next, an example of various effects that the pachinko game machine 1 in this embodiment can perform is described below. 【0483】 (Predictive effect) A pre-reading effect is an effect that is performed based on the result of a pre-determination process (for example, the entry determination process in Figure 15) that is performed prior to the special symbol win determination process in the special symbol variation start processing when a game ball enters the first start opening 21. If a pre-reading effect is not implemented, for example, when a game ball enters the first start opening 21, the determination information is acquired and stored, and then the special symbol win determination process is performed in the special symbol variation start processing. Therefore, even if the determination information is stored in the "fourth memory area," it will not be determined whether it is a special symbol win until the determination information is transferred to the "relevant variation memory area." Consequently, even if the determination information for a "special symbol win" is acquired, it will not be possible to perform effects that increase the expectation of a special symbol win before the determination information is transferred to the "relevant variation memory area." However, by incorporating a pre-announcement feature, for example, a "pre-determination process (winning determination process)" can be performed to determine whether it is a "special symbol win" or a "special symbol miss," and then a series of effects can be executed over multiple spins (including the spins that have been transferred to the "same spin memory area") until the determination information is transferred to the "same spin memory area." This makes it possible to increase the expectation of a "special symbol win" even before the determination information is transferred to the "same spin memory area." 【0484】 A concrete example of the above-mentioned pre-reading effect is the "reserve pre-reading effect" (see step S303-8 in Figure 28). The "reserve pre-reading effect" is an effect that mainly uses the variable icon displayed in the variable icon display area 26o and the reserve icon displayed in the first reserve ball image display area 26g to the fourth reserve ball image display area 26j of the first start port. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start port 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. If it is determined that the reserve pre-reading effect should be executed based on the judgment result of the pre-judgment process, a pre-read reserve icon different from the default normal color (white) reserve icon (normal icon) is displayed in the fourth reserve ball image display area 26j of the first start port. The pre-read hold icon can be displayed in multiple types and stages, such as "blue," "yellow," "green," "red," and "rainbow." If the pre-judgment result is "special symbol hit," one of "blue," "yellow," "green," "red," or "rainbow" can be displayed. If the pre-judgment result is "special symbol miss," one of "blue," "yellow," "green," or "red" can be displayed. Furthermore, "rainbow" is only selectable when it is a "special symbol hit," and when it is a "special symbol hit," "red" is made easier to select, and when it is a "special symbol miss," "blue" is made easier to select, increasing the expectation of a special symbol hit with "red." The relationship of the expectation of a special symbol hit, from highest to lowest, is rainbow > red > green > yellow > blue > normal. In this embodiment, such a display is sometimes called a "hold change display." 【0485】 Another specific example of the above-mentioned pre-announcement effect is the "winning flash effect." The "winning flash effect" is an effect that increases the expectation of a special win by having a speaker lamp installed on the lower speaker 10 light up when a game ball enters the start opening, and continuing to light up until the start of the symbol variation game related to the ball entry, or until the execution of the symbol variation game related to the ball entry, or until the end of the symbol variation game related to the ball entry. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and a pre-judgment process is executed. Then, based on the judgment result of the pre-judgment process, if it is determined that the winning flash effect should be executed, a scenario for lighting the speaker lamp (a scenario with a defined light color) is selected, and the speaker lamp is lit based on the selected scenario. The speaker lamp's light color is, for example, in order of increasing expectation of a special symbol win: red > green > blue. Similar to the aforementioned hold pre-announcement effect, it is also possible to change the color to indicate the highest expectation of a special symbol win with each reel spin game. It is also possible to output a winning sound corresponding to each color. 【0486】 Another specific example of the above-mentioned pre-announcement effect is the "zone effect." The "zone effect" is an effect that mainly uses the image display device 26. