Game machine

JP2023174118A5Inactive Publication Date: 2025-06-09SANSEI R&D KK
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Patent Information

Application Number
JP2022086793
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-05-27
Publication Date
2025-06-09
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack innovative features to enhance player engagement and interest beyond conventional light guiding effects.

Method used

Incorporation of a gaming machine with a light guiding means that creates a pseudo light guiding effect, where a display image appears to emit light from a black background, alongside performance control means to manage various game elements and enhance player expectation.

Benefits of technology

Provides a novel gaming experience with increased player engagement through dynamic light effects and enhanced game mechanics.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can provide novel game amusement.SOLUTION: A pachinko game machine 1 includes a performance control microcomputer 91 which can control a performance, a picture display unit 7 having a display screen 7a, and an illumination display device 12 disposed in front of the display screen 7a. The performance control microcomputer 91 can execute a logo illumination performance which illuminates and displays a logo side face image 12X in front of the display screen 7a by means of the illumination display device 12, and can execute a pseudo-illumination performance which displays an image which can be seen on a display screen 7a as if a pseudo-logo face image GR emits light in a player side with respect to a black background part BL. When the pseudo-illumination performance is executed, a rainbow color may be added to the pseudo-logo face image GR. On the other hand, when the logo illumination performance is executed, the rainbow color is not added to the logo side face image 12X.SELECTED DRAWING: Figure 33
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Description

Technical Field

[0001] The present invention relates to a gaming machine represented by a pachinko machine or the like.

Background Art

[0002] Conventionally, in a pachinko machine, which is an example of a gaming machine, various effects are executed to enhance the gaming interest. For example, in the gaming machine described in Patent Document 1 below, a light guide means (an illumination display device) is arranged in front of the display screen of the display means, and a light guide effect (an illumination effect) for emitting and displaying a specific display image by the light guide means is executed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the light guide effect using the light guide means is a common effect, and there is room for improvement in order to enhance the gaming interest.

[0005] The present invention has been made in view of the above circumstances. That is, an object of the present invention is to provide a gaming machine capable of providing a novel gaming interest.

Means for Solving the Problems

[0006] The gaming machine of the present invention is an effect control means capable of controlling an effect, a display means having a display screen, and a light guide means arranged in front of the display screen, in a gaming machine comprising wherein the effect control means is A light-guiding effect can be performed in front of the aforementioned display screen, causing a specific display image to be illuminated by the light-guiding means. On the aforementioned display screen, a pseudo-light guide effect can be executed, which displays a pseudo-light guide image that appears to be emitting light on the player's side against a black background. The gaming machine is characterized in that when the pseudo-light guide effect is performed, a predetermined expectation element may be attached to the pseudo-light guide image, whereas when the actual light guide effect is performed, the specific display image does not have the specific expectation element attached. [Effects of the Invention]

[0007] The gaming machine of the present invention makes it possible to provide a novel and exciting gaming experience. [Brief explanation of the drawing]

[0008] [Figure 1] This is a perspective view of a gaming machine relating to this form. [Figure 2] (A) is a diagram showing the movable frame in the retracted position, and (B) is a diagram showing the movable frame in the protruding position. [Figure 3] This is a front view of the game board of the gaming machine. [Figure 4] (A) is a diagram showing the movable panel in the standby position, and (B) is a diagram showing the movable panel in the operating position. [Figure 5] (A) is a diagram showing the logo sword mechanism in its normal position, and (B) is a diagram showing the logo sword mechanism in the pushed-in position. [Figure 6] This is an enlarged view of section A shown in Figure 3, illustrating the display devices installed in the gaming machine. [Figure 7] (A) is a perspective view showing the image display device and the illumination display device, and (B) is a cross-sectional view of the illumination display device. [Figure 8] This block diagram shows the electrical configuration of the main control board side of the gaming machine. [Figure 9] This block diagram shows the electrical configuration of the sub-control board side of the gaming machine. [Figure 10] It is a diagram for explaining the details of the RAM provided in the main control board. [Figure 11] It is a diagram for explaining the details of the RAM provided in the sub-control board. [Figure 12] It is a table showing the correspondence between the types of big wins and the opening patterns of big winning holes, etc. [Figure 13] It is a table showing various random numbers acquired by the game control microcomputer. [Figure 14] (A) is a big win determination table, (B) is a reach determination table, (C) is an ordinary symbol hit determination table, and (D) is an ordinary symbol variation pattern selection table. [Figure 15] It is a special symbol variation pattern determination table. [Figure 16] It is a power chute opening pattern determination table. [Figure 17] It is a specific table for start winning commands. [Figure 18] It is a flowchart of the main control main process. [Figure 19] It is a flowchart of the main side timer interrupt process. [Figure 20] It is a flowchart of the sensor detection process. [Figure 21] It is a flowchart of the gate passing process. [Figure 22] It is a flowchart of the normal operation process. [Figure 23] It is a flowchart of the special operation process. [Figure 24] It is a flowchart of the special symbol waiting process. [Figure 25] It is a flowchart of the big win determination process. [Figure 26] It is a flowchart of the variation pattern selection process. [Figure 27] It is a flowchart of the variation pattern selection process. [Figure 28] It is a flowchart of the process during special symbol variation. [Figure 29] It is a flowchart of the special symbol determination process. [Figure 30] This is a flowchart for managing the game state. [Figure 31] This is a flowchart for the special electric mechanism processing. [Figure 32] This is a flowchart for the game state setting process. [Figure 33] (A) is a diagram showing the logo illumination effect, and (B) is a diagram showing the simulated illumination effect. [Figure 34] This diagram shows the SP reach. [Figure 35] This diagram shows the case where a short pseudo-illumination effect is performed during the execution of an SP reach. [Figure 36] This diagram shows the case where a long pseudo-illumination effect is performed during the execution of an SP reach. [Figure 37] This is a diagram showing the first example of the production. [Figure 38] This is a diagram showing the first example of the production. [Figure 39] (A) is a diagram showing the effect of the small sword being buried and cracked, (B) is a diagram showing the effect of the medium sword being buried and cracked, and (C) is a diagram showing the effect of the large sword being buried and cracked. [Figure 40] This diagram shows the sequence of events when the small sword is buried and cracked. [Figure 41] This diagram shows the sequence of events when the central sword is buried and then cracked. [Figure 42] This diagram shows the sequence of events when the Greatsword Burial and Breaking animation is performed. [Figure 43] This is a diagram showing the second example of the production. [Figure 44] This is a flowchart of the sub-control main processing. [Figure 45] This is a flowchart for receiving interrupt processing. [Figure 46] This is a flowchart for handling a 1ms timer interrupt. [Figure 47] This is a flowchart for handling a 10ms timer interrupt. [Figure 48](A) is a table showing the probability of winning with the logo illumination effect, (B) is a table showing the probability of winning with the short pseudo-illumination effect, and (C) is a table showing the probability of winning with the long pseudo-illumination effect. [Figure 49] This table shows the probability of winning when the sword is buried and broken. [Figure 50] This diagram shows the case where a pseudo-illumination upgrade effect is performed in the modified version. [Figure 51] This diagram shows the case where the pseudo-illumination pre-development effect is performed in the modified example. [Figure 52] This diagram shows a modified example in which superimposed illumination effects are performed. [Figure 53] This diagram shows a modified example of a cracking effect caused by the embedding of multiple small swords. [Figure 54] This diagram shows an example of a modified version, illustrating the effect of embedding enemy characters. [Figure 55] This diagram shows a modified example in which the enemy character embedding and promotion animation is performed. [Figure 56] This figure shows a modified example with a background cracking effect. [Figure 57] This figure shows a modified example in which the background cracking and enhancement effect is performed. [Modes for carrying out the invention]

[0009] 1. Structure of a gaming machine A pachinko game machine 1, which is an embodiment of the present invention, will be described based on the drawings. In the following description, the left-right direction of each part of the pachinko game machine 1, which is an example of a game machine, will be described as coinciding with the left-right direction from the perspective of a player facing the pachinko game machine 1. Furthermore, the front direction of each part of the pachinko game machine 1 will be described as the direction approaching the player facing the pachinko game machine 1, and the rear direction of each part of the pachinko game machine 1 will be described as the direction away from the player facing the pachinko game machine 1.

[0010] As shown in Figure 1, the pachinko game machine 1 of this embodiment comprises a game machine frame 50 and a game board 2 (see Figure 3) mounted inside the game machine frame 50. The game machine frame 50 constitutes the outer casing of the pachinko game machine 1 and comprises an outer frame 51, an inner frame 52, and a front frame (glass door frame) 53. The outer frame (base frame) 51 is a vertical rectangular frame that forms the outer casing of the game machine frame 50. The inner frame (holding frame) 52 is located inside the outer frame 51 and is a vertical rectangular frame for mounting the game board 2. The front frame (front frame) 53 is located on the front side of the outer frame 51 and inner frame 52 and is a vertical rectangular frame that protects the game board 2.

[0011] The gaming machine frame 50 is configured with a hinge portion 54 on its left end. This hinge portion 54 allows the front frame 53 to rotate freely relative to the outer frame 51 and the inner frame 52, and the inner frame 52 to rotate freely relative to the outer frame 51 and the front frame 53. An opening is formed in the center of the front frame 53, and a transparent glass plate 55 is attached to the opening of the front frame 53 so that the player can see the game area 3, which will be described later. The gaming machine frame 50 (front frame 53) is also provided with a frame lamp 66 that can emit light in various colors.

[0012] As shown in Figure 1, the front frame 53 is configured with an upper decorative unit 200 on the upper side, a left decorative unit 210 on the left side, a right decorative unit 220 on the right side, and an operating mechanism unit 230 on the lower side. Speakers 67 for outputting sound are provided on the upper side of each of the left decorative unit 210 and the right decorative unit 220. The operating mechanism unit 230 is equipped with a handle (launching operation unit) 60 for launching game balls with launching strength according to the rotation angle, a ball supply tray (upper tray) 61 for storing game balls, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The operating mechanism unit 230 is also equipped with effect buttons 63 and select buttons (directional keys) 64 that can be operated by the player during effects that are executed as the game progresses.

[0013] As shown in Figures 2(A) and 2(B), the upper decorative unit 200 comprises a box-shaped housing 290 with an open top and a movable frame 600 housed within this housing 290. The movable frame 600 is composed of a left movable frame 600L and a right movable frame 600R. A rotating shaft 441 extending in the front-to-back direction is mounted in the center of the housing 290 in the left-to-right direction. This rotating shaft 441 is inclined downward toward the front. The left movable frame 600L and the right movable frame 600R are rotatably mounted with respect to the rotating shaft 441.

[0014] The left frame movable body 600L and the right frame movable body 600R are initially in the stored position (standby position) shown in Figure 2(A). During SP reach execution, the left frame movable body 600L may rotate 90 degrees clockwise around the rotation axis 441 from the stored position to the protruding position shown in Figure 2(B), and the right frame movable body 600R may rotate 90 degrees counterclockwise around the rotation axis 441 from the stored position to the protruding position shown in Figure 2(B). The left frame movable body 600L and the right frame movable body 600R are driven by the frame movable body drive motor 600a (see Figure 9).

[0015] Thus, in this configuration, when the movable frame 600 moves to the protruding position, it protrudes above the upper edge 50U of the gaming machine frame 50, as shown in Figure 2(B). This makes it possible to create a strong impact on the player. The outer edge portion of the gaming machine frame 50, the frame edge 50W, is composed of the upper edge 50U on the top, the lower edge 50D on the bottom (see Figure 4), the left edge 50L on the left side, and the right edge 50R on the right side.

[0016] Next, the game board 2 will be described with reference to Figure 3. As shown in Figure 3, the game board 2 has a game area 3 on which game balls launched by operating the handle 60 flow, surrounded by rail members 4. The game board 2 is also equipped with a board lamp 5 (see Figure 9) that can emit light in various colors. The game board 2 is an integrated unit consisting of a plate-shaped member located at the front and a rear unit located at the rear (a unit to which various control boards, image display devices 7, harnesses, etc., which will be described later are attached).

[0017] The game area 3 has multiple game pins protruding from it to guide the game balls. A liquid crystal display device, or image display device (display means), 7 is located near the center of the game area 3. The display screen 7a of the image display device 7 has a display area for performance symbols that displays the variation and stop of the performance symbols (decorative symbols) 8L, 8C, and 8R, synchronized with the variation and stop display of the first and second special symbols, as described later. The performance that displays the performance symbols 8L, 8C, and 8R is called the performance symbol variation performance. The performance symbol variation performance is sometimes also referred to as the "decorative symbol variation performance" or simply the "variation performance."

[0018] The display area for the performance symbols consists of three performance symbol display areas, for example, "left," "center," and "right." The left performance symbol 8L is displayed in the left performance symbol display area, the center performance symbol 8C is displayed in the center performance symbol display area, and the right performance symbol 8R is displayed in the right performance symbol display area. Each performance symbol consists of multiple symbols (number symbols) representing numbers from "1" to "9," for example. The image display device 7 displays the results of the fluctuation display of the first special symbol and the second special symbol, which are displayed in the first special symbol display 41a and the second special symbol display 41b (see Figure 6) described later, in an easy-to-understand manner, based on the combination of the left, center, and right performance symbols.

[0019] For example, if a jackpot is won, the symbols will stop and display a sequence of identical numbers such as "777" (jackpot stop pattern). Conversely, if the result is a loss, the symbols will stop and display a sequence of different numbers such as "637" (loss stop pattern). This makes it easier for the player to understand the progress of the game. In other words, players generally understand the result of the jackpot lottery not by the first special symbol display 41a or the second special symbol display 41b, but by the image display device 7. The position of the symbols display area does not have to be fixed. Furthermore, the display of the symbols can be varied, for example, by scrolling vertically. In addition, the combination of symbols that stops and displays according to each lottery result can be arbitrarily changed.

[0020] The image display device 7 displays on the display screen 7a not only the performance symbol variation performance using the performance symbols described above, but also the jackpot performance that is performed in parallel with the jackpot game, and the demo performance for when customers are waiting (customer waiting performance). In the performance symbol variation display performance, in addition to performance symbols such as numbers, performance images other than performance symbols such as background images and character images are also displayed.

[0021] Furthermore, the display screen 7a of the image display device 7 has a first reserve display area 17a, a second reserve display area 17b, a third reserve display area 17c, and a fourth reserve display area 17d, which display icons 9 according to the number of first special symbol reserves or second special symbol reserves described later. The icons 9 displayed in these reserve display areas 17a to 17d will be appropriately referred to as "reserve icons 9". It should be noted that reserve icons 9 can be said to be icons that indicate that the jackpot determination process has not yet been executed.

[0022] If the hold icon 9 is displayed only in the first hold display area 17a, it indicates that there is one special symbol hold (either the first or second special symbol hold). If the hold icon 9 is displayed in both the first and second hold display areas 17a and 17b, it indicates that there are two special symbol holds. If the hold icon 9 is displayed in the first, second, and third hold display areas 17c, it indicates that there are three special symbol holds. If the hold icon 9 is displayed in all hold display areas 17a to 17d, it indicates that there are four special symbol holds. In this way, the display of the hold icon 9 makes it easy for the player to see the number of first special symbol holds displayed in the first special symbol hold indicator 43a (see Figure 6), or the number of second special symbol holds displayed in the second special symbol hold indicator 43b. In this configuration, during the non-time-saving state described later, the number of reserved symbols in the first special symbol hold is displayed as the 9-symbol hold icon, and during the time-saving state described later, the number of reserved symbols in the second special symbol hold is displayed as the 9-symbol hold icon.

[0023] Furthermore, the display screen 7a of the image display device 7 displays an icon 9 in the display area 17x to indicate that the jackpot determination process has been executed. The icon 9 displayed in the display area 17x will be referred to as "the icon 9" as appropriate. The reserved icon 9 displayed in the reserved display areas 17a to 17d shifts (moves) to the reserved display area 17a to 17c to the left when the special symbol, which will be described later, stops after being displayed in a variable display. At this time, the reserved icon 9 that was displayed in the first reserved display area 17a shifts to the display area 17x as the icon 9.