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. If it is determined that the zone effect should be executed based on the judgment result of the pre-judgment process, then, for example, in the next symbol variation game, the image display device 26 will display an effect that encourages entry, such as "If the special symbols line up, you will enter the ○○ zone!", and then, after the special symbols line up and the player enters the "○○ zone", the "○○ zone" effect is executed until the judgment information stored in the "fourth memory area" is transferred to the "current variation memory area". During the execution of this "○○ zone" effect, the image display device 26 will display a caption such as "In the ○○ zone". Furthermore, the "zone effect" is more likely to be executed when the pre-determination process determines that a special symbol win has occurred, and less likely to be executed when the special symbol loss has occurred. Therefore, when it is executed, it can create a strong expectation that a special symbol win will be awarded. 【0487】 Another specific example of the above-mentioned pre-announcement effect is the "consecutive chance symbol notification." The "consecutive chance symbol notification" is an effect that mainly uses the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c displayed on the image display device 26. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. Then, based on the judgment result of the pre-judgment process, if it is determined that the consecutive chance symbol effect should be executed, the combination of decorative symbol images of the same color is stopped in the confirmation display of the symbol variation game corresponding to the judgment information stored in the "first memory area," the confirmation display of the symbol variation game corresponding to the judgment information stored in the "second memory area," and the confirmation display of the symbol variation game corresponding to the judgment information stored in the "third memory area." For example, the decorative pattern images consist of "333" and "777" in red, "111" and "555" in green, and "222," "444," "666," and "888" in blue. By displaying combinations consisting only of red, such as "337" and "773," combinations consisting only of green, such as "115" and "551," and combinations consisting only of blue, such as "246" and "628," over multiple variations, the game creates an expectation that a special prize will be awarded in the subsequent pattern variation game. Furthermore, when a special prize is awarded, it is easier to select a combination consisting only of red, and when a special prize is not awarded, it is easier to select a combination consisting only of blue, thus increasing the expectation of a special prize when a combination consisting only of red is displayed. 【0488】 (Pseudo-consecutive announcement) A pseudo-consecutive win notification is a type of animation that primarily uses the left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, and special pseudo-consecutive win symbols displayed on the image display device 26. In a "single spin game," the animation repeatedly displays a temporary stop of the decorative symbols, making it appear as if multiple spins have occurred. For example, a pseudo-consecutive win can be performed two or three times, and the more times it is performed, the higher the expectation of a special win. As for specific details of the presentation, for example, the left decorative symbol 26a temporarily displays "5", the right decorative symbol 26c temporarily displays "6", the middle decorative symbol 26b temporarily displays the "pseudo-consecutive symbol", then all decorative symbols are displayed in a changing display again (at this point, pseudo-consecutive is performed twice), then the left decorative symbol 26a temporarily displays "5", the right decorative symbol 26c temporarily displays "6", and the middle decorative symbol 26b temporarily displays the "pseudo-consecutive symbol" again. The game then displays all the decorative symbols again (at this point, there are 3 pseudo-consecutive wins). For example, if, during the second temporary stop display, "5" is displayed as the left decorative symbol 26a and "5" is displayed as the right decorative symbol 26c, there are 2 pseudo-consecutive wins. If, during the second temporary stop display, "5" is displayed as the left decorative symbol 26a and "6" is displayed as the right decorative symbol 26c, there are 3 pseudo-consecutive wins. In addition, it is possible to perform a so-called "pseudo-consecutive win after a reach" by temporarily displaying a "pseudo-consecutive win exclusive symbol" as the middle decorative symbol 26b, or to perform an effect where, for example, at the start of the variation after the first temporary stop display, the game announces that the "pseudo-consecutive win exclusive symbol" will be temporarily displayed as the middle decorative symbol 26b (symbol stop announcement), and at that point, it is confirmed that there will be 3 or more pseudo-consecutive wins. Furthermore, the pseudo-consecutive win notification may be linked to the variation animation patterns shown in Figure 30. For example, in the case of Normal Reach 2 (P5), two pseudo-consecutive wins may be performed, and in the case of Confrontation Reach 2 (P7), three pseudo-consecutive wins may be performed. 