[0024] A center ornament 10 is positioned near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the lower part of the center ornament 10, which can guide the game balls rolling on its upper surface to the first starting opening 20, which will be described later. The center ornament 10 is also provided with a movable board (movable performance element) 15 that can move in front of the display screen 7a of the image display device 7.

[0025] As shown in Figure 4(A), the movable board unit 15 is composed of an upper movable board unit 15U, a lower left movable board unit 15L, and a lower right movable board unit 15R. The upper movable board unit 15U is mounted so as to be hidden at the top of the game board 2. The upper movable board unit 15U can move downward from the standby position shown in Figure 4(A) to the operating position shown in Figure 4(B). The lower left movable board unit 15L is mounted so as to be hidden at the lower left of the game board 2. The lower left movable board unit 15L can move diagonally upward to the right from the standby position shown in Figure 4(A) to the operating position shown in Figure 4(B). The lower right movable board unit 15R is mounted so as to be hidden at the rear of the lower right of the game board 2. The lower right movable board unit 15R can move diagonally upward to the left from the standby position shown in Figure 4(A) to the operating position shown in Figure 4(B).

[0026] The upper panel movable body 15U, the left lower panel movable body 15L, and the right lower panel movable body 15R are capable of moving in conjunction (at the same time), and as shown in Figure 4(B), they can move in front of the display screen 7a so as to obscure most of the area (more than half of the area) of the display screen 7a. Therefore, the presence of the upper panel movable body 15U, the left lower panel movable body 15L, and the right lower panel movable body 15R in their respective operating positions makes it possible to create a strong impact on the player.

[0027] Furthermore, as shown in Figure 1, the pachinko game machine 1 in this form is equipped with a logo sword mechanism (operating means) 300 and a sword holder 310 on the right-side decorative unit 220. The logo sword mechanism 300 is an operating means that can be operated by the player and is modeled after the shape of the sword used by the transformed main character ("logo") of the pachinko game machine 1. The sword holder 310 holds the logo sword mechanism 300 so that it can move in the vertical direction.

[0028] Normally, as shown in Figure 5(A), about half of the blade 301 of the logo sword mechanism 300 is housed in the sword holder 310. When a player grips the handle 302 and pushes the logo sword mechanism 300 downwards, it can be moved downwards so that most of the blade 301 is housed in the sword holder 310, as shown in Figure 5(B). Hereafter, the position of the logo sword mechanism 300 shown in Figure 5(A) will be referred to as the "normal position," and the position shown in Figure 5(B) will be referred to as the "pushed position." After the logo sword mechanism 300 is pushed to the pushed position shown in Figure 5(B) by the player, it returns to the normal position shown in Figure 5(A) by the driving force of the logo sword mechanism drive motor 300a (see Figure 9).

[0029] Let's return to the explanation of the game board 2 shown in Figure 3. As shown in Figure 3, below the image display device 7 in the game area 3, there is a fixed prize-winning device 19 equipped with a first starting opening (first starting prize-winning opening, ball entry opening) 20 that ensures the ease with which game balls can enter remains constant. The entry of a game ball into the first starting opening 20 triggers the lottery for the first special symbol (jackpot lottery, i.e., acquisition and determination of jackpot random numbers, etc.).

[0030] Furthermore, below the first starting opening 20 in the game area 3, there is a standard variable prize-winning device (so-called electric chute, variable ball-winning means) 22 equipped with a second starting opening (second starting prize-winning opening, ball-entry opening) 21. The entry of a game ball into the second starting opening 21 triggers the drawing of the second special symbol (jackpot drawing, i.e., the acquisition and determination of jackpot random numbers, etc.).

[0031] The electric tuner 22 is equipped with a movable member (ball entry opening / closing member) 23, which opens and closes the second starting opening 21. The movable member 23 is driven by the electric tuner solenoid 24 (see Figure 8). The second starting opening 21 can only accept game balls when the movable member 23 is in the open state. In other words, the second starting opening 21 is a starting opening in which the ease of game ball entry can be changed. Note that the electric tuner 22 does not have to make it impossible to accept game balls when the movable member 23 is in the closed state, as long as it makes it easier for game balls to enter the second starting opening 21 when the movable member 23 is in the open state than when it is in the closed state.

[0032] Furthermore, a special prize device (special variable prize device, special prize means) 31 equipped with a large prize opening (special prize opening) 30 is provided to the upper right of the first start opening 20 in the game area 3. The large prize device 31 is equipped with an opening / closing member (special prize opening opening / closing member) 32, which opens and closes the large prize opening 30. The opening / closing member 32 is driven by a large prize opening solenoid 33 (see Figure 8). The large prize opening 30 can only accept game balls when the opening / closing member 32 is open.

[0033] Furthermore, above the large prize winning opening 30 in the game area 3, there is a gate (passage area) 28 through which the game balls can pass. The passage of a game ball through the gate 28 triggers the execution of a regular symbol lottery (i.e., the acquisition and determination of a regular symbol random number (winning random number)) which determines whether or not to open the electric tuner 22.

[0034] Furthermore, a regular prize entry point 27 is provided at the bottom of the game area 3. At the very bottom of the game area 3, an out entry point 16 is provided to discharge game balls that were played into the game area 3 but did not enter any of the prize entry points.

[0035] The game area 3, in which various prize winning slots are arranged, is divided into a left game area (first game area) 3A to the left of the center in the left-right direction, and a right game area (second game area) 3B to the right. The method of shooting the game ball so that it flows down the left game area 3A is called left-handed shooting. On the other hand, the method of shooting the game ball so that it flows down the right game area 3B is called right-handed shooting. In this form of pachinko game machine 1, the path through which the game ball flows when playing with left-handed shooting is called the first path R1, and the path through which the game ball flows when playing with right-handed shooting is called the second path R2.

[0036] The first channel R1 is provided with a first start opening 20, a regular prize entry opening 27, and an out opening 16. By shooting left to move the ball down the first channel R1, the player can aim to enter the first start opening 20 or the regular prize entry opening 27. Note that there is no gate 28 on the first channel R1. Therefore, the electric tuner 22 will not open when shooting left.

[0037] Meanwhile, the second channel R2 is equipped with a gate 28, a large prize device 31, an electric chute 22, and an out opening 16. By shooting to the right to make the ball flow down the second channel R2, the player can aim to pass through the gate 28 and win prizes in the large prize opening 30 and the second start opening 21.

[0038] As shown in Figure 3, a display unit 40 is located in the center right of the game board 2. The display unit 40 includes a first special symbol display unit 41a that variably displays the first special symbol, a second special symbol display unit 41b that variably displays the second special symbol, and a normal symbol display unit 42 that variably displays normal symbols, as shown in Figure 8. The display unit 40 also includes a first special symbol hold display unit 43a that displays the number of reserved functions (first special symbol hold) stored for the first special symbol display unit 41a, a second special symbol hold display unit 43b that displays the number of reserved functions (second special symbol hold) stored for the second special symbol display unit 41b, and a normal symbol hold display unit 44 that displays the number of reserved functions (normal symbol hold) stored for the normal symbol display unit 42.

[0039] The variable display of the first special symbol is triggered when a game ball enters the first start opening 20. The variable display of the second special symbol is triggered when a game ball enters the second start opening 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (identification symbols). Also, the first special symbol indicator 41a and the second special symbol indicator 41b may be collectively referred to as special symbol indicator (identification symbol display means) 41. Also, the first special symbol hold and the second special symbol hold may be collectively referred to as special symbol hold. Also, the first special symbol hold indicator 43a and the second special symbol hold indicator 43b may be collectively referred to as special symbol hold indicator 43.

[0040] The special symbol display unit 41 notifies the result of the lottery (special symbol lottery, jackpot lottery) based on winning into the first start opening 20 or the second start opening 21 by displaying a special symbol in a variable (variable) state and then displaying it as stopped. The special symbol that is displayed as stopped (the special symbol that is displayed as a result of the display of the stopped symbol, variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped symbol is a specific special symbol predetermined (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (special game) is performed in which the large prize opening 30 is opened in an opening pattern corresponding to the type of jackpot symbol that was displayed as stopped (i.e., the type of jackpot won). The opening patterns of the large prize opening 30 in the jackpot game will be described later.

[0041] The special symbol display unit 41 is composed of, for example, eight LEDs arranged horizontally, and displays a special symbol corresponding to the result of the jackpot lottery depending on how the LEDs light up. For example, if a jackpot is won (one of several types of jackpots described later), the jackpot symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, such as "○○●●○○●●" (○: lit, ●: off). If it is a loss, the losing symbol is displayed with only the rightmost LED lit up, such as "●●●●●●●○". It is also possible to use a mode in which all LEDs are turned off as a losing symbol. In addition, before the special symbol is displayed in a stopped state, the special symbol is displayed in a variable state for a predetermined period of time, and the mode of this variable display is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. The mode of the variable display can be anything, such as all LEDs flashing simultaneously, as long as each LED is not displayed in a stopped state (lit in a specific mode).

[0042] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21, the values ​​of various random numbers (judgment information), such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve storage unit 85 (see Figure 8). Specifically, if the ball enters the first start port 20, it is stored as the first special symbol reserve in the first special symbol reserve storage unit 85a, and if the ball enters the second start port 21, it is stored as the second special symbol reserve in the second special symbol reserve storage unit 85b. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve storage unit 85, and in this configuration, the upper limit for each is 4. However, the upper limit for each is not limited to 4 and can be changed as appropriate.

[0043] Special symbol reserves stored in the special symbol reserve memory unit 85 are consumed when it becomes possible to display a variable special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the jackpot random number, etc., corresponding to that special symbol reserve and executing the variable special symbol display to show the result of that determination. Therefore, in this pachinko game machine 1, even if the variable special symbol display based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be performed immediately after the entry, that is, even if the entry occurs while the variable special symbol display is being executed or while a jackpot game is being executed, the right to draw a jackpot for that entry can be reserved up to a predetermined number.

[0044] The number of such special symbols held is then displayed on the special symbol hold indicator 43. Specifically, the special symbol hold indicator 43 is composed of, for example, four LEDs (see Figure 8), and the number of special symbols held is displayed by lighting up the corresponding number of LEDs.

[0045] The variable display of the regular symbols is triggered by the passage of a game ball through gate 28. The regular symbol display unit 42 notifies the result of the regular symbol lottery based on the passage of the game ball through gate 28 by displaying the regular symbols in a variable (variable) state and then stopping. The regular symbol that is stopped (regular symbol stop symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a regular winning symbol), an auxiliary game is performed to open the second start opening 21 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 21 will be described later.

[0046] Specifically, the regular symbol display unit 42 is composed of, for example, two LEDs (see Figure 8), and displays a regular symbol corresponding to the result of the regular symbol lottery depending on how the LEDs are lit. For example, if the lottery result is a win, it displays a regular winning symbol with both LEDs lit, such as "○○" (○: lit, ●: off). If the lottery result is a loss, it displays a regular losing symbol with only the right LED lit, such as "●○". A mode in which all LEDs are turned off may also be adopted for a regular losing symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed as a variable symbol for a predetermined variation time, and the mode of this variation display is, for example, the two LEDs lighting up alternately. The mode of the variation display can be anything, such as all LEDs flashing simultaneously, as long as each LED is not displayed as stopped (lit in a specific mode).

[0047] In this pachinko game machine 1, when a game ball passes through gate 28, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve storage unit 86 (see Figure 8). There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 86, and the upper limit in this configuration is 4.

[0048] The regular symbol reserves stored in the regular symbol reserve memory unit 86 are consumed when it becomes possible to display a variable regular symbol based on that regular symbol reserve. Consumption of a regular symbol reserve means determining the regular symbol random number (winning random number) corresponding to that regular symbol reserve and executing a variable regular symbol display to show the result of that determination. Therefore, in this pachinko game machine 1, even if a variable regular symbol display based on the passage of a game ball through gate 28 cannot be performed immediately after the passage, that is, even if a win occurs while the variable regular symbol display is being executed or while an auxiliary game is being executed, the right to draw a regular symbol for that passage can be reserved up to a predetermined number.

[0049] The number of such reserved slots is then displayed on the reserved slot indicator 44. Specifically, the reserved slot indicator 44 is composed of, for example, four LEDs (see Figure 8), and the number of reserved slots is displayed by lighting up the corresponding number of LEDs.

[0050] As shown in Figure 3, an auxiliary symbol display area for displaying auxiliary symbols 6L, 6C, and 6R is provided in the upper right corner of the display screen 7a. The auxiliary symbol display area consists of three auxiliary symbol display areas, for example, "left," "center," and "right." The left auxiliary symbol 6L is displayed in the left auxiliary symbol display area, the center auxiliary symbol 6C is displayed in the center auxiliary symbol display area, and the right auxiliary symbol 6R is displayed in the right auxiliary symbol display area. Each of the auxiliary symbols 6L, 6C, and 6R consists of multiple symbols (number symbols) representing numbers from "1" to "9," for example, and is displayed in a smaller and less conspicuous manner than the performance symbols 8L, 8C, and 8R. The auxiliary symbols 6L, 6C, and 6R are synchronized with the fluctuation and stop displays of the special symbols to perform fluctuation and stop displays. As a result, even if the performance symbols 8L, 8C, and 8R are difficult or impossible to see on the display screen 7a, players can determine whether the special symbols are being displayed in a variable state or stopped by looking at the auxiliary symbols 6L, 6C, and 6R. The auxiliary symbols 6L, 6C, and 6R will stop and display a sequence of matching numbers such as "777" (jackpot stop pattern) if a jackpot is won, and will stop and display the performance symbols with scattered numbers such as "637" (loss stop pattern) if it is a loss. In the following, the performance symbols 8L, 8C, and 8R may be collectively referred to as "performance symbols 8," and the auxiliary symbols 6L, 6C, and 6R may be collectively referred to as "auxiliary symbols 6."

[0051] As shown in Figure 7(A), an illumination display device 12 is positioned in front of the image display device 7. The illumination display device 12 (light guide means) allows the player to see the illuminated display image, and mainly comprises a light guide plate 12a (illumination panel), a lower frame 12b, and an upper edge frame 12c. The light guide plate 12a is transparent and capable of transmitting light, and is formed in the shape of a rectangular flat plate facing the display screen 7a of the image display device 7. The lower side and both sides of the light guide plate 12a are fitted into the lower frame 12b, and the upper edge frame 12c is attached to the upper side of the light guide plate 12a and the upper end of the lower frame 12b.

[0052] The upper edge frame 12c is provided with a display LED 12d, as shown in Figure 7(B). When the display LED 12d lights up, the light emitted from the display LED 12d is incident on the end face of the light guide plate 12a. The light incident on the end face of the light guide plate 12a is then reflected to the front side by a reflector 12e formed on the rear side (back side) of the light guide plate 12a. In this way, the light reflected by the reflector 12e of the light guide plate 12a is emitted from the front surface 12f of the light guide plate 12a, allowing the player to see the display image illuminated by the light guide plate 12a. As will be described later, in this embodiment, the reflector 12e has irregularities formed on it so that the logo profile image 12X (see Figure 33(A)), which shows the profile of the main character logo of this pachinko game machine 1, is illuminated on the light guide plate 12a.

[0053] 2. Electrical configuration of the gaming machine Next, based on FIGS. 8 and 9, the electrical configuration of the pachinko gaming machine 1 will be described. As shown in FIGS. 8 and 9, the pachinko gaming machine 1 includes a main control board (game control board) 80 that controls game benefits such as jackpot lottery and transition of game states, a sub-control board (production control board) 90 that controls production related to the performance executed as the game progresses, a payout control board 110 that controls the payout of game balls, and the like. The main control board 80 constitutes the main control unit, and the sub-control board 90 constitutes the sub-control unit together with an image control board 100, a sub-drive board 107, and an audio control board 106, which will be described later. The sub-control unit may include at least the sub-control board 90 as long as it can control game productions using production means (image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, frame movable body 600, illumination display device 12, etc.).

[0054] The pachinko gaming machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and supplies necessary power to other devices through these boards. The power supply board 150 is provided with a backup power supply circuit 151. The backup power supply circuit 151 can supply power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later, when power is not supplied to the pachinko gaming machine 1 due to power failure at the end of business or power outage. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power of the pachinko gaming machine 1 is cut off. Also, a power switch 155 is connected to the power supply board 150. The power on / off can be switched by the ON / OFF operation of the power switch 155. Note that a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, or a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0055] As shown in Figure 8, the main control board 80 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 81 that controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcontroller 81 includes a ROM 83 that stores programs for controlling the progress of the game, a RAM 84 used as work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals. The RAM 84 is provided with the special symbol hold storage section 85 and the general symbol hold storage section 86 mentioned above. The ROM 83 may be external.

[0056] The RAM 84 (storage means) is provided with the special symbol hold storage unit 85 (first special symbol hold storage unit 85a and second special symbol hold storage unit 85b) and the general symbol hold storage unit 86 described above. More specifically, the first special symbol hold storage unit 85a consists of four storage areas corresponding to the number of first special symbol holds that can be stored, as shown in Figure 10(A). Also, as shown in Figure 10(B), the second special symbol hold storage unit 85b consists of four storage areas corresponding to the number of second special symbol holds that can be stored. Each storage area is further divided into four storage areas, as shown in Figure 10(C). These four storage areas are the area for storing the jackpot random number, the area for storing the type of win random number, the area for storing the reach random number, and the area for storing the variation pattern random number, which will be described later.

[0057] Furthermore, as shown in Figure 8, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the big prize port sensor 30a, and the regular prize port sensor 27a.

[0058] The first start-up sensor 20a is installed inside the first start-up opening 20 and detects game balls that have entered the first start-up opening 20. The second start-up sensor 21a is installed inside the second start-up opening 21 and detects game balls that have entered the second start-up opening 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that have passed through the gate 28. The big prize-winning-opening

[0059] In addition, solenoids such as the electric tuner solenoid 24 and the big prize slot solenoid 33 are connected. The electric tuner solenoid 24 drives the movable member 23 of the electric tuner 22. The big prize slot solenoid 33 drives the opening and closing member 32 of the big prize device 31.

[0060] Furthermore, the main control board 80 is connected to a first special symbol indicator 41a, a second special symbol indicator 41b, a regular symbol indicator 42, a first special symbol hold indicator 43a, a second special symbol hold indicator 43b, and a regular symbol hold indicator 44. In other words, the display control of these indicators 40 is performed by a microcomputer 81 for game control.

[0061] The main control board 80 also transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a prize ball payout device 120, a ball lending device 130, and a card unit 135 (which is installed adjacent to the pachinko game machine 1 and enables ball lending based on information from an inserted prepaid card, etc.), and a launching device 112 is connected via a launching control circuit 111. The launching device 112 includes a handle 60 (see Figure 1).

[0062] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls and drives the ball dispensing motor 131 of the ball dispensing device 130 to pay out dispensing balls, based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko game machine 1. The paid-out prize balls are detected by the prize ball sensor 122 for counting. Similarly, the dispensing dispensing balls are detected by the ball dispensing sensor 132 for counting. When a player operates the handle 60 (see Figure 1) of the launching device 112, the touch switch 114 detects contact with the handle 60, and the launch volume 115 detects the amount of rotation of the handle 60. The launching motor 113 is then driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this pachinko game machine 1, one game ball is launched approximately every 0.6 seconds.

[0063] The main control board 80 also transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only signal transmission from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using diodes) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.

[0064] As shown in Figure 9, the sub-control board 90 is equipped with a one-chip microcontroller for performance control (hereinafter referred to as "performance control microcontroller") 91 that controls the performance of the pachinko game machine 1 according to a program. The performance control microcontroller 91 (performance control means) includes a ROM 93 that stores programs for controlling the performance as the game progresses, a RAM 94 used as work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.

[0065] The RAM 94 also includes, as shown in Figure 11(A), a first special symbol hold performance memory unit 95a capable of storing the first start entry command (described in detail later) identified based on entry into the first start opening 20, a second special symbol hold performance memory unit 95b capable of storing the second start entry command (described in detail later) identified based on entry into the second start opening 21, and a variation performance memory unit (0th memory area) 95c common to the first and second special symbols. The first special symbol hold performance memory unit 95a is divided into four memory areas (1st memory area to 4th memory area) corresponding to the number of first special symbol holds that can be stored, as shown in Figure 11(B). The second special symbol hold performance memory unit 95b consists of four memory areas (1st memory area to 4th memory area) corresponding to the number of second special symbol holds that can be stored, as shown in Figure 11(C).

[0066] Furthermore, each memory area contains two memory areas, as shown in Figure 11(D). These two memory areas are the start-up-winning-command memory area, which stores the start-up-winning-command, and the icon display mode data memory area, which stores data indicating the display mode of the icons (hold icons, the icons themselves) 9, which will be described later. The variable performance memory unit 95c also contains these four memory areas.

[0067] As shown in Figure 9, the sub-control board 90 is connected to the image control board 100, the sound control board 106, and the sub-drive board 107. The microcontroller 91 for performance control on the sub-control board 90 causes the CPU 102 of the image control board 100 to perform display control of the image display device 7 based on commands received from the main control board 80.

[0068] The image control board 100 includes a ROM 103 that stores programs for controlling image display, a RAM 104 used as work memory, and a CPU 102 that executes the programs stored in the ROM 103. The ROM 103 stores image data such as still image data and video data displayed on the image display device 7, specifically characters, items, shapes, letters, numbers, and symbols (including animation patterns) and background images. The CPU 102 of the image control board 100 reads the image data from the ROM 103 based on commands from the animation control microcontroller 91. Then, it executes display control based on the read image data.

[0069] Furthermore, the microcontroller 91 for performance control outputs voice, music, sound effects, etc., from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. The voice data, such as the voice output from the speaker 67, is stored in the ROM 93 of the sub-control board 90. A CPU may be mounted on the voice control board 106, in which case the CPU may be made to perform voice control. In this case, a ROM may also be mounted on the voice control board 106, and the voice data may be stored in that ROM. Alternatively, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to perform voice control. In this case, the voice data may also be stored in the ROM 103 of the image control board 100.

[0070] Furthermore, the microcontroller 91 for performance control controls the illumination of light-emitting means such as frame lamps 66, panel lamps 5, and illumination display device 12 (display LED 12d) via the sub-drive board 107 and relay board 108 based on commands received from the main control board 80. Specifically, the microcontroller 91 for performance control creates light emission pattern data (data that determines the illumination pattern, such as on / off status and illumination color, also called lamp data) that determines the illumination pattern of each lamp, and controls the illumination of light-emitting means such as frame lamps 66, panel lamps 5, and display LED 12d according to the light emission pattern data. The data stored in the ROM 93 of the sub-control board 90 is used to create the light emission pattern data.

[0071] Furthermore, the performance control microcontroller 91 can drive the movable panel 15 via the sub-drive board 107 and the relay board 108 based on commands received from the main control board 80. Specifically, the performance control microcontroller 91 sets movable panel drive data that determines the operating mode of the movable panel 15 in a predetermined drive data buffer in the RAM 94. As a result, the movable panel drive motor 15a rotates, and the movable panel 15 can move from the standby position shown in Figure 4(A) to the operating position shown in Figure 4(B). The performance in which the movable panel 15 is driven from the standby position shown in Figure 4(A) to the operating position shown in Figure 4(B) will be called the "movable panel drive performance".

[0072] Furthermore, the performance control microcontroller 91 can drive the frame movable body 600 via the sub-drive board 107 and the relay board 108 based on commands received from the main control board 80. Specifically, the performance control microcontroller 91 sets frame movable body drive data that determines the operating mode of the frame movable body 600 in a predetermined drive data buffer of the RAM 94. As a result, the frame movable body drive motor 600a rotates, enabling the frame movable body 600 to be driven from the stored position shown in Figure 2(A) to the protruding position shown in Figure 2(B). The performance in which the frame movable body 600 is driven from the stored position shown in Figure 2(A) to the protruding position shown in Figure 2(B) will be called the "frame movable body drive performance".

[0073] As a variation, a CPU may be mounted on the sub-drive board 107, and the CPU may be used to perform light emission control (lighting control) of the light-emitting means and drive control of the panel movable body 15 or the frame movable body 600. Furthermore, in this case, a ROM may be mounted on the sub-drive board 107, and data related to lamp data and drive data may be stored in the ROM.

[0074] The sub-control board 90 is connected to an effect button detection switch 63a and a select button detection switch 64a. The effect button detection switch 63a detects when the effect button 63 (see Figure 1) is pressed. When the effect button 63 is pressed, a detection signal is output from the effect button detection switch 63a to the sub-control board 90. The select button detection switch 64a detects when the select button 64 (see Figure 1) is pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.

[0075] Figures 8 and 9 are merely functional block diagrams illustrating the electrical configuration of this pachinko game machine 1, and it is not the case that only the circuit boards shown in Figures 8 and 9 are provided. Excluding the main control board 80, any multiple circuit boards shown in Figure 8 or 9 may be configured as a single circuit board, or one circuit board shown in Figure 8 or 9 may be configured as multiple circuit boards.

[0076] 3. Explanation of jackpots, etc. In this type of pachinko game machine 1, the results of the jackpot lottery (special symbol lottery) are either a "jackpot" or a "miss." When a "jackpot" is won, the "jackpot symbol" is displayed on the special symbol display 41. When a "miss" is won, the "miss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed, which opens the large prize slot (large prize slot 30) according to the opening pattern corresponding to the type of special symbol (type of jackpot) that was displayed. The jackpot game is also called a special game.

[0077] In this form, a jackpot game includes multiple rounds of gameplay (unit opening games), an opening (also referred to as OP) before the start of the first round of gameplay, and an ending (also referred to as ED) after the end of the final round of gameplay. Each round of gameplay begins with the end of the OP or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ED. The time (interval time) when the jackpot opening closes between rounds of gameplay is included in the round of gameplay that was open before that closure.

[0078] There are several types of jackpots. The types of jackpots are as shown in Figure 12(A). As shown in Figure 12(A), there are two types in this form: a probability-increasing jackpot and a regular jackpot. A "probability-increasing jackpot" is a jackpot that, after the jackpot game, will be controlled to a high-probability state, which will be described later. A "regular jackpot" is a jackpot that, after the jackpot game, will be controlled to a regular probability state, which will be described later.

[0079] The "10R probability variation jackpot 1" that can be won by the lottery of Special Symbol 1 (first special symbol), the "10R probability variation jackpot 2" that can be won by the lottery of Special Symbol 2 (second special symbol), or the "10R normal jackpot 2" that can be won by the lottery of Special Symbol 2 are jackpots in which the large prize winning opening 30 is opened for a maximum of 25.0 seconds per round from round 1 to round 10, as shown in Figure 12(B). If a "probability variation jackpot" is won by the lottery of Special Symbol 1, "Special Symbol 1_jackpot symbol 1" will be stopped and displayed on the first special symbol display 41a. If a "probability variation jackpot" is won by the lottery of Special Symbol 2, "Special Symbol 2_jackpot symbol 1" will be stopped and displayed on the second special symbol display 41b. Furthermore, if a "regular jackpot" is won through the lottery of Special Symbol 2, "Special Symbol 2_Jackpot Symbol 2" will be stopped and displayed on the second special symbol display 41b.

[0080] In contrast, the "4R Regular Jackpot 1" that can be won in the lottery of Special Figure 1 is a jackpot in which the large prize opening 30 is opened for a maximum of 25.0 seconds per round from 1R to 4R, as shown in Figure 12(B). If a "Regular Jackpot" is won in the lottery of Special Figure 1, "Special Figure 1_Jackpot Symbol 2" is stopped and displayed on the first special symbol display 41a.

[0081] However, even if a "regular jackpot" is won and the game is controlled to the normal probability state after the jackpot game, it will still be controlled to the time-saving state described later. In this case, the number of time-saving rounds is set to 100. The number of time-saving rounds refers to the maximum number of times the special symbol variation display is executed in the time-saving state. In this configuration, as shown in Figure 12(A), the distribution rate of jackpots in the lottery for Special Symbol 1 and the distribution rate of jackpots in the lottery for Special Symbol 2 are both set so that probability-changing jackpots account for 80% and regular jackpots account for 20%.

[0082] In this pachinko game machine 1, the lottery to determine whether or not a jackpot is won is performed based on a "jackpot random number," and the lottery to determine the type of jackpot won is performed based on a "jackpot type random number." As shown in Figure 13(A), the jackpot random number takes values ​​in the range of 0 to 65535. The jackpot type random number takes values ​​in the range of 0 to 99. In addition to the jackpot random number and the jackpot type random number, the random numbers obtained based on entry into the first start port 20 or the second start port 21 also include a "reach random number" and a "variation pattern random number."

[0083] The reach random number is a random number that determines whether or not a reach occurs in the symbol variation animation when the result of the jackpot judgment is a miss. Reach is a state in which, out of multiple animation symbols, only one animation symbol remains to be displayed, and depending on which animation symbol the remaining one stops on, it will result in a combination of animation symbols that indicates a jackpot win (for example, the state of "7↓7"). Note that the animation symbol that is stopped on the display screen 7a may be displayed as if it is shaking slightly or as if it is repeatedly expanding and contracting. This reach random number takes a value in the range of 0 to 127.

[0084] Furthermore, the variable pattern random number is a random number used to determine the variable pattern, including the variable time. The variable pattern random number takes values ​​in the range of 0 to 99. In addition, the random numbers obtained based on passing through gate 28 include the normal symbol random number (winning random number) shown in Figure 13(B). The normal symbol random number is a random number used for the lottery (normal symbol lottery) to determine whether or not to perform the auxiliary game that opens the electric tuner 22. The normal symbol random number takes values ​​in the range of 0 to 255.

[0085] 4. Explanation of game status Next, the game state of the pachinko game machine 1 in this form will be explained. The special symbol display unit 41 and the regular symbol display unit 42 of the pachinko game machine 1 each have a probability variation function and a variation time reduction function, respectively. The state in which the probability variation function of the special symbol display unit 41 is activated is called the "high probability state," and the state in which it is not activated is called the "normal probability state (non-high probability state)." In the high probability state, the probability of hitting a jackpot is higher than in the normal probability state. That is, a jackpot determination is made using a jackpot determination table in which the value of the jackpot random number that determines a jackpot is greater than that of the jackpot determination table used in the normal probability state (see Figure 14(A)). In other words, when the probability variation function of the special symbol display unit 41 is activated, the probability that the display result of the variable display of special symbols by the special symbol display unit 41 (i.e., the stopped symbols) will be jackpot symbols is higher compared to when it is not activated.

[0086] Furthermore, the state in which the special symbol display unit 41's variation time reduction function is activated is called the "time reduction state," and the state in which it is not activated is called the "non-time reduction state." In the time reduction state, the variation time of the special symbols (the time from the start of variation display to the display of the derived result) is shorter than in the non-time reduction state. In other words, the variation pattern is determined using a special symbol variation pattern table that is set up so that variation patterns with shorter variation times are selected more often than in the non-time reduction state (see Figure 15). In short, when the variation time reduction function of the special symbol display unit 41 is activated, a shorter variation time is more likely to be selected as the variation time of the variable display of the special symbols compared to when it is not activated. As a result, in the time reduction state, the pace of consumption of special symbol reserves is faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.

[0087] The probability variation function and variation time reduction function of the special symbol display unit 41 may operate simultaneously, or only one of them may operate. Furthermore, the probability variation function and variation time reduction function of the regular symbol display unit 42 are synchronized with the variation time reduction function of the special symbol display unit 41. In other words, the probability variation function and variation time reduction function of the regular symbol display unit 42 operate in the time-reduced state and do not operate in the non-time-reduced state. Therefore, in the time-reduced state, the probability of winning in the regular symbol lottery is higher than in the non-time-reduced state. That is, the win determination (determination of regular symbols) is performed using a regular symbol win determination table in which the value of the regular symbol random number (winning random number) that is determined to be a win is greater than in the regular symbol win determination table used in the non-time-reduced state (see Figure 14(C)). In short, when the probability variation function of the regular symbol display unit 42 is activated, the probability of the variable display result of the regular symbol by the regular symbol display unit 42 being a regular winning symbol is higher compared to when it is not activated.