【0489】 Next, the jackpot announcement effect will be described. The jackpot announcement effect (an effect suggesting the possibility of executing a jackpot game) is the effect determined in step S303-24 of FIG. 29. For example, when a game ball is entered into the second start port 22 in the time-saving game state, in any case of a special figure win, a special figure loss, or a small win, a variation pattern with a variation time of 1 second is executed (see FIG. 7). Therefore, when a game ball is entered into the second start port 22 in the time-saving game state, the jackpot announcement effect is not executed. The jackpot announcement effect here mainly refers to the effect executed when a game ball is entered into the first start port 21 in the normal game state. 【0490】 Note that when a game ball is entered into the second start port 22 in the time-saving game state, the jackpot announcement effect may be executed. However, since the variation time is 1 second, when a game ball enters the second start port 22, a voice or sound effect announcement effect may be executed from the speaker 10. For example, when a special symbol F is determined based on the ball entry, a special sound may be output. This can prevent the effect from becoming monotonous while deriving the determination result in a short time. 【0491】 FIG. 31 is a prediction determination table 1, which is a table for determining a prediction (pre-reach prediction) executed before a reach is formed from the start of variation in a symbol variation game. This table is stored in the sub-ROM 20 two, and the determination result of the special symbol win determination process, the variation effect pattern, the distribution, and the prediction (content) are defined. The sub-CPU 201 refers to the determination result of the special symbol win determination process and the determined variation effect pattern, and determines the prediction (content) using the extracted random number value for prediction determination. 【0492】 When the judgment result is a miss in the special drawing, if the variation performance pattern is a shortened variation (P1), it is always determined that there is no notice. If the variation performance pattern is a normal variation (P2 - P3), it is determined that there is no notice in 80% of the cases and a voice notice is determined in 20% of the cases. If the variation performance pattern is a normal reach (P4 - P5), it is determined that there is no notice in 70% of the cases and a voice notice is determined in 30% of the cases. Also, if the variation performance pattern is a super reach 1 (P6 - P7), super reach 2 - 1 to 2 - 3 (P8 - P12), it is determined that there is no notice in 20% of the cases, a voice notice is determined in 70% of the cases, and a button vibration notice is determined in 10% of the cases. If the variation performance pattern is a super reach 3 (P13), a voice notice is determined in 80% of the cases and a button vibration notice is determined in 20% of the cases. 【0493】 When the judgment result is a hit in the special drawing, if the variation performance pattern is a super reach 1 (P14 - P15), super reach 2 - 1 to 2 - 3 (P16 - P20), it is determined that there is no notice in 20% of the cases, a voice notice is determined in 60% of the cases, and a button vibration notice is determined in 20% of the cases. Also, if the variation performance pattern is a super reach 3 (P21), a voice notice is determined in 70% of the cases and a button vibration notice is determined in 30% of the cases. If the variation performance pattern is a full rotation reach (P22), a voice notice is determined in 60% of the cases and a button vibration notice is determined in 40% of the cases. 【0494】 The notice decision table 1 has the following characteristics. The voice notice can be executed even when the reach is not performed. This can eliminate the sense of boredom and prevent the decline of the gaming interest. Even when a super reach (miss in the special drawing, hit in the special drawing) is executed, there may be a case where no notice is selected. This can prevent being discouraged just because the pre - reach notice was not executed. When a super reach (miss in the special drawing, hit in the special drawing) is executed, compared with the case where a shortened variation or a normal variation is executed, the pre - reach notice is more likely to be executed. Thus, when the pre - reach notice is executed, attention can be drawn to the subsequent development and the gaming interest can be improved. The button vibration notification can be activated during Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Full Rotation). This allows players to know in advance that a Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Full Rotation) will occur when the button vibration notification is activated, thereby enhancing the enjoyment of the game. 