[0088] Furthermore, in the time-saving mode, the variation time of the regular symbols is shorter than in the non-time-saving mode. In this configuration, the variation time of the regular symbols is 30 seconds in the non-time-saving mode, but 1 second in the time-saving mode (see Figure 14(D)). In addition, in the time-saving mode, the opening time of the electric tuner 22 during auxiliary play is longer than in the non-time-saving mode (see Figure 16). In other words, the function to extend the opening time of the electric tuner 22 is activated. Moreover, in the time-saving mode, the number of times the electric tuner 22 opens during auxiliary play is greater than in the non-time-saving mode (see Figure 16). In other words, the function to increase the number of times the electric tuner 22 opens is activated.

[0089] When the probability variation function and variation time reduction function of the regular symbol display unit 42, and the opening time extension function and opening number increase function of the electric tuner 22 are in operation, the electric tuner 22 opens more frequently and game balls enter the second start opening 21 more frequently compared to when these functions are not in operation. As a result, the base, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, the state in which these functions are in operation is called the "high base state," and the state in which they are not in operation is called the "low base state." In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls held. The high base state is the state in which so-called electric support control (control that supports entry into the second start opening 21 by the electric tuner 22) is being executed. Therefore, the high base state is also called the electric support control state or the easy ball entry state. In contrast, the low base state is also called the non-electric support control state or the non-easy ball entry state.

[0090] The high base state does not necessarily require all of the above functions to be activated. In other words, it is sufficient if the electric tuner 22 is opened more easily than when that function is not activated, through the activation of one or more of the following functions: the probability variation function of the normal symbol display 42, the variation time reduction function of the normal symbol display 42, the opening time extension function of the electric tuner 22, and the opening count increase function of the electric tuner 22. Furthermore, the high base state may be controlled independently of the time reduction state.

[0091] In this type of pachinko machine 1, the game state after a jackpot win based on a probability variation jackpot is a high probability state, a time-saving state, and a high base state. This game state is specifically called the "high probability high base state." As will be described later, this high probability high base state in this type of machine is designed to continue until the next jackpot is won and the post-jackpot game begins. In other words, the high probability high base state is an extremely advantageous state for the player, as it allows them to win the next jackpot without significantly reducing their number of game balls.

[0092] Furthermore, the game state after a jackpot win, based on a regular jackpot, is a normal probability state (not a high probability state, i.e., a low probability state), a time-saving state, and a high base state. This game state is specifically called the "low probability high base state." The low probability high base state ends when a predetermined number of variable special symbol displays (100 times in this form) are performed, or when a jackpot is won and the jackpot game begins.

[0093] When playing Pachinko Machine 1 for the first time, the game state after power-on is the normal probability state, non-time-saving state, and low base state. This game state is specifically called the "low probability low base state." The low probability low base state is sometimes also called the "normal game state." Furthermore, the state during a jackpot game (special game) will be called the "jackpot game state (special game state)." In addition, the state controlled to at least one of the high probability state and high base state will be called the "bonus game state."

[0094] In high-base states, such as high-probability high-base states or low-probability high-base states, it is advantageous to play by shooting to the right to guide the game ball into the right game area 3B (see Figure 3). This is because the electric support control makes it easier for the electric tuner 22 to open compared to low-base states, making it easier to enter the second start opening 21 than to enter the first start opening 20. Therefore, players should shoot to the right to guide the game ball through gate 28, which is the trigger for the normal symbol lottery, while also aiming to get the game ball into the second start opening 21. This allows for more start entries (entries into start openings) than shooting to the left. In this pachinko machine 1, players should also shoot to the right during jackpot play.

[0095] In contrast, in a low base state, it is more advantageous to play by shooting left to guide the game ball into the left game area 3A (see Figure 3). This is because, since the electric support control is not being executed, the electric tuner 22 is less likely to open compared to a high base state, making it easier to enter the first start opening 20 than to enter the second start opening 21. Therefore, players should shoot left to guide the game ball into the first start opening 20. This allows for more start entries than shooting right.

[0096] 5. About the Start Prize Command This form of pachinko game machine 1 is capable of performing so-called pre-announcement effects, as will be described later. A pre-announcement effect is an effect that uses the starting entry command (entry information) identified based on the judgment information (random values ​​such as the jackpot random number) obtained by the starting entry to suggest the probability of a jackpot (winning probability) or probability of a continuous jackpot for that starting entry (i.e., special symbol hold) before the start of the special symbol variation (display of the variation of the special symbol) based on that starting entry. Note that the pre-announcement effect is also a continuous announcement effect, as will be described later.

[0097] As shown in Figure 17, the starting prize command generated in this embodiment consists of 2 bytes (a 1-byte upper command and a 1-byte lower command). This starting prize command contains win / fail information indicating whether or not it is a jackpot. In this embodiment, if the value of the lower digit of the lower command (2 hexadecimal digits) is "1" or "2", it contains win / fail information indicating that it is a jackpot. Furthermore, the starting prize command contains win type information indicating whether it is a probability-increasing jackpot or a regular jackpot. In this embodiment, if the value of the lower digit of the lower command is "1", it contains win type information indicating that it is a probability-increasing jackpot, and if it is "2", it contains win type information indicating that it is a regular jackpot.

[0098] In addition, the start-up winning command includes start-up information indicating whether the winning ball entered the first start-up opening 20 or the second start-up opening 21; game state information indicating whether the winning ball entered during a non-time-saving state or a time-saving state; special symbol reserve ball count information indicating the number of special symbol reserve balls at the time of winning; reach information indicating whether or not a reach is formed; and SP reach information indicating whether or not an SP reach is formed. Here, an SP reach (super reach) is a reach where the variation time after the reach is longer than that of a normal reach. Note that the start-up winning command only needs to include information on whether or not it is a jackpot, and the information included in the start-up winning command can be changed as appropriate.

[0099] 6. Operation of the microcontroller 81 for game control [Main Control Processing] Next, the operation of the game control microcontroller 81 will be explained based on Figures 18 to 32. Note that the counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcontroller 81 are located in RAM 84. When the power to the pachinko game machine 1 is turned on, the game control microcontroller 81 on the main control board 80 reads the main control processing program shown in Figure 18 from ROM 83 and executes it. As shown in the figure, the main control processing first performs initial settings (step S001). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the CPU 82, setting SIO, PIO, CTC (circuit for managing interrupt times), and resetting various flags, status, and counters. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that the initial settings (S001) are executed only once after power is turned on and are not executed thereafter.

[0100] Following the initial setup (S001), interrupts are disabled (S002), and the main random number update process for normal and special symbols (S003) is executed. In this main random number update process for normal and special symbols (S003), the various random number counter values ​​shown in Figure 13 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC, etc.

[0101] When the main random number update process for normal and special symbols (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the CPU 82, for example, at a 4 msec period. That is, it is executed at a 4 msec period, for example. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of various counter values ​​by the main random number update process for normal and special symbols (S003) is repeatedly executed. Note that if an interrupt pulse is input to the CPU 82 while interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).

[0102] [Main Timer Interrupt Processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 19, the main timer interrupt processing (S005) first executes output processing (S101). In output processing (S101), commands etc. set in the output buffer provided in the RAM 84 of the main control board 80 for each of the processes described below are output to the sub-control board 90, the payout control board 110, etc.

[0103] In the input processing (S102) that follows the output processing (S101), detection signals detected by various sensors attached to the pachinko game machine 1 (first start port sensor 20a, second start port sensor 21a, big prize port sensor 30a, regular prize port sensor 27a, etc. (see Figure 8)) are read and stored (set) as prize ball information in the output buffer of RAM 84. In addition, detection signals from the lower tray full switch that detects when the lower tray 62 is full are also taken in and stored as lower tray full data in the output buffer of RAM 84.

[0104] The next process, the regular and special symbol main random number update process (S103), is the same as the regular and special symbol main random number update process (S003) performed in the main control process shown in Figure 18. That is, the update process for the various random number counter values ​​(including the regular symbol random number counter value) shown in Figure 13 is performed both during the execution period of the main timer interrupt process (S005) and during other periods (the period from the end of the main timer interrupt process (S005) until the start of the next main timer interrupt process (S005)).

[0105] Following the normal and special symbol main random number update process (S103), the sensor detection process (S104), normal operation process (S105), and special operation process (S106), which will be described later, are executed. After that, other processes (S107) are executed, and the main timer interrupt process (S005) is terminated. Other processes (S107) include controlling the second special symbol hold indicator 43b to display the number of balls held in special symbol 2, as described later, and controlling the first special symbol hold indicator 43a to display the number of balls held in special symbol 1, as described later. Then, until an interrupt pulse is input to the CPU 82, the processes of steps S002 to S004 of the main control process are repeatedly executed (see Figure 18), and when an interrupt pulse is input (after about 4 msec), the main timer interrupt process (S005) is executed again. In the output processing (S101) of the main timer interrupt processing (S005) which is executed again, the commands and other information that were set in the output buffer of RAM84 in the previous main timer interrupt processing (S005) are output.

[0106] [Sensor Detection Process] As shown in Figure 20, the sensor detection process (S104) first determines whether a game ball has passed through gate 28, that is, whether a game ball has been detected by gate sensor 28a (S201). If a game ball has passed through gate 28 (YES in S201), the gate passage process described later is performed (S202). On the other hand, if a game ball has not passed through gate 28 (NO in S201), the gate passage process (S202) is skipped and the process proceeds to step S203.

[0107] In step S203, it is determined whether a game ball has entered the second start opening 21, that is, whether a game ball has been detected by the second start opening sensor 21a (S203). If no game ball has entered the second start opening 21 (NO in S203), the process proceeds to step S209. If a game ball has entered the second start opening 21 (YES in S203), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved balls for special symbol 2, specifically the value of the counter in RAM 84 that counts the number of reserved balls for special symbol 2) has reached "4" (the upper limit) (S204). If the number of reserved balls for special symbol 2 has reached "4" (YES in S204), the process proceeds to step S209. If the number of reserved balls for special symbol 2 is less than "4" (NO in S204), 1 is added to the number of reserved balls for special symbol 2 (S205). Furthermore, the maximum number of reserved balls in Special Feature 2 is not limited to "4" and can be changed as appropriate.

[0108] Next, the process of acquiring random numbers related to Special Feature 2 is performed (S206). In the process of acquiring random numbers related to Special Feature 2 (S206), the jackpot random number counter value (label-TRND-A), the jackpot type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the variation pattern random number counter value (label-TRND-T1) are acquired (that is, the set of random numbers shown in Figure 13(A) are acquired).

[0109] Next, the process for identifying the second starting prize winning command is performed (S207). In the second starting prize winning command identification process (S207), the starting prize winning command (hereinafter also referred to as the "second starting prize winning command") is identified using the starting prize winning command identification table shown in Figure 17, based on the set of random values ​​obtained in step S206. As mentioned above, the identified second starting prize winning command includes information on whether the win or loss occurred, information on the type of win, information on the starting gate, information on the number of special symbol reserved balls, reach information, SP reach information, etc. The identified second starting prize winning command is set in the output buffer of RAM84.

[0110] The game control microcomputer 81 then stores the group of random numbers (special figure 2 related random numbers) shown in Figure 13(A) acquired in step S206 into a memory area in the second special figure hold memory unit 85b corresponding to the current number of special figure 2 held balls (S208). Specifically, if the number of special figure 2 held balls is "1", the special figure 2 related random numbers are stored in the first memory area of ​​the second special figure hold memory unit 85b; if the number of special figure 2 held balls is "2", the special figure 2 related random numbers are stored in the second memory area of ​​the second special figure hold memory unit 85b; if the number of special figure 2 held balls is "3", the special figure 2 related random numbers are stored in the third memory area of ​​the second special figure hold memory unit 85b; and if the number of special figure 2 held balls is "4", the special figure 2 related random numbers are stored in the fourth memory area of ​​the second special figure hold memory unit 85b (see Figure 10(B)).

[0111] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first start opening 20, that is, whether or not a game ball has been detected by the first start opening sensor 20a (S209). If no game ball has entered the first start opening 20 (NO in S209), the process ends. However, if a game ball has entered the first start opening 20 (YES in S209), it is determined whether or not the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1, specifically the value of the counter in RAM 84 that counts the number of reserved balls for Special Feature 1) has reached "4" (the upper limit) (S210). If the number of reserved balls for Special Feature 1 has reached "4" (YES in S210), the process ends. However, if the number of reserved balls for Special Feature 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls for Special Feature 1 (S211). Furthermore, the maximum number of reserved balls in Special Feature 1 is not limited to "4" and can be changed as appropriate.

[0112] Next, the process of acquiring random numbers related to Special Feature 1 is performed (S212). In the process of acquiring random numbers related to Special Feature 1 (S212), the value of the jackpot random number counter (value of label-TRND-A), the value of the win type random number counter (value of label-TRND-AS), the value of the reach random number counter (value of label-TRND-RC), and the value of the variation pattern random number counter (value of label-TRND-T1) are acquired (that is, the set of random numbers shown in Figure 13(A) are acquired).

[0113] Next, the process for identifying the first starting prize winning command is performed (S213). In the first starting prize winning command identification process (S213), the starting prize winning command (hereinafter also referred to as the "first starting prize winning command") is identified using the starting prize winning command identification table shown in Figure 17, based on the set of random values ​​obtained in step S212. As mentioned above, the identified first starting prize winning command includes information on whether the win or loss occurred, information on the type of win, information on the starting gate, information on the number of special symbol reserved balls, reach information, SP reach information, etc. The identified first starting prize winning command is set in the output buffer of RAM84.

[0114] The game control microcomputer 81 then stores the group of random numbers (special figure 1 related random numbers) shown in Figure 13(A) acquired in step S212 into a memory area of ​​the first special figure hold storage unit 85a corresponding to the current number of special figure 1 held balls (S214), and completes this process. Specifically, if the number of special figure 1 held balls is "1", the special figure 1 related random numbers are stored in the first memory area of ​​the first special figure hold storage unit 85a; if the number of special figure 1 held balls is "2", the special figure 1 related random numbers are stored in the second memory area of ​​the first special figure hold storage unit 85a; if the number of special figure 1 held balls is "3", the special figure 1 related random numbers are stored in the third memory area of ​​the first special figure hold storage unit 85a; and if the number of special figure 1 held balls is "4", the special figure 1 related random numbers are stored in the fourth memory area of ​​the first special figure hold storage unit 85a (see Figure 10(A)).

[0115] [Gate Passage Processing] As shown in Figure 21, in the gate passage processing (S202), it is determined whether the number of normal symbol reserved balls (the number of normal symbol reserved balls, specifically the value of the counter in RAM 84 that counts the number of normal symbol reserved balls) is 4 or more (S301). If the number of normal symbol reserved balls is 4 or more (YES in S301), the process ends. On the other hand, if the number of normal symbol reserved balls is not 4 or more (NO in S301), "1" is added to the number of normal symbol reserved balls (S302), and the normal symbol random number acquisition processing is performed (S303). In the normal symbol random number acquisition processing (S303), the normal symbol random number counter value (the value of label-TRND-H, see Figure 13(B)) is obtained, and the obtained random number is stored in the memory area of ​​the normal symbol reserved ball storage unit 86 of RAM 84 corresponding to the current number of normal symbol reserved balls.

[0116] [Normal Operation Processing] Following the sensor detection processing (S104), the game control microcomputer 81 performs normal operation processing (S105) (see Figure 19). As shown in Figure 22, in normal operation processing (S105), it is first determined whether the electric tuner 22 is in operation or not (S401). If the electric tuner 22 is not in operation (NO in S401), it is then determined whether the normal symbols are stopped or not (S402). If the normal symbols are not stopped or not (NO in S402), it is then determined whether the normal symbols are changing or not (S403). If the normal symbols are not changing or not (NO in S403), it is then determined whether the number of reserved balls for the normal symbols is "0" (S404). If the number of reserved balls for the normal symbols is "0" (YES in S404), this process is completed.

[0117] In step S404, if the number of reserved balls with normal symbols is not "0" (NO in S404), a win determination process is performed (S405). In the win determination process (S405), the normal symbol random number counter value (value of label-TRND-H) stored in the normal symbol reserved memory unit 86 is read, and a win or loss is determined based on the normal symbol win determination table shown in Figure 14(C). Then, a symbol determination process is performed to set the normal symbol stop symbol data corresponding to the win determination result in a predetermined memory area of ​​the RAM 84 (S406). In other words, in the symbol determination process (S406), if it is a "miss", data corresponding to the "normal symbol miss" is set, and if it is a "win", data corresponding to the "normal symbol win" is set.

[0118] Next, the microcomputer 81 for game control performs a normal symbol variation time determination process (S407). In the normal symbol variation time determination process (S407), the microcomputer refers to the normal symbol variation pattern selection table shown in Figure 14(D) and, if the game state is a time-saving state, selects a normal symbol variation pattern with a normal symbol variation time of 1 second. On the other hand, if the game state is not a time-saving state, selects a normal symbol variation pattern with a normal symbol variation time of 30 seconds.

[0119] Next, the game control microcomputer 81 decrements the number of reserved regular symbol balls by 1 (S408). Then, it shifts the storage location (storage area) of each reserved regular symbol in the regular symbol reserve storage unit 86 by one position from its current position towards the side from which it is read, and clears the storage area corresponding to the fourth reserved ball in the regular symbol reserve storage unit 86 (the storage area furthest from the side from which it is read) (S409). In this way, the reserved regular symbols are consumed in the order in which they were reserved. After that, the game control microcomputer 81 starts displaying the regular symbol variation using the regular symbol variation pattern selected in step S407 (S410). Accordingly, it sets a regular symbol variation start command to notify the sub-control board 90 of the start of the regular symbol variation.

[0120] If the display of the normal symbols is active in step S403 (YES in S403), then it is determined whether the time for the normal symbol variation has elapsed (S411). If it has not elapsed, the process is terminated. If it has elapsed (YES in S411), the display of the normal symbol variation is stopped with a display result (normal winning symbol or normal losing symbol) corresponding to the determination result of the normal symbol random number (S412). Then, a normal symbol variation stop command is set on the sub-control board 90 to notify it that the normal symbol variation has stopped (S413), and the stop time for the normal symbols is set (S414), thus terminating this process.

[0121] Furthermore, if the normal symbols are displayed stopped in step S402 (YES in S402), then it is determined in step S414 whether the stop time for the normal symbols set has elapsed (S415). If it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S415), it is determined whether the normal symbol stop data for a normal winning symbol has been set (S416). If it is not data for a normal winning symbol (i.e., if it is not a win (NO in S416)), the process ends. On the other hand, if it is data for a normal winning symbol (i.e., if it is a win (YES in S416)), the opening pattern for the electric tuner 22 is set (S417). Specifically, if it is in a time-saving state, the opening pattern for the time-saving state (see electric tuner opening TBL2 in Figure 16) is set as the opening pattern for the electric tuner 22. In contrast, if the machine is not in a time-saving state, the opening pattern for the electric tuner 22 in a time-saving state (see electric tuner opening TBL1 in Figure 16) is set as the opening pattern for the electric tuner 22. Then, the electric tuner 22 is operated according to the opening pattern set in step S417 (S418).

[0122] Furthermore, if the electric chute 22 is operating in step S401 (YES in S401), then it is determined whether the operating time for the electric chute 22 has elapsed (S419). If it has not elapsed, the process is terminated. On the other hand, if it has elapsed (YES in S419), the operation of the electric chute 22 is terminated (S420).

[0123] [Special Operation Processing] The game control microcomputer 81 performs special operation processing (S106) after normal operation processing (S105) (see Figure 19). As shown in Figure 23, in special operation processing (S106), the processing related to the special symbol display 41 and the big prize device 31 is divided into four stages, and "special operation status 1, 2, 3, 4" is assigned to each of these stages. Then, the microcomputer 81 for game control performs the special symbol waiting process (S1302) if the "special operation status" is "1" (YES in S1301), the special symbol variation process (S1304) if the "special operation status" is "2" (NO in S1301, YES in S1303), the special symbol confirmation process (S1306) if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), and the special electric mechanism process (S1307) if the "special operation status" is "4" (NO in all of S1301, S1303, and S1305). The special operation status is initially set to "1".

[0124] [Special Symbol Waiting Process] As shown in Figure 24, in the special symbol waiting process (S1302), it is first determined whether the number of reserved balls in the second start port 21 (i.e., the number of reserved balls for special symbol 2) is "0" (S1401). If the number of reserved balls for special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the group of random number counter values ​​obtained due to a ball entering the second start port 21, it is determined whether the number of reserved balls in the first start port 20 (i.e., the number of reserved balls for special symbol 1) is "0" (S1407). If the number of reserved balls for special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of the group of random number counter values ​​obtained due to a ball entering the first start port 20, it is determined whether the customer waiting flag is ON or OFF (S1415). If ON (YES in S1415), this process is completed. If not ON (NO in S1415), the customer waiting command is set in the output buffer of RAM84 (S1416), the customer waiting flag is turned ON (S1417), and this process is completed.

[0125] If, in step S1401, the number of reserved balls in Special Feature 2 is not "0" (NO in S1401), that is, if there is one or more stored random counter values ​​(reserved information for Special Feature 2) acquired due to entry into the second start opening 21, the Special Feature 2 jackpot determination process (S1402) and the Special Feature 2 variation pattern selection process (S1403) described below are performed. After that, the game control microcomputer 81 decrements the number of reserved balls in Special Feature 2 by 1 (S1404). Then, the storage location (storage area) of various counter values ​​in the second Special Feature reserved storage unit 85b is shifted one position away from the current position to the side from which it is read, and the storage area corresponding to the first reserved ball in the second Special Feature reserved storage unit 85b is cleared (S1405). Subsequently, the game control microcomputer 81 executes the Special Feature 2 variation start process (S1406) and proceeds to step S1413. In the Special Symbol 2 Variation Start Processing (S1406), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM84 to start the variation display of the second special symbol. The variation start command (also called the Special Symbol 2 Variation Start Command) set in the Special Symbol 2 Variation Start Processing (S1406) includes information on the special symbol stop symbol data set in the Special Symbol 2 Jackpot Determination Processing (S1402) and information on the variation pattern (including information on variation time) set in the Special Symbol 2 Variation Pattern Selection Processing (S1403).

[0126] Furthermore, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for Special Feature 2, but there is one or more stored random counter values ​​(reserved information for Special Feature 1) acquired due to entry into the first start opening 20, the Special Feature 1 jackpot determination process (S1408) and the Special Feature 1 variation pattern selection process (S1409) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls in Special Feature 1 by 1 (S1410). Then, the storage location (storage area) of various counter values ​​in the first Special Feature reserved storage unit 85a is shifted one position from the current position to the side from which it is read, and the storage area corresponding to the fourth reserved ball in the first Special Feature reserved storage unit 85a (the storage area furthest from the side from which it is read) is cleared (S1411). In this way, the reserved balls in the first Special Feature are consumed in the order in which they were reserved. Next, the game control microcomputer 81 executes the Special Symbol 1 variation start process (S1412) and proceeds to step S1413. In the Special Symbol 1 variation start process (S1412), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM 84 to start the variation display of the first special symbol. The variation start command (also called the Special Symbol 1 variation start command) set in the Special Symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the Special Symbol 1 jackpot determination process (S1408) and information on the variation pattern (including information on variation time) set in the Special Symbol 1 variation pattern selection process (S1409).

[0127] Step S1413 determines whether the customer waiting flag is ON or OFF. If it is ON, the customer waiting flag is turned OFF (S1414), and the process ends. As described above, in this configuration, the display of special symbols based on the first special symbol hold is performed only when the second special symbol hold is "0" (YES in S1401). In other words, the consumption of the second special symbol hold is performed in priority over the consumption of the first special symbol hold.

[0128] [Special Figure 2 Jackpot Determination Processing (Special Figure 1 Jackpot Determination Processing)] The Special Figure 2 Jackpot Determination Processing (S1402) and the Special Figure 1 Jackpot Determination Processing (S1408) have the same processing flow, so they will be explained together based on Figure 25. As shown in Figure 25, in either the Special Figure 2 Jackpot Determination Processing (S1402) or the Special Figure 1 Jackpot Determination Processing (S1408), first, the jackpot random number counter value (the value of label-TRND-A) is read as the determination value (S1501). In detail, in the Special Figure 2 Jackpot Determination Processing (S1402), the jackpot random number counter value stored in the first memory area of ​​the second special figure hold storage unit 85b of RAM 84 (see Figure 10(B)) is read. In the Special Figure 1 Jackpot Determination Processing (S1408), the jackpot random number counter value stored in the first memory area of ​​the first special figure hold storage unit 85a of RAM 84 (see Figure 10(A)) is read.

[0129] Next, the jackpot determination table (Figure 14(A)) is set (S1502). Then, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1503). If it is not in a high probability state (NO in S1503), that is, if it is in a normal probability state (not a high probability state), it is determined whether or not it is a jackpot based on the table for the non-high probability state (jackpot determination values ​​from "0" to "218") of the jackpot determination table (Figure 14(A)) (S1504). On the other hand, if it is in a high probability state (YES in S1503), it is determined whether or not it is a jackpot based on the table for the high probability state (jackpot determination values ​​from "0" to "1499") of the jackpot determination table (Figure 14(A)) (S1505).

[0130] If the result of the jackpot determination (S1504, S1505) is "jackpot", the jackpot type random number counter value (value of label-TRND-AS) is read and the jackpot type is determined based on the jackpot type determination table shown in Figure 12(A) (S1506). After determining the jackpot type (S1506), the jackpot flag is turned ON (S1507), and the special symbol stop data corresponding to the jackpot type (see Figure 12(B)) is set in the jackpot type buffer provided in RAM84 (S1508) to end the process. On the other hand, if the result of the jackpot determination (S1504, S1505) is "miss", the special symbol stop data corresponding to the miss is set (S1508) to end the process.

[0131] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] The Special Figure 2 Variation Pattern Selection Process (S1403) and the Special Figure 1 Variation Pattern Selection Process (S1409) have the same processing flow, so they will be explained together based on Figures 26 and 27. As shown in Figure 26, in the Special Figure 2 Variation Pattern Selection Process (S1403) or the Special Figure 1 Variation Pattern Selection Process (S1409), it is first determined whether the game state is a time-saving state or not (whether the time-saving flag is ON or OFF) (S1601).

[0132] If the time-saving state is not active (NO in S1601), that is, if the time-saving state is not active, the next step is to determine whether the jackpot flag is ON or not (S1602). If it is ON (YES in S1602), the normal jackpot table during the non-time-saving state (the part of the special symbol variation pattern determination table shown in Figure 15 that corresponds to the non-time-saving state and the jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (value of label-TRND-T1) (S1603). As shown in Figure 15, once the variation pattern is determined, the variation time is also determined.

[0133] In this pachinko game machine 1, the spin pattern is selected so that an SP Reach (Super Reach), which has a longer spin time after a reach than a normal reach, can be executed. In an SP Reach, the distribution rate of various spin patterns is set so that the probability of winning (the probability of winning a jackpot) is higher than that of a normal reach (see Figure 15). Therefore, if a player sees an SP Reach with a longer spin time, they can understand that the probability of winning is higher than that of a normal reach.

[0134] In step S1602 shown in Figure 26, if the jackpot flag is not ON, it is determined whether the reach random number counter value (label-TRND-RC value) is a reach-establishing random number value or not (S1604). As shown in Figure 14(B), the reach-establishing random number value is "0" to "13" in the non-time-saving state, and "0" to "5" in the time-saving state. In other words, in the time-saving state, it is less likely to get a reach when losing than in the non-time-saving state. This is to speed up the consumption of special symbol reserves by selecting more reaches without reach, which have a short variation time, in the time-saving state.

[0135] If the reach random number counter value is the random number value for a reach (YES in S1604), that is, if it is a reach but a miss, the table for reaches but misses during non-time-saving states (the part of the special symbol variation pattern determination table shown in Figure 15 that corresponds to non-time-saving states and reaches but misses) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1605).

[0136] On the other hand, if the reach random number counter value is not the random number value for a reach (NO in S1604), that is, if it is a no-reach miss, the no-reach miss table during non-time-saving state (the part of the special symbol variation pattern determination table shown in Figure 15 that corresponds to a non-time-saving state and a no-reach miss) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1606). In this no-reach miss case, the function of shortening the variation according to the number of reserved balls is activated. That is, when the number of reserved balls for the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls for the special symbol is "0" to "2".

[0137] Furthermore, if it is determined in step S1601 that the game state is a time-saving state (YES in S1601), the process (S1607 to S1611) is carried out in the same flow as steps S1602 to S1606 above, except that the special symbol variation pattern determination table to be referenced is changed to the table for the time-saving state (the part of the special symbol variation pattern determination table shown in Figure 15 that corresponds to the time-saving state), as shown in Figure 27.

[0138] In other words, if it is a jackpot, the system refers to the part of Figure 15 corresponding to the time-saving state and the jackpot, and selects a variation pattern based on the variation pattern random number counter value (S1608). If it is a near miss, the system refers to the part of Figure 15 corresponding to the time-saving state and the near miss, and selects a variation pattern based on the variation pattern random number counter value (S1610). If it is a near miss, the system refers to the part of Figure 15 corresponding to the time-saving state and the near miss, and selects a variation pattern based on the variation pattern random number counter value (S1611).

[0139] Furthermore, in the special symbol variation pattern determination table during the time-saving state (the part of the special symbol variation pattern determination table shown in Figure 15 that corresponds to the time-saving state), the function of shortening the variation according to the number of reserved balls when there is a miss without a reach is activated when the number of reserved balls is "2" to "4". In other words, shortening the variation is more likely to be selected than in the non-time-saving state. Also, the variation time for shortening the variation is shorter in the time-saving state than in the non-time-saving state. In short, the special symbol variation pattern determination table during the time-saving state is a table in which the variation time is shorter than that of the special symbol variation pattern determination table in the non-time-saving state.

[0140] After selecting a variation pattern as described above, the selected variation pattern is set (S1612) as shown in Figure 26, and the process is completed. The information of the variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special pattern waiting process (S1302), and is sent to the sub-control board 90 by output processing (S101).

[0141] [Special Symbol Fluctuation Processing] As shown in Figure 28, in the special symbol fluctuation processing (S1304), it is first determined whether the fluctuation time for the special symbol (fluctuation time determined according to the fluctuation pattern selected in step S1403 or S1409, see Figure 15) has elapsed (S1801). If it has not elapsed (NO in S1801), this process is immediately terminated. This allows the display of the special symbol fluctuation to continue.

[0142] On the other hand, if the variation time has elapsed (YES in S1801), the variation stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, other processing is performed, such as stopping the variation display of the special symbols with a symbol corresponding to the set special symbol stop symbol data (jackpot symbol or losing symbol) (S1804), and then this process is completed.

[0143] [Special Symbol Confirmation Process] As shown in Figure 29, the special symbol confirmation process (S1306) first determines whether the special symbol's stop time (the stop time determined according to the variation pattern selected in step S1403 or S1409, see Figure 15) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. As a result, the special symbol's stop display continues. On the other hand, if the stop time has elapsed (YES in S1901), the game state management process described later is performed (S1902).

[0144] Next, it is determined whether the jackpot flag is ON or not (S1903). If the jackpot flag is ON (YES in S1903), the opening pattern corresponding to the type of jackpot won (see Figure 12(B) for details) is set (S1904). At this time, the value of the round counter, which counts the number of unit opening games (round games) executed during the jackpot game, is set to the number of rounds corresponding to the type of jackpot won. Note that the opening pattern setting (setting of data according to the opening pattern) may be performed for each round.

[0145] The game control microcomputer 81 performs a game state reset process (S1905) following step S1904. In the game state reset process (S1905), first, if the probability variation flag is ON, the probability variation flag is turned OFF, and if the time reduction flag is ON, it is turned OFF. In other words, during the execution of a jackpot game, the game is controlled to be in a non-high probability state and a non-time reduction state. After that, in order to start the jackpot game, the jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process is completed.

[0146] Furthermore, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game will not start, so the special operation status is set to "1" (S1909) and this process ends.