【0495】 For example, in Super Reach 1, 2-1 to 2-3, 3, if the special symbol is missed, the dialogue notification is more likely to be executed, and the button vibration notification is less likely to be executed, compared to when the special symbol is hit. This allows the player's expectation of winning a special symbol when the button vibration notification is triggered to increase, and encourages them to play the game hoping that the button vibration notification will be triggered. 【0496】 Figure 32 is a dialogue preview determination table used to determine the details of the dialogue preview. The basic determination method is the same as in Figure 31. 【0497】 If the result of the judgment is a special symbol miss, if the variation performance pattern is a normal variation (P2~P3), the dialogue (white) will always be determined. If the variation performance pattern is a normal reach (P4~P5), the dialogue (white) will be determined 90% of the time and the dialogue (red) will be determined 10% of the time. If the variation performance pattern is a super reach 1 (P6~P7) or a super reach 2-1~2-3 (P8~P12), the dialogue (white) will be determined 20% of the time, the dialogue (red) will be determined 50% of the time and the dialogue (red) 2 stage will be determined 30% of the time. If the variation animation pattern is Super Reach 3 (P13), there is a 20% chance that the dialogue (white) will be selected, a 40% chance that the dialogue (red) will be selected, and a 40% chance that the dialogue (red) will be selected in two stages. 【0498】 If the result of the judgment is a special symbol win, and the variation performance pattern is Super Reach 1 (P14~P15) or Super Reach 2-1~2-3 (P16~P20), there is a 10% chance that the dialogue (white) will be determined, a 40% chance that the dialogue (red) will be determined, and a 50% chance that the dialogue (red) will be in two stages. If the variation animation pattern is Super Reach 3 (P21), there is a 10% chance that the dialogue (white) will be selected, a 30% chance that the dialogue (red) will be selected, and a 60% chance that the dialogue (red) will be selected in two stages. If the variation animation pattern is Full Rotation Reach, there is a 40% chance that the dialogue (red) will be selected in two stages, and a 60% chance that the dialogue (rainbow) will be selected. 【0499】 The dialogue preview determination table has the following characteristics: For example, in a normal reach, if the special symbol is missed, the dialogue (white) is more likely to be executed, and the dialogue (red) is less likely to be executed compared to when the special symbol is hit. For example, in Super Reach 1, 2-1 to 2-3, 3, if the special symbol is missed, the dialogue (white) and dialogue (red) are more likely to be executed compared to when the special symbol is hit, while the two-stage dialogue (red) is less likely to be executed. This allows the player to play the game while hoping that the dialogue (in red) and, even more importantly, the two-stage dialogue (in red) will be executed. 【0500】 The dialogue (white) can be displayed even during Super Reach or higher (excluding Full Reel Reach). This prevents players from becoming discouraged when the dialogue (white) appears. The dialogue (in red) can be played when the game reaches a reach or higher (normal reach, super reach 1, 2-1 to 2-3, 3). This allows players to know in advance that the appearance of the dialogue (in red) will result in a reach or higher (normal reach, super reach 1, 2-1 to 2-3, 3), thereby enhancing the enjoyment of the game. The two-stage red dialogue can be triggered during Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Full Rotation). This allows players to anticipate that the occurrence of the two-stage red dialogue will trigger a Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Full Rotation), thereby enhancing the enjoyment of the game. The dialogue (rainbow) can only be executed during a full rotation reach. This allows the dialogue (rainbow) to be linked to the full rotation reach, enabling players to recognize in advance that a full rotation reach will occur. 【0501】 Figure 33 is a button vibration notification determination table used to determine the details of the button vibration notification. The basic determination method is the same as in Figure 31. 【0502】 If the result of the judgment is a special symbol miss, and the variation performance pattern is Super Reach 1, there is a 90% chance that one 2-second vibration will be determined, and a 10% chance that three 2-second vibrations will be determined. If the variation performance pattern is Super Reach 2, there is an 80% chance that one 2-second vibration will be determined, and a 20% chance that three 2-second vibrations will be determined. 