[0147] [Game State Management Processing] As shown in Figure 30, in the game state management processing (S1902), first, it is determined whether the time-saving flag is ON or OFF (S2001). If it is ON (YES in S2001), the value of the time-saving counter, which counts the number of times the special symbols have been changed during the time-saving state, is decremented by 1 (S2002), and it is determined whether the value of the time-saving counter is "0" or not (S2003). If it is "0" (YES in S2003), the time-saving flag is turned OFF (S2004), and the process proceeds to step S2005. If the result of the determination in step S2001 or S2003 is NO, the process immediately proceeds to step S2005. In step S2005, a game state specification command, which includes information on the current game state (information on whether the probability change flag and time-saving flag are ON or OFF), information on the value of the time-saving counter, etc., is set in the output buffer of RAM84, and this process ends.

[0148] [Special Electric Mechanism Processing (Big Win Game)] As shown in Figure 31, in the special electric mechanism processing (S1307), it is first determined whether the big win end flag is ON or not (S2201). The big win end flag is a flag that indicates that the opening of all the big prize winning openings 30 has finished in the big win game currently being played.

[0149] If the jackpot end flag is not ON (NO in S2201), it is determined whether the large prize slot 30 is open or not (S2202). If it is not open (NO in S2202), it is determined whether it is time to open the large prize slot 30, that is, whether the opening time of the jackpot game has elapsed and it is time to start opening in the first round of gameplay, or whether the interval time (closing time) until the large prize slot 30 that was once closed is reopened has elapsed and it is time to start opening again (S2203).

[0150] If the result of step S2203 is NO, the process ends. On the other hand, if the result of step S2203 is YES, the large prize slot 30 is opened according to the opening pattern corresponding to the type of jackpot (see Figure 12(B)) (S2204).

[0151] In the following step S2205, a round specification command transmission determination process is performed. In the round specification command transmission determination process (S2205), it is determined whether the opening of the big prize slot 30 in step S2204 is the first opening during a single round of gameplay. If so, a round specification command containing information about the number of rounds of the currently running jackpot game is set in the output buffer of RAM 84. In this configuration, the big prize slot 30 will not be opened multiple times during a single round of gameplay. Therefore, in this step S2205, a round specification command will always be set.

[0152] In step S2202 of the special electric prize processing (S1307), if the large prize opening 30 is open (YES in S2202), it is determined whether the closing condition for the large prize opening 30 has been met (S2206). In this embodiment, the closing condition is that either the number of prizes that have entered the large prize opening 30 in that round of play has reached the prescribed maximum number of prizes (8 per round in this embodiment), or the time to close the large prize opening 30 has arrived (i.e., a predetermined open time (see Figure 12(B)) has elapsed since the large prize opening 30 was opened). If the closing condition for the large prize opening 30 has not been met (NO in S2206), the process ends.

[0153] On the other hand, if the conditions for closing the large prize slot 30 are met (YES in S2206), the large prize slot 30 is closed (blocked) (S2207). Then, it is determined whether or not one round of gameplay ends due to the closing in step S2207 (S2008). If one round of gameplay does not end (NO in S2208), this process ends. On the other hand, if one round of gameplay ends (YES in S2208), the value of the round counter is decremented by 1 (S2209), and it is determined whether or not the value of the round counter is "0" (S2210). If it is not "0" (NO in S2210), the process ends as is in order to start the next round of gameplay.

[0154] On the other hand, if the result is "0" (YES in S2210), the jackpot termination process ends the jackpot game by setting the jackpot ending command (S2211) and starting the jackpot ending (S2212). Then, the jackpot termination flag is set (S2213) and the process ends.

[0155] Furthermore, if the jackpot end flag is ON in step S2201 (YES in S2201), the final round has ended, so it is determined whether or not the jackpot ending time has elapsed (S2214). If the ending time has not elapsed (NO in S2214), the process ends. On the other hand, if the ending time has elapsed (YES in S2214), the jackpot end flag is turned OFF (S2215), the jackpot flag is turned OFF (S2216), and the special operation status is set to "1" (S2217). As a result, in the next main timer interrupt process (S005), the special symbol waiting process (S1302) will be executed again as a special operation process (see Figure 23). After that, the game state setting process (S2218) described later is performed, and this process ends.

[0156] [Game State Setting Process] As shown in Figure 32, the game state setting process (S2218) first determines whether the type of jackpot is a probability variation jackpot (the stopping symbols are Special Symbol 1_Jackpot Symbol 1 or Special Symbol 2_Jackpot Symbol 1, see Figure 12(A)) (S2301). If it is not a probability variation jackpot (NO in S2301), the time reduction flag is turned ON (S2305), the time reduction counter is set to "100" (S2306), and the process proceeds to step S2307. As a result, the game state after this jackpot game becomes a normal probability state, a time reduction state, and a high base state (i.e., a low probability high base state). This low probability high base state ends when either of the following conditions is met: the variable display of the special symbols is performed 100 times, or the next jackpot is won.

[0157] On the other hand, if a probability variation jackpot is won in step S2301, the probability variation flag is turned ON (S2302), and the time reduction flag is turned ON (S2303). Then the time reduction counter is set to "10000" (S2304), and the game proceeds to step S2307. As a result, the game state after this jackpot game becomes a high probability state, a time reduction state, and a high base state (i.e., a high probability high base state). This high probability high base state will effectively continue until the next jackpot is won. In other words, the probability variation flag will not be turned OFF until the next jackpot game begins. And since it is almost impossible for the special symbol fluctuation display to be executed until the value of the time reduction counter goes from "10000" to "0", the time reduction flag will also not be turned OFF until the next jackpot game begins.

[0158] In step S2307, a game state specification command, which includes information on the current game state (whether the probability variation flag and time reduction flag are ON or OFF), and information on the value of the time reduction counter, is set in the output buffer of RAM84, and this process ends.

[0159] 7. Logo illumination and simulated illumination Next, the logo illumination effect and the pseudo-illumination effect will be explained based on Figure 33. First, the logo illumination effect will be explained based on Figure 33(A). The logo illumination effect is one of the pre-announcement effects that suggests the probability of winning a jackpot before showing the result of the jackpot determination process. Specifically, in the logo illumination effect (actual light guide effect), the light guide plate 12a of the illumination display device 12 (see Figure 7(A)) illuminates and displays a logo profile image 12X (a specific display image) that shows the profile of the logo, which is the main character of this pachinko game machine 1, as shown in Figure 33(A). The logo profile image 12X is formed by the aggregation of small dots that emit light on the light guide plate 12a, which form the outline of the logo's profile and the lines that radiate from the logo's profile.

[0160] The logo illumination effect is designed to interrupt the variable animation currently running on the display screen 7a for a predetermined short period (2 seconds). During the execution of the logo illumination effect, a rapid-fire "titititeen" sound (first sound effect) is output from speaker 67. In this way, when the logo illumination effect is executed, the player is suddenly shown the illuminated logo profile image 12X in front of the display screen 7a, and hears the rapid-fire "titititeen" sound, creating an impactful effect.

[0161] Here, the logo illumination effect is designed so that the expected probability of winning differs depending on the color of light emitted by the logo profile image 12X. Specifically, when the display LED 12d (see Figure 7(B)) emits green light, the logo profile image 12X emits green light. In this way, the logo illumination effect when the logo profile image 12X emits green light suggests a 15% chance of winning, as shown in Figure 48(A). Also, when the display LED 12d (see Figure 7(B)) emits red light, the logo profile image 12X emits red light. In this way, the logo illumination effect when the logo profile image 12X emits red light suggests a 25% chance of winning, as shown in Figure 48(A).

[0162] By the way, illumination effects such as logo illumination have the following problems. Specifically, the display image illuminated by the illumination effect is based on the irregularities formed on the reflective part 12e of the light guide plate 12a (see Figure 7(B)), so it is not possible to display variations in the display image. In other words, if it is desired to display an image other than the logo profile image 12X, a new light guide plate must be installed, which increases development costs and requires securing space for the installation of the light guide plate. Furthermore, if it is desired to implement an illumination effect after the structural design and development of the game board 2 has progressed to a certain extent, the illumination display device will have to be incorporated into the game board 2 separately, which may make it difficult to flexibly respond to design changes.

[0163] Therefore, in this embodiment, in order to address the above problems, a pseudo illumination effect is executed. As shown in FIG. 33(B), the pseudo illumination effect (pseudo light guide effect) is a preview effect in which a pseudo logo face image GR showing the front of the face (character image) of the logo, which is the main character of the pachinko game machine 1, is displayed on the display screen 7a of the image display device 7. Specifically, the pseudo logo face image GR (predetermined display image) includes a black background portion BL, a contour portion KM of the logo face that is mainly white, and an effect portion EF that extends radially and linearly from the central portion of the display screen 7a. Thus, due to the black background portion BL, the contour portion KM, and the effect portion EF, the pseudo logo face image GR appears to the player to be emitting light. That is, the pseudo logo face image GR (see FIG. 33(B)), despite being an image displayed on the display screen 7a, appears to be emitting light and displayed in front of the display screen 7a like the logo side face image 12X (see FIG. 33(A)). The image in which this pseudo logo face image GR is displayed on the display screen 7a corresponds to the "pseudo light guide image".

[0164] Similar to the logo side face image 12X of the logo illumination effect, the pseudo logo face image GR is configured to interrupt and execute for a predetermined short time (2 seconds) with respect to the variable effect being executed on the display screen 7a. Also, during the display of the pseudo logo face image GR, an inserted rapid-fire sound ("pipipipipin") (second sound effect) is output from the speaker 67. Thus, when the pseudo illumination effect is executed, the pseudo logo face image GR that appears to be emitting light on the player side suddenly appears, and by outputting the inserted rapid-fire sound "pipipipipin", it is possible to give an impact similar to the logo illumination effect. Note that since the pseudo illumination effect and the logo illumination effect of this embodiment are effects that interrupt and execute for a predetermined time with respect to the effect being executed, they can be referred to as cut-in preview effects.

[0165] In this form of pseudo-illumination effect, a pseudo-logo face image GR may interrupt the ongoing fluctuation effect for a predetermined short time (2 seconds), after which the interrupted fluctuation effect may resume. This type of pseudo-illumination effect, in which the pseudo-logo face image GR is displayed for a predetermined short time before the fluctuation effect resumes, will be called a "short pseudo-illumination effect (standalone pseudo-light guide effect)."

[0166] In the short pseudo-illumination effect, the color displayed in the pseudo-logo face image GR indicates a different probability of winning. Specifically, if part of the outline KM and the effect EF of the pseudo-logo face image GR are green, it suggests a 30% chance of winning, as shown in Figure 48(B). Conversely, if part of the outline KM and the effect EF of the pseudo-logo face image GR are red, it suggests a 50% chance of winning, as shown in Figure 48(B).

[0167] As can be seen from comparing Figure 48(A) and Figure 48(B), the short pseudo-illumination effect, in which the pseudo-logo face GR appears to glow green, has a higher probability of winning than the logo illumination effect, in which the logo profile image 12X glows green (a specific expectation element). Similarly, the short pseudo-illumination effect, in which the pseudo-logo face GR appears to glow red, has a higher probability of winning than the logo illumination effect, in which the logo illumination effect 12X glows red (a specific expectation element). Thus, even if the color indicating the probability of winning (expectation element) is the same, the short pseudo-illumination effect is set to have a higher probability of winning than the logo illumination effect. Therefore, players are encouraged to anticipate the execution of the short pseudo-illumination effect rather than the logo illumination effect, making it possible to provide a novel and exciting gaming experience.

[0168] Next, we will explain the case where a short pseudo-illumination effect is performed during the execution of an SP Reach (variation effect). First, let's explain the SP Reach. An SP Reach is a reach effect that can develop after a normal reach, and it is an effect that suggests a higher probability of winning a jackpot than a normal reach. In an SP Reach, after the effect symbol 8 becomes a reach pattern (for example, "5↓5"), as shown in Figure 34(A), a background image GH (SP Reach background image GH) specifically for SP Reaches is displayed on the display screen 7a, and an image G1 (SP Reach Start Title Image G1) indicating that an SP Reach has started is displayed in the center of the display screen 50a.

[0169] Subsequently, as shown in Figure 34(B), a special SP reach animation (for example, a battle animation) is performed. In this special SP reach animation, a battle image BA is displayed on the display screen 7a, showing that the ally character of this pachinko game machine 1 is fighting an enemy character. When the special SP reach animation reaches its final stage, if the result of the jackpot judgment process is a jackpot (for example, if the variation pattern is P1), as shown in Figure 34(C-1), an animation suggesting a jackpot is displayed on the display screen 50a (for example, a battle victory image WI showing that the ally character has won the battle), and the animation symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a jackpot (a so-called jackpot pattern where all three numbers are the same). At this time, the auxiliary symbols 6L, 6C, and 6R also stop simultaneously in a manner that suggests a jackpot.

[0170] On the other hand, if the result of the jackpot determination process is a miss (for example, if the variation pattern is P2), as shown in Figure 34(C-2), an effect suggesting a miss will be displayed on the display screen 50a (for example, the display of the battle defeat image LO, which indicates that an ally character has lost the battle), and the effect symbols EZ1, EZ2, and EZ3 will stop in a manner that suggests a miss (a so-called reach miss manner). At this time, the auxiliary symbols 6L, 6C, and 6R will also stop simultaneously in a manner that suggests a miss (a reach miss manner).

[0171] Next, we will explain the case where a short pseudo-illumination effect is performed during the execution of an SP reach, based on Figure 35. On display screen 7a, the effect symbol 8 shows a reach pattern indicating "5↓5", and after the background image GH for the SP reach (see Figure 34(A)) is displayed, as shown in Figure 35(A), a battle image BA is displayed, showing an ally character fighting an enemy character. Then, while the battle image BA is being displayed, suddenly, as shown in Figure 35(B), a pseudo-logo face image GR appears to be glowing red as a short pseudo-illumination effect. This pseudo-logo face image GR is displayed for a predetermined short time (2 seconds). Also, while the pseudo-logo face image GR is displayed, a rapid-fire beeping sound, "pipipipiiin", is output from speaker 67. After that, as shown in Figure 35(C), the battle image BA is displayed again on display screen 7a.

[0172] In this way, by interrupting the execution of the SP Reach with a short pseudo-illumination effect, it is possible to give the player the impact of having the logo illumination effect executed. In this configuration, the probability of winning with the short pseudo-illumination effect (hereinafter referred to as the "red short pseudo-illumination effect"), in which the pseudo-logo face GR appears to glow red (a specific expectation element), is 50% (see Figure 48(B)). In contrast, the probability of winning with the logo illumination effect (hereinafter referred to as the "red logo illumination effect"), in which the logo profile 12X glows red (a specific expectation element), is 25% (see Figure 48(A)). Therefore, even though the effects are similar, the execution of the red short pseudo-illumination effect, which has a higher probability of winning than the red logo illumination effect, can give the player a great sense of excitement. In this configuration, the logo illumination effect is executed at the same timing as the short pseudo-illumination effect, and examples of effects in which the logo illumination effect is executed are omitted.

[0173] Furthermore, in this configuration, in addition to the logo illumination effect, a short pseudo-illumination effect is also performed, allowing players to see a variety of display images as the face of the logo. Since there is no need to install a light guide plate to perform the short pseudo-illumination effect, the installation space for the light guide plate and development costs can be reduced. Moreover, even if a design change to implement the short pseudo-illumination effect is required at a stage where the structural design and development of the game board 2 has progressed to a certain extent, the design can be flexibly adapted to the change.

[0174] Furthermore, in the case of logo illumination effects, the display LEDs 12d of the illumination display device 12 are illuminated, resulting in higher power consumption compared to pseudo-illumination effects. In other words, recent pachinko machines are equipped with many moving parts and light-emitting means (LEDs), which increases power consumption and places a heavy burden on the power supply board 150. Therefore, there is a need to perform effects while minimizing power consumption. With pseudo-illumination effects, it is possible to perform effects similar to logo illumination effects while suppressing the increase in power consumption. Moreover, with logo illumination effects, it is possible to make it appear as if the pseudo-logo face image GR is illuminated in various colors without having to install display LEDs that emit various colors.

[0175] By the way, illumination effects such as the logo illumination effect are effects that use a light guide plate positioned in front of the display screen 7a to illuminate the display image, so there is no continuity with the effects displayed on the display screen 7a after the illumination effect has finished. In other words, since the illumination effect is an effect that is executed for a short time, interrupting the effects being executed on the display screen 7a, there was no smooth transition to the effects being executed on the display screen 7a after the illumination effect had finished.