【0503】 If the result of the judgment is a special symbol win, if the variation performance pattern is Super Reach 1 (P6~P7) or Super Reach 2-1~2-3 (P8~P12), there is a 70% chance of one 2-second vibration and a 30% chance of three 2-second vibrations. If the variation performance pattern is Super Reach 3 (P13), there is a 60% chance of one 2-second vibration and a 40% chance of three 2-second vibrations. If the variation performance pattern is a full rotation reach, there is a 30% chance of one 2-second vibration and a 70% chance of three 2-second vibrations. 【0504】 The button vibration notification determination table has the following characteristics: For example, in Super Reach 1, 2-1 to 2-3, 3, if the special symbol is missed, it is more likely to result in one 2-second vibration compared to when the special symbol is hit, while it is less likely to result in three 2-second vibrations. This allows the player to play the game while hoping for three 2-second vibrations to occur. 【0505】 In a full-rotation reach, the probability of three 2-second vibrations occurring is higher than the probability of one 2-second vibration occurring. Therefore, when three 2-second vibrations occur, the player's expectations can be significantly raised, enhancing the enjoyment of the game. 【0506】 Furthermore, since the dialogue notification is a notification executed by the image display device 26, and the button vibration notification is a notification executed by the performance button 14, both may be executed simultaneously in a combined manner. This can instantly raise the player's expectations and enhance the enjoyment of the game. 【0507】 Here, we will explain the modes of dialogue announcements and button vibration announcements using Figures 38 and 39. Figure 38 shows the form of the dialogue preview. (a1) is a scene in which an image resembling the performance button 14 (a button image labeled "PUSH") is displayed in the center of the image display device 26 during the display of each decorative pattern 26a to 26c and the fourth pattern 26d. The image resembling the performance button 14 is displayed entirely in green, and the performance button LED also lights up in the corresponding green color to indicate that the performance button 14 is within the valid operating time. This prompts the player to operate the performance button 14. The button image is displayed at the same size during dialogue announcements, cut-in announcements, and judgments. 【0508】 Then, when the player operates the performance button 14, a character and dialogue are displayed as shown in (a2). (a2) shows the form of the dialogue (white), and during the display of each decorative symbol 26a~26c and the fourth symbol 26d, the character emits the dialogue image SE1 saying "Maybe it's a reach!?". The dialogue (white) is when the background color of the speech bubble in the dialogue image SE1 is white and the text part is, for example, black. In addition, a dialogue sound effect 1 is output along with the display of the dialogue image SE1, audibly indicating that the dialogue (white) has been displayed. 【0509】 Then, when the dialogue image SE1 is displayed for a predetermined time (for example, 2.5 seconds), the dialogue image SE1 may disappear as shown in (a3), and then a reach as shown in (a4) may be formed. 【0510】 (b1) is a scene in which, during the display of each decorative symbol 26a to 26c and the fourth symbol 26d, a button image (an image labeled "PUSH") resembling the performance button 14 is displayed in the center of the image display device 26. The entire button image is displayed in green, and the performance button LED also lights up in the corresponding green, indicating that the performance button 14 is within the valid operating time. This prompts the player to operate the performance button 14. In addition, the speaker 10 outputs a button display sound (single tone) in conjunction with the display of the button image, indicating that the button image has been displayed. 【0511】 Then, when the player operates the performance button 14, a character and dialogue are displayed as shown in (b2). (b2) shows the form of the dialogue (red), and during the display of each decorative symbol 26a~26c and the fourth symbol 26d, the character emits the dialogue image SE2 saying "Chance!". The dialogue (red) is characterized by the background color of the speech bubble in the dialogue image SE2 being red, and the text being, for example, black. In addition, along with the display of the dialogue image SE2, a dialogue sound effect 2, which is different from the dialogue sound effect 1, is output, audibly indicating that the dialogue (red) has been displayed. 