[0176] In contrast, this configuration utilizes a short pseudo-illumination effect to enable a long pseudo-illumination effect that smoothly transitions from the short pseudo-illumination effect to the effect executed on display screen 7a. In the long pseudo-illumination effect, the display screen 7a displays a pseudo-logo face image GR for a predetermined short time (2 seconds), and then displays an appearance image GT (see Figure 36(C)) indicating that the main character appears riding a horse. When the appearance image GT is displayed, an effect section EF extending radially in a straight line from the center of the display screen 7a is also displayed. When the appearance image GT is displayed, the inserted rapid beeping sound "pipipipiiin" is no longer output from speaker 67. Subsequently, the display screen 7a displays an appearance image GS (see Figure 36(D)) showing the upper body of the main character and the words "Here I come".

[0177] Thus, on display screen 7a, the sequence of events from the start of displaying the pseudo-logo face image GR to the end of displaying the arrival image GS is called the "long pseudo-illumination effect (series of pseudo-light guide effects)," and the execution time of the long pseudo-illumination effect is 5 seconds. In this long pseudo-illumination effect, the pseudo-logo face image GR representing the main character (see Figure 36(B)) ⇒ the arrival image GT representing the main character (see Figure 36(C)) ⇒ the arrival image GS representing the main character (see Figure 36(D)) are displayed in a sequence, so that the player can see the main character ("logo") appearing in a smooth sequence, like an illumination effect display, providing a novel and exciting gaming experience. Note that the "appearance image GT and arrival image GS" correspond to the "character animation images."

[0178] In summary, this form of pseudo-illumination effect includes both short and long pseudo-illumination effects. The type of pseudo-illumination effect is determined by whether or not the appearance image GT (see Figure 36(C)) is displayed immediately after the pseudo-logo face image GR is displayed in the short pseudo-illumination effect. Therefore, during the execution of the short pseudo-illumination effect (pseudo-light-guiding effect), it is possible to create anticipation in the player that the appearance image GT will be displayed afterward, thereby building anticipation for a transition to the long pseudo-illumination effect (development effect).

[0179] Furthermore, in the long pseudo-illumination effect, similar to the short pseudo-illumination effect, the color displayed in the pseudo-logo face image GR indicates a different probability of winning. Specifically, in the long pseudo-illumination effect (hereinafter referred to as the "green long pseudo-illumination effect"), where part of the outline KM and the effect EF are green in the pseudo-logo face image GR, a 50% probability of winning is indicated, as shown in Figure 48(C). In the long pseudo-illumination effect (hereinafter referred to as the "red long pseudo-illumination effect"), where part of the outline KM and the effect EF are red in the pseudo-logo face image GR, a 70% probability of winning is indicated, as shown in Figure 48(C).

[0180] Thus, as can be seen from the comparison between Figure 48(B) and Figure 48(C), the green long pseudo-illumination effect has a higher probability of winning than the green short pseudo-illumination effect, compared to the short pseudo-illumination effect, where the pseudo-logo face GR appears to glow green. Similarly, the red long pseudo-illumination effect has a higher probability of winning than the red short pseudo-illumination effect. Thus, even if the color indicating the probability of winning (the element of expectation) is the same, the long pseudo-illumination effect is set to have a higher probability of winning than the short pseudo-illumination effect. Therefore, players are made to anticipate that the long pseudo-illumination effect will be executed after the short pseudo-illumination effect, making it possible to provide a novel and exciting gaming experience.

[0181] Furthermore, in this form, when the long pseudo-illumination effect is performed, a portion of the outline KM and the effect EF in the pseudo-logo face GR may be rainbow-colored. This long pseudo-illumination effect will be called the "Rainbow Long Pseudo-Illumination Effect (Winning Confirmation Pseudo-Light Guide Effect)". As shown in Figure 48(C), the Rainbow Long Pseudo-Illumination Effect suggests a 100% chance of winning. In other words, if the Rainbow Long Pseudo-Illumination Effect is performed, a win to the jackpot is confirmed. Note that when the short pseudo-illumination effect is performed, a portion of the outline KM and the effect EF in the pseudo-logo face GR are not rainbow-colored. Therefore, when a player sees a portion of the outline KM and the effect EF in the pseudo-logo face GR during the short pseudo-illumination effect, it is possible to let them know they have won the jackpot while also allowing them to fully enjoy the long pseudo-illumination effect. As a variation, even in a short pseudo-illumination effect, the pseudo-logo face image GR may have a portion of the outline KM and the effect EF both in rainbow colors to indicate that a jackpot has been confirmed.

[0182] Next, we will explain the case where a long pseudo-illumination effect is performed during the execution of an SP reach, based on Figure 36. On the display screen 7a, the effect symbol 8 shows a reach pattern indicating "5↓5", and after the background image GH for the SP reach (see Figure 34(A)) is displayed, the battle image BA, which shows an ally character fighting an enemy character, is displayed as shown in Figure 36(A). Then, while the battle image BA is being displayed, a pseudo-logo face image GR, which appears to be glowing red, is suddenly displayed as a short pseudo-illumination effect, as shown in Figure 36(B). This pseudo-logo face image GR is displayed for a predetermined short time (2 seconds). Also, while the pseudo-logo face image GR is displayed, a rapid-fire beeping sound, "beep beep beep," is output from the speaker 67. At this time, the player understands that the probability of winning is 25% due to the execution of the red short pseudo-illumination effect, but they will hope that it will develop into the red long pseudo-illumination effect, which has an even higher probability of winning.

[0183] Then, as shown in Figure 36(C), an appearance image GT showing the main character appearing on horseback, and a red effect section EF are displayed. Subsequently, as shown in Figure 36(D), an appearance image GS showing the upper body of the main character and the words "Here I come" is displayed. After that, as shown in Figure 36(E), the interrupted battle sequence resumes on display screen 7a, and the battle image BA is displayed again. In this way, by showing the player a series of red long pseudo-illumination sequences following the red short pseudo-illumination sequence, it is possible to give them a sense of excitement that increases the probability of winning from 25% to 50%. In other words, it is possible to provide a novel and interesting gameplay experience where the red short pseudo-illumination sequence is not just a sequence that interrupts and is executed on its own.

[0184] By the way, the pseudo-illumination effects of this form (short pseudo-illumination effects, long pseudo-illumination effects) are not only executed during the execution of an SP reach. The pseudo-illumination effects of this form may be executed as a pre-announcement effect at the start of the special symbol's variation display. Furthermore, the pseudo-illumination effects of this form may be executed as a continuous pre-announcement effect that suggests the probability of winning a jackpot across multiple special symbol variation displays. Below, the pseudo-illumination effects (long pseudo-illumination effects) when executed as a pre-announcement effect at the start of variation and as a continuous pre-announcement effect will be explained based on Figure 37.

[0185] As a prerequisite, it is assumed that the game is controlled to a normal game state. Therefore, as shown in Figure 37(A), the display screen 50a shows background image Ha, which indicates that the game is controlled to a normal game state. Background image Ha shows a daytime scene with mountains and the sun. Furthermore, it is assumed that the first special symbol is being displayed in a variable state, and that there are three first special symbol reserves. Therefore, as shown in Figure 37(A), the display screen 7a shows the performance symbol 8 in a variable state, and the icon 9 is displayed in the corresponding display area 17x. In addition, white reserve icons 9 are displayed in the reserve display areas 17a to 17c, respectively. In this configuration, the display colors of the icons (the icon 9 and the reserve icon 9) include the default white, as well as blue, green, red, gold, and rainbow. The display colors of the icons are set to suggest that the probability of winning increases in the order of white ⇒ blue ⇒ green ⇒ red ⇒ gold ⇒ rainbow.

[0186] Under these preconditions, assume that the game ball has entered the first starting opening 20. As a result, as shown in Figure 37(B), a red reserve icon 9 (hereinafter referred to as "red reserve icon 9x") is displayed in the fourth reserve display area 17d. Thus, the player who sees the red reserve icon 9x understands that there is a slightly higher probability (expected winning rate) of being judged as a jackpot in the jackpot judgment process corresponding to the red reserve icon 9x. Subsequently, as the jackpot judgment process corresponding to the icon 9 has determined it to be a miss, the performance symbol 8 stops and displays "638", which is the miss pattern, as shown in Figure 37(C).

[0187] Then, the white hold icon 9 that was displayed in the first hold display area 17a shifts to the display area 17x and becomes the icon 9 as shown in Figure 37(D). Also, the white hold icon 9 that was displayed in the second hold display area 17b and the third hold display area 17c shifts to the first hold display area 17a and the second hold display area 17b as shown in Figure 37(D), and the red hold icon 9x that was displayed in the fourth hold display area 17d shifts to the third hold display area 17c as shown in Figure 37(D). At this time (when the display of the first special symbol changes), a red short pseudo-illumination effect is executed on the display screen 7a for a predetermined short time (2 seconds). Furthermore, a rapid-fire beeping sound, "pipipipiiin," is output from the speaker 67.

[0188] Thus, by suddenly executing the red short pseudo-illumination effect as a continuous preview effect, it is possible to surprise the player and give a sense of elation due to the high winning expectancy for the red hold icon 9x. In this form, the long pseudo-illumination effect is not executed as a continuous preview effect. However, as will be described later, when the short pseudo-illumination effect is executed as a continuous preview effect, the long pseudo-illumination effect may be executed (evolve into the long pseudo-illumination effect) as a preview effect at the start of the variation. Therefore, as shown in FIG. 37(D), for a player who grasps the red short pseudo-illumination effect executed as a continuous preview effect, it is possible to make the player expect the execution of the red long pseudo-illumination effect with a higher winning expectancy when the special symbol starts to vary thereafter. Thereafter, as shown in FIG. 37(E), after the effect symbol 8 varies and is displayed, since it is determined as a loss in the jackpot determination process corresponding to the icon 9, as shown in FIG. 37(F), the effect symbol 8 stops and is displayed as "264" in a losing mode.

[0189] Then, the white hold icon 9 displayed in the first hold display area 17a shifts to the display area 17x and becomes the icon 9 as shown in FIG. 37(G). Also, the white hold icon 9 displayed in the second hold display area 17b shifts to the first hold display area 17a as shown in FIG. 37(G), and the red hold icon 9x displayed in the third hold display area 17c shifts to the second hold display area 17b as shown in FIG. 37(D). At this time (at the start of the variation display of the first special symbol), on the display screen 7a, the red short pseudo-illumination effect is executed for a predetermined short time (2 seconds). Further, an inserted continuous hitting sound of "pipipipipin" is output from the speaker 67. Thus, by executing the red short pseudo-illumination effect as a continuous preview effect again, it is possible to make the player have a stronger sense of expectation.

[0190] Thereafter, as shown in FIG. 37(H), after the effect symbol 8 varies and is displayed, since it is determined as a loss in the jackpot determination process corresponding to the icon 9, as shown in FIG. 38(A), the effect symbol 8 stops and is displayed as "475" in a losing mode.

[0191] Then, the white hold icon 9 that was displayed in the first hold display area 17a shifts to the display area 17x and becomes the icon 9 as shown in FIG. 38(B). Also, the red hold icon 9x that was displayed in the second hold display area 17b shifts to the first hold display area 17a as shown in FIG. 38(B). At this time (when the variable display of the first special symbol starts), on the display screen 7a, a red short pseudo-illumination effect is executed for a predetermined short time (2 seconds). Furthermore, an inserted rapid-fire sound of "pipipipipin" is output from the speaker 67. In this way, by executing the red short pseudo-illumination effect again as a continuous notice effect, it is possible to make the player have a greater sense of expectation. That is, by executing the red short pseudo-illumination effect from 3 fluctuations before ⇒ 2 fluctuations before ⇒ 1 fluctuation before, it is possible to arouse the expectation of developing into a red long pseudo-illumination effect at the start of the next special symbol fluctuation.

[0192] Thereafter, as shown in FIG. 38(C), after the production symbol 8 fluctuates and is determined to be a loss in the jackpot determination process corresponding to the icon 9, as shown in FIG. 38(D), the production symbol 8 stops and is displayed as "174" in a losing mode.

[0193] Then, the red hold icon 9x that was displayed in the first hold display area 17a shifts to the display area 17x, and in the display area 17x, the red icon 9 is displayed as shown in FIG. 38(B). Hereinafter, the red icon 9 will be referred to as the "red icon 9x". At this time (when the variable display of the first special symbol starts), on the display screen 7a, a red short pseudo-illumination effect is executed for a predetermined short time (2 seconds). Furthermore, an inserted rapid-fire sound of "pipipipipin" is output from the speaker 67.

[0194] Thus, at the start of the special symbol variation, as shown in Figure 38(E), a short red pseudo-illumination effect is performed as a pre-rendering effect at the start of the variation. Then, as shown in Figure 38(F), an appearance image GT showing the main character appearing on horseback and a red effect section EF are displayed. Subsequently, as shown in Figure 38(G), an appearance image GS showing the upper body of the main character and the words "Here I come" is displayed. This allows the player to understand that a long red pseudo-illumination effect has been performed, giving them a sense of excitement due to the increased expectation of winning. After that, as shown in Figure 38(E), the effect symbol 8 is displayed as a variation on the display screen 7a.

[0195] As described above, in this configuration, when a short pseudo-illumination effect is executed as a continuous pre-announcement effect, the player can expect that when the spin starts, the short pseudo-illumination effect will develop into a long pseudo-illumination effect as a pre-announcement effect at the start of the spin. In the example shown in Figure 38, a long pseudo-illumination effect is executed as a pre-announcement effect at the start of the spin when a short pseudo-illumination effect is executed as a continuous pre-announcement effect. However, even if a short pseudo-illumination effect is not executed as a continuous pre-announcement effect, a long pseudo-illumination effect may still be executed as a pre-announcement effect at the start of the spin. Also, in the example shown in Figure 38, a long pseudo-illumination effect is executed as a pre-announcement effect at the start of the spin. Of course, there are also cases where the effect ends with only a short pseudo-illumination effect and does not develop into a long pseudo-illumination effect.

[0196] 8. Sword Buried and Cracked Effect Next, the sword-embedding crack effect will be described based on FIG. 39. Specifically, the sword-embedding crack effect (embedding preview effect) is one of the preview effects that suggest the winning expectation for a big win in advance before showing the result of the big win determination process. Specifically, the sword-embedding crack effect shows a sword-embedding image SW indicating that a sword (a predetermined object) is embedded in the display screen 7a, and a screen crack image (HB) indicating that the display screen 7a (a predetermined object) is cracked, thereby suggesting the winning expectation. Since the sword-embedding crack effect of this embodiment is an effect that interrupts and executes for a predetermined time with respect to the effect being executed, it can be called a cut-in preview effect. There are three types of this sword-embedding crack effect: a small-sword embedding crack effect, a medium-sword embedding crack effect, and a large-sword embedding crack effect.

[0197] In the small-sword embedding crack effect (the first embedding preview effect, the first crack preview effect), as shown in FIG. 39(A), on the display screen 7a, a small-sword embedding image SW1 (the first embedding image) indicating that the small sword (the first predetermined object) used by the main character of this pachinko machine PY1 is embedded in the direction intersecting the display screen 7a, and a small-screen crack image HB1 (the first crack image) indicating that a crack has occurred in a relatively small range with respect to the display screen 7a are displayed. In this small-sword embedding crack effect, as shown in FIG. 49, it is suggested that the winning expectation for a big win is 20%.

[0198] In the medium-sword embedding crack effect (the second embedding preview effect, the second crack preview effect), as shown in FIG. 39(B), on the display screen 7a, a medium-sword embedding image SW2 (the second embedding image) indicating that the medium sword (the second predetermined object) used by the main character of this pachinko machine PY1 is embedded in the direction intersecting the display screen 7a, and a medium-screen crack image HB2 (the second crack image) indicating that a crack has occurred in a relatively large range with respect to the display screen 7a are displayed. In this medium-sword embedding crack effect, as shown in FIG. 49, it is suggested that the winning expectation for a big win is 40%. Note that the medium sword indicated by being embedded in the medium-sword embedding image SW2 is larger than the small sword indicated by being embedded in the small-sword embedding image SW1.