【0512】 If the dialogue is in red, the dialogue image SE2 will disappear after a predetermined time (for example, 2.5 seconds). However, if the dialogue (red) is in two stages, the behavior shown in (b3) will occur, and the dialogue image SE2 that was displayed in (b2) will remain displayed even after the predetermined time (for example, 2.5 seconds) has elapsed, and another character will then utter the dialogue image SE3 saying "It's hot!". In the dialogue image SE3 as well, the background color of the speech bubble is red, and the text is, for example, black. In addition, the dialogue sound effect 2 is output along with the display of the dialogue image SE3, further suggesting audibly that the dialogue (red) has been displayed. 【0513】 Then, when a predetermined time (e.g., 3 seconds) further elapses from the start of displaying the dialogue image SE3, the dialogue images SE2 and SE3 are made non-displayed, and then a reach as shown in (b4) is formed. That is, if the dialogue is (red), the execution period is 2.5 seconds, and if it is two-stage (red) dialogue, the execution period is 5.5 seconds. 【0514】 In this way, the dialogue (white) and the dialogue (red) are visually displayed in clearly different manners, and the dialogue (red) and the two-stage dialogue (red) are visually displayed in clearly different manners. Therefore, it is possible to prevent the situation where it is difficult to grasp which dialogue preview has been executed. 【0515】 Also, since the dialogue effect sound 1 is output along with the display of the dialogue (white), and the dialogue effect sound 2 is output along with the display of the dialogue (red), it is possible to prevent the situation where it is difficult to grasp which dialogue preview has been executed even in terms of hearing. Since the dialogue effect sound 1 corresponds to the dialogue (white) and the dialogue effect sound 2 corresponds to the dialogue (red), it can be said that the degree of expectation for each figure is also suggested in the dialogue effect sounds output together in the dialogue preview. 【0516】 In addition, since the display color of the button image and the emission color of the production button LED correspond to each other, it is possible to make it easily understandable that it is during the operation valid time of the production button 14. 【0517】 Note that for the dialogue (white), the background color is white and the characters are black, but the background color may be black and the characters may be white. That is, using the normal color means using "white" for either the background color or the characters. Also, for the dialogue (red), the background color is red and the characters are black, but the background color may be black and the characters may be red. That is, using the specific color means using "red" for either the background color or the characters. Also, the dialogue characters may be abstract content (e.g., Maybe a reach!?) or specific content (e.g., It's a reach!). Additionally, the dialogue notification may be disabled unless the player operates the performance button 14. 【0518】 Figure 39 shows the mode of button vibration notification. (a1) is the scene where each of the decorative symbols 26a to 26c and the fourth symbol 26d have started to change, and the performance button 14 is not vibrating. At this time, the performance button LED is lit in white. (a2) is a scene that has occurred after a predetermined time has elapsed since (a1) (for example, 1 second), and in this scene, the performance button 14 vibrates once for 2 seconds. At this time as well, the performance button LED is lit in white. (b1) is the same scene as (a1), and (b2) is the scene after a predetermined time has elapsed (for example, 1 second) from (b1), in which the performance button 14 vibrates once for 2 seconds, then after a 0.5-second interval, the performance button 14 vibrates once for 2 seconds, then after a 0.5-second interval, the performance button 14 vibrates once for 2 seconds. The illumination pattern of the performance button LED is the same as in (a1) and (a2). In other words, (a1) and (a2) represent one oscillation over two seconds, while (b1) and (b2) represent three oscillations over two seconds. In this way, the vibrations are distinctly different, preventing situations where it is difficult to determine which button vibration notification has been triggered. 【0519】 The button vibration notification was initially presented as a difference in the number of vibrations (e.g., 2-second vibration x 1, 2-second vibration x 3), but it could also be a difference in the vibration duration. For example, there could be a 2-second vibration and a 5-second vibration, with the 5-second vibration being less likely to be selected when the player is losing and more likely to be selected when the player is winning. 【0520】 Let's return to the explanation of the preview decision table. Figure 34 is the notification determination table 2, which is a table for determining the notifications (notifications during a reach) that are executed when a reach is formed in a symbol variation game. When a reach is formed, it is intended to be from the time when the left decorative symbol 26a and the right decorative symbol 26c are temporarily stopped (for example, 4↓4) until a predetermined time has elapsed (for example, 5 seconds). The table is stored in sub-ROM 202 and defines the judgment result of the special symbol hit detection process, the variation performance pattern, the distribution, and the notification (content). Sub-CPU 201 refers to the judgment result of the special symbol hit detection process and the determined variation performance pattern, and uses the extracted random value for notification determination to determine the notification (content). 【0521】 If the result of the judgment is a special symbol miss, then if the variation performance pattern is a shortened variation (P1), then no warning will always be determined; if the variation performance pattern is a normal variation (P2~P3), then no warning will always be determined; and if the variation performance pattern is a normal reach (P4~P5), then no warning will always be determined. Additionally, if the variation animation pattern is Super Reach 1 (P6~P7) or Super Reach 2-1~2-3 (P8~P12), there is a 30% chance of no announcement, a 60% chance of a logo announcement, and a 10% chance of a car group announcement. If the variation animation pattern is Super Reach 3 (P13), there is a 35% chance of no announcement, a 60% chance of a logo announcement, and a 5% chance of a car group announcement. 【0522】 If the result of the judgment is a special symbol win, and the variation performance pattern is Super Reach 1 (P14~P15) or Super Reach 2-1~2-3 (P16~P20), there is a 10% chance of no announcement, a 40% chance of a logo announcement, and a 60% chance of a car group announcement. Furthermore, if the variation animation pattern is Super Reach 3 (P21), there is a 10% chance of no preview, a 55% chance of a logo preview, and a 35% chance of a car group preview. If the variation animation pattern is Full Rotation Reach (P22), there is a 40% chance of a logo preview and a 60% chance of a car group preview. 【0523】 The preview decision table 2 has the following characteristics: Both the logo preview and the car group preview can be performed during Super Reach or higher (Super Reach 1, 2-1~2-3, 3, Full Rotation), but not during Normal Reach. This allows players to play while hoping that the logo preview or car group preview will be performed when a reach is formed. For example, in Super Reach 1, 2-1 to 2-3, 3, if the special symbol is missed, the no-preview and logo preview are more likely to occur compared to when the special symbol is hit, while the car group preview is less likely to occur. This allows the player's expectation of winning a special prize to increase when the car group notification is executed, and encourages them to play the game hoping that the car group notification will be executed. 【0524】 Figure 35(a) is a logo announcement determination table for determining the details of the logo announcement, and Figure 35(b) is a car group announcement determination table for determining the details of the car group announcement. The basic determination method is the same as in Figure 31. 【0525】 The logo preview determination table determines the outcome if the result is a special symbol miss. If the variation animation pattern is Super Reach 1 (P6~P7) or Super Reach 2-1~2-3 (P8~P12), there is a 90% chance of a Chance and a 10% chance of a Super Hot. If the variation animation pattern is Super Reach 3 (P13), there is an 85% chance of a Chance and a 15% chance of a Super Hot. 【0526】 If the result of the judgment is a special symbol win, if the variation performance pattern is Super Reach 1 (P14~P15) or Super Reach 2-1~2-3 (P16~P20), there is a 70% chance that a Chance will be determined and a 30% chance that a Super Hot will be determined. If the variation performance pattern is Super Reach 3 (P21), there is a 60% chance that a Chance will be determined and a 40% chance that a Super Hot will be determined. If the variation performance pattern is Full Rotation Reach (P22), there is a 50% chance that a Chance will be determined and a 50% chance that a Super Hot will be determined. 【0527】 The logo announcement decision table has the following characteristics. For example, in Super Reach 1, 2-1 to 2-3, and 3, when the special figure is a miss, the chance is more likely to be executed and the intense heat is less likely to be executed compared to the case when the special figure is a hit. This allows the game to be played while discouraging the execution of intense heat. 【0528】 When comparing Super Reach 1, 2-1 to 2-3 with Super Reach 3, the chance is more likely to be executed in Super Reach 1, 2-1 to 2-3, and the intense heat is more likely to be executed in Super Reach 3. This makes it easier to predict which Super Reach will be executed later based on which logo announcement is executed. 【0529】 When the determination result is a special figure miss, if a special figure miss, if the variable effect pattern is Super Reach 1 (P6 - P7), Super Reach 2-1 to 2-3 (P8 - P12), the first car group is determined with 80% and the second car group is determined with 20%. If the variable effect pattern is Super Reach 3 (P13), the first car group is determined with 70% and the second car group is determined with 30%. 【0530】 When the determination result is a special figure hit, if the variable effect pattern is Super Reach 1 (P14 - P15), Super Reach 2-1 to 2-3 (P16 - P20), the first car group is determined with 60% and the second car group is determined with 40%. If the variable effect pattern is Super Reach 3 (P21), the first car group is determined with 50% and the second car group is determined with 50%. If the variable effect pattern is full rotation reach (P22), the first car group is determined with 40% and the second car group is determined with 60%. 【0531】 The car group announcement decision table has the following characteristics. For example, in Super Reach 1, 2-1 to 2-3, and 3, when the special figure is a miss, the first car group is more likely to be executed and the second car group is less likely to be executed compared to the case when the special figure is a hit. This allows players to play the game while hoping that the second group of cars will be executed. 【0532】 When comparing Super Reach 1, 2-1~2-3 with Super Reach 3, the first group of cars is more likely to be triggered by Super Reach 1, 2-1~2-3, while the second group of cars is more likely to be triggered by Super Reach 3. This makes it easier to predict which Super Reach will be triggered later based on which group of cars is announced first. 【0533】 In a full rotation reach, the second group of cars is more likely to be executed than the first group of cars. As a result, when the second group of cars is executed, the player's expectation of winning a special symbol is greatly increased. 【0534】 Here, we will explain the forms of logo announcements and vehicle group announcements using Figures 40 and 41. Figure 40 shows the form of the logo preview. (a1) shows a scene where each decorative symbol 26a-26c and the fourth symbol 26d are displaying in a variable state, and (a2) shows a scene where the left decorative symbol 26a and the right decorative symbol 26c have temporarily stopped displaying "4", forming a reach. The logo notification is displayed above each decorative symbol 26a-26c as soon as a reach is formed. For example, in (a2), a logo image log1 labeled "Chance" is displayed. This logo image log1 is displayed for a predetermined time (for example, 2 seconds), then disappears, after which a Super Reach 1 or similar be...
Claims
[Claim 1] In a gaming machine that allows a player to play using the game value they possess, A first control means capable of obtaining judgment information when acquisition conditions are met, and controlling whether or not to execute a special game that is advantageous to the player based on the said judgment information, A second control means capable of storing the aforementioned game value and performing update control to add to the aforementioned game value, A third control means capable of controlling the performance, An operating means for counting the value of the game, A game value display unit capable of displaying the first information relating to the game value, A liquid crystal display means capable of displaying second information corresponding to the expected number of balls to be acquired in the round game of the special game, A light-emitting element provided within a frame, which is capable of emitting light, The second control means is, By performing a predetermined operation, a clear control is possible that resets the stored game value to a first value. The light-emitting body is A first light emission mode is possible when the first information is a first value, and a second light emission mode is possible when the first information is a second value greater than the first value. The third control means is, When the light emission mode changes between the first light emission mode and the second light emission mode, a preliminary image can be displayed on the liquid crystal display means before the light emission mode changes. The second information mentioned above is, It is possible to change the display color according to the change in the value of the assumed number of balls, The first piece of information mentioned above is, The display color is restricted from being changed in accordance with the change in the amount of the aforementioned game value. The second control means is, When the operating means is operated in a first operating mode, a first counting process can be executed, and when the operating means is operated in a second operating mode different from the first operating mode, a second counting process can be executed. The third control means is, It is possible to perform a predetermined animation that makes the player anticipate the execution of the aforementioned special game, When the first counting process is executed, the first counting animation can be executed. When the second counting process is executed, a second counting animation different from the first counting animation can be executed. A gaming machine characterized by the following features.