[0199] In the Great Sword Buried and Cracked Animation (Third Buried Prediction Animation, Third Crack Prediction Animation), as shown in Figure 39(C), the display screen 7a shows a Great Sword Buried Image SW3 (Third Buried Image) indicating that the Great Sword (Third Designated Object) used by the main character of this pachinko game machine PY1 has been buried in a direction intersecting the display screen 7a, and a Large Screen Cracked Image HB3 (Third Cracked Image) indicating that a crack has occurred across the entire display screen 7a. In this Great Sword Buried and Cracked Animation, as shown in Figure 49, it is suggested that the probability of winning a jackpot is 60%. Note that the Great Sword shown as being buried in the Great Sword Buried Image SW3 is larger than the Medium Sword shown as being buried in the Medium Sword Buried Image SW2.

[0200] In this form, the sword burial and breaking animation (small sword burial and breaking animation, medium sword burial and breaking animation, large sword burial and breaking animation) may be performed only during the execution of an SP reach. Furthermore, if a sword burial animation is performed during the execution of an SP reach, only one of the small sword burial and breaking animation, medium sword burial and breaking animation, or large sword burial and breaking animation will be performed. In other words, during the execution of an SP reach, two or more of the small sword burial and breaking animations, medium sword burial and breaking animation, and large sword burial and breaking animation will not be performed.

[0201] As can be seen from comparing Figures 39(A), 39(B), and 39(C), the swords embedded in the display screen 7a get progressively larger in the order of small sword embedding and breaking animation ⇒ medium sword embedding and breaking animation ⇒ large sword embedding and breaking animation. In other words, the larger the sword embedded in the display screen 7a during the sword embedding and breaking animation, the higher the probability of winning. In this way, when the sword embedding and breaking animation is performed, it is possible to provide players with a novel sense of anticipation by making them pay attention to whether the sword embedded in the display screen 7a is a small sword, a medium sword, or a large sword.

[0202] In particular, during the sword embedding and breaking animation, a sword embedding image SW is displayed, indicating that the sword has been embedded in the display screen 7a, intersecting it and facing the player. Therefore, it is possible to provide the player with a novel gaming experience that gives them the impact of seeing the sword piercing the display screen 7a towards them, while also suggesting the likelihood of winning.

[0203] Furthermore, as can be seen from a comparison of Figures 39(A), 39(B), and 39(C), the area of ​​the display screen 7a indicating the breakage increases in the order of small sword embedded and broken animation ⇒ medium sword embedded and broken animation ⇒ large sword embedded and broken animation. In other words, in the sword embedded and broken animation, the larger the area of ​​the display screen 7a indicating a breakage, the higher the probability of winning. In this way, when the sword embedded and broken animation is performed, it is possible to make the player pay attention to the area of ​​the display screen 7a indicating a breakage, providing a novel sense of anticipation. That is, conventionally, when the display screen 7a shows a breakage, it often suggests an unfavorable outcome for the player, such as a loss. However, in this form, the larger the area of ​​the display screen 7a showing a breakage, the more favorable the outcome for the player (suggesting a high probability of winning), giving the player the opposite impression from conventional designs and providing a novel gaming experience.

[0204] Next, based on Figure 40, the flow from the start to the end of the sword-embedding and cracking animation will be explained. When the sword-embedding and cracking animation is performed, as an introductory animation, as shown in Figure 40(A), an introductory character image DN is displayed on the display screen 7a, showing the main character in his pre-transformation form. Next, as shown in Figure 40(B), a sword-holding appearance image YK1 is displayed on the display screen 7a, showing the transformed main character (logo) appearing on horseback holding a sword. Subsequently, as shown in Figure 40(C), a sword-throwing image FK1 is displayed on the display screen 7a, showing the transformed main character (logo) raising his arm and throwing the sword towards the player (the front side of the display screen 7a). After that, as shown in Figure 40(D), the aforementioned sword-embedding image SW1 and small screen crack image HB1 are displayed on the display screen 7a. Finally, a screen crack image GW is displayed on the display screen a, showing that the display screen 7a has cracked, and the sword-embedding animation ends. The execution time for this embedded sword crack effect is 7 seconds in total, while the display time for the embedded sword image SW1 and the small screen crack image HB1 shown in Figure 40(D) ​​is 2 seconds.

[0205] Next, based on Figure 41, the flow from the start to the end of the embedded sword cracking animation will be explained. When the embedded sword cracking animation is performed, as an introductory animation, as shown in Figure 41(A), an introductory character image DN is displayed on the display screen 7a, showing the main character in his pre-transformation form. Next, as shown in Figure 41(B), an image YK2 showing the transformed main character (logo) appearing on a horse while holding the sword is displayed on the display screen 7a. Subsequently, as shown in Figure 41(C), an image FK2 showing the transformed main character (logo) raising his arm and throwing the sword towards the player (the front side of the display screen 7a) is displayed on the display screen 7a. After that, as shown in Figure 41(D), the embedded sword image SW2 and the cracked screen image HB2 are displayed on the display screen 7a. Finally, a cracked screen image GW is displayed on the display screen a, showing that the display screen 7a has cracked, and the embedded sword animation ends. The execution time for this central sword embedding and cracking effect is 9 seconds in total, while the display time for the central sword embedding image SW2 and the central screen cracking image HB2 shown in Figure 41(D) is 4 seconds.

[0206] Next, based on Figure 42, the flow from the start to the end of the Greatsword Buried and Cracked Screen animation will be explained. When the Greatsword Buried and Cracked Screen animation is performed, as an introductory animation, as shown in Figure 42(A), an introductory character image DN is displayed on the display screen 7a, showing the main character character in his pre-transformation form. Next, as shown in Figure 42(B), an image YK3 showing the transformed main character character (logo) appearing on a horse holding a greatsword is displayed on the display screen 7a. Subsequently, as shown in Figure 42(C), an image FK3 showing the transformed main character character (logo) raising his arms and throwing the greatsword towards the player (the front side of the display screen 7a) is displayed on the display screen 7a. After that, as shown in Figure 42(D), the aforementioned Greatsword Buried Image SW3 and the Large Screen Cracked Image HB3 are displayed on the display screen 7a. Finally, an image GW showing the screen cracking is displayed on the display screen a, indicating that the display screen 7a has cracked, and the Greatsword Buried and Cracked Screen animation ends. The execution time for this large sword embedding and cracking effect is 11 seconds in total, while the display time for the large sword embedding image SW3 and the large screen cracking image HB3 shown in Figure 42(D) is 6 seconds.

[0207] As can be seen from the comparison in Figures 40 to 42 above, when the sword embedding and breaking animation (small sword embedding and breaking animation, medium sword embedding and breaking animation, large sword embedding and breaking animation) is started, the same introductory animation (display of introductory character image DN) is executed for each. Therefore, from the player's perspective, when the introductory animation starts, they know that a sword embedding and breaking animation will be performed, but they do not know which of the small, medium, or large sword embedding and breaking animations will be performed. In this way, by executing the same introductory animation (display of introductory character image DN), it is possible to draw the player's attention to which sword embedding and breaking animation will be performed. In other words, when the introductory character image DN is displayed, the large sword gripping appearance image YK3, which indicates the execution of the large sword embedding and breaking animation, will be displayed afterward, creating a sense of anticipation that there is a high probability of winning.

[0208] As mentioned above, the execution time differs for the small sword embedding and breaking animation, the medium sword embedding and breaking animation, and the large sword embedding and breaking animation, with the animation having a higher probability of winning having a longer execution time. In particular, the display time differs for the sword embedding image SW and the screen breaking image HB (see Figures 39(A), 39(B), and 39(C)), which are the most eye-catching elements in the sword embedding and breaking animation, with the display time being longer for the animation having a higher probability of winning. Thus, the larger the embedded sword and the wider the area showing that the display screen 7a is broken, the longer the display time, suggesting a higher probability of winning. Therefore, the strength of the impact of the sword embedding and breaking animation, the length of the display time, and the high probability of winning are linked, making it possible to clearly demonstrate the theatrical meaning of the sword embedding and breaking animation. In other words, in the small sword-breaking and burying animation, which suggests a low probability of winning, the display time of the small sword-burying image SW1 and the screen-cracked image HB1 (see Figure 40(D)) is relatively short, making the visual impact appear smaller. In contrast, in the large sword-breaking and burying animation, which suggests a high probability of winning, the display time of the large sword-burying image SW3 and the screen-cracked image HB3 (see Figure 42(D)) is relatively long, making the visual impact appear larger. Thus, in the sword-burying and burying animation, by changing the display time of the sword-burying image SW and the screen-cracked image HB (see Figures 39(A), 39(B), and 39(C)) according to the probability of winning, the relationship that a greater impact indicates a higher probability of winning is clearly shown to the player.

[0209] Next, based on Figure 43, we will explain an example where the Greatsword Buried and Broken animation is performed as a sword buried and broken animation during the execution of an SP Reach. On display screen 7a, the animation symbol 8 shows a reach pattern indicating "5↓5", and after the background image GH for the SP Reach (see Figure 34(A)) is displayed, the battle image BA, which shows an ally character fighting an enemy character, is displayed as shown in Figure 43(A). Then, while the battle image BA is being displayed, the introductory character image DN is suddenly displayed as an introductory animation for the sword buried and broken animation, as shown in Figure 43(B). At this point, the player is aware that the sword buried and broken animation is being performed and is paying attention to which sword buried and broken animation will be performed next. Then, as shown in Figure 43(C), the Greatsword-Holding Appearance Image YK3 is displayed, showing the transformed main character (logo) appearing on horseback holding a greatsword. This allows the player who sees the Greatsword-Holding Appearance Image YK3 to understand that the Greatsword Buried and Broken animation, which has the highest probability of winning, is being performed, giving them a great sense of excitement.

[0210] Next, as shown in Figure 43(D), a sword-throwing image FK3 is displayed, showing the transformed main character (logo) raising their arms and throwing a greatsword towards the player (the front side of the display screen 7a). After that, as shown in Figure 43(E), a sword-embedded image SW3 and a large screen crack image HB3 are displayed. At this time, the sword-embedded image SW3 and the large screen crack image HB3 are displayed for a relatively long period of 6 seconds, which makes it possible to further enhance the impact of a large greatsword being thrust towards the player and the entire display screen 7a being cracked. Then, as shown in Figure 43(F), a screen crack image GW is displayed, showing that the display screen 7a has cracked, and when the sword-embedded effect ends, as shown in Figure 43(G), the interrupted battle effect resumes on the display screen 7a, and the battle image BA is displayed again.

[0211] The above explanation uses the Great Sword Buried and Broken animation as an example, but the Sword Buried and Broken animations (Small Sword Buried and Broken animation, Medium Sword Buried and Broken animation, Great Sword Buried and Broken animation) are executed by interrupting an ongoing SP Reach. In other words, when the Sword Buried and Broken animation ends, the screen-breaking image GW is displayed, and then the interrupted SP Reach resumes. Therefore, the Sword Buried Image SW and Screen-breaking Image HB (see Figures 40(D), 41(D), and 41(D)) that were displayed before the Screen-breaking image GW are not displayed indefinitely, preventing them from interfering with the resumed SP Reach. That is to say, by using the display of the Screen-breaking image GW to mark the end of the Sword Buried and Broken animation, it is possible to smoothly transition to the resumption of the interrupted SP Reach.

[0212] 9. Operation of the microcontroller 91 for performance control [Sub-control Main Processing] Next, the operation of the performance control microcontroller 91 will be explained based on Figures 44 to 48. Note that the counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the performance control microcontroller 91 are located in RAM 94. When the power of the pachinko game machine 1 is turned on, the performance control microcontroller 91 on the sub-control board 90 reads the sub-control main processing program shown in Figure 44 from ROM 93 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). In the CPU initialization processing (S4001), settings such as stack settings, constant settings, CPU 92 settings, SIO, PIO, CTC (circuit for managing interrupt time) are performed.

[0213] Next, it is determined whether the power-off signal is ON and whether the contents of RAM94 are normal (S4002). If the result of this determination is NO, RAM94 is initialized (S4003) and the process proceeds to step S4004. On the other hand, if the result of this determination is YES (YES in S4002), the process proceeds to step S4004 without initializing RAM94. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of RAM94 are not normal (NO in S4002), RAM94 is initialized. However, if the power-off signal is ON due to a power outage or the like, but the contents of RAM94 remain normal (YES in S4002), RAM94 is not initialized. Note that initializing RAM94 resets the values ​​of various flags, statuses, and counters. Also, steps S4001 to S4003 are executed only once after power-on and are not executed thereafter.

[0214] In step S4004, interrupts are disabled. Next, the random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of the random number counters used to determine various effects are updated. When the random number seed update process (S4005) is completed, the command transmission process is executed (S4006). In the command transmission process, various commands stored in the output buffer in the RAM 94 of the sub-control board 90 are sent to the image control board 100. Upon receiving the commands, the image control board 100 uses the image display device 7 to execute various effects (effect symbol change effect, opening effect, round effect, ending effect, hold icon change effect, pseudo illumination effect, sword embedding and breaking effect, etc.) according to the commands.

[0215] In conjunction with the execution of various effects by the image control board 100, the sub-control board 90 outputs sound from the speaker 67 via the sound control board 106, illuminates the frame lamp 66, panel lamp 5, and illumination display device 12 via the sub-drive board 107, and drives the panel movable body 15, frame movable body 600, and logo sword prop 300. The effect control microcontroller 91 then enables interrupts (S4007). Steps S4004 to S4007 are then looped. While interrupts are enabled, it becomes possible to execute receive interrupt processing (S4008), 1ms timer interrupt processing (S4009), and 10ms timer interrupt processing (S4010).

[0216] [Receive Interrupt Processing] In the receive interrupt processing (S4008), as shown in Figure 45, it is determined whether the strobe signal (STB signal) is ON or OFF, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input of the microcontroller 91 for performance control (S4101). If the strobe signal is not ON, the processing ends; if it is ON, the various commands sent from the main control board 80 are stored in the receive buffer of RAM 94 (S4102). This receive interrupt processing is executed in priority over other interrupt processing (S4009, S4010).

[0217] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4009) is executed each time an interrupt pulse with a period of 1 msec is input to the sub-control board 90. As shown in Figure 46, the 1ms timer interrupt processing (S4009) first performs input processing (S4201). In input processing (S4201), switch data (edge ​​data and level data) is created based on the detection signal from the performance button detection switch 63a (see Figure 9).

[0218] Next, the lamp data output process (S4202) is performed. In the lamp data output process (S4202), the lamp data created in the other processing in the 10ms timer interrupt processing (S4304), described later, is output to the sub-drive board 107 in order to make the frame lamp 66, panel lamp 5, and illumination display device 12 light up at the timing that matches the effect. In other words, the frame lamp 66, panel lamp 5, and illumination display device 12 are made to light up in a predetermined light-emitting pattern according to the lamp data.

[0219] Next, drive control processing (S4203) is performed. In drive control processing (S4203), drive data (data for driving the movable panel 15) is created and output in order to drive the movable panel 15, the movable frame 600, and the logo sword prop 300 at timings that match the performance. In other words, according to the drive data, the movable panel drive motor 15a for moving the movable panel 15, the movable frame drive motor 600a for moving the movable frame 600, and the logo sword prop drive motor 300a for moving the logo sword prop 300 are driven.

[0220] Then, the watchdog timer process (S4204) is performed to reset the watchdog timer, and this process is completed.

[0221] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4010) is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in Figure 47, the 10ms timer interrupt processing (S4010) first performs a received command analysis process (S4301). In the received command analysis process (S4301), the performance control microcontroller 91 determines whether it has received a variation start command from the game control microcontroller 81. If it has received the command, it performs a variation performance pattern selection process to execute a variation performance and a preview performance selection process to execute a preview performance, based on the analysis result of the variation start command (information on the variation pattern).

[0222] Furthermore, in the received command analysis process (S4301), it is determined whether an opening command has been received from the game control microcomputer 81, and if so, the opening performance selection process is executed. It is also determined whether a round specification command has been received from the game control microcomputer 81, and if so, the round performance selection process is executed. It is also determined whether an ending command has been received from the game control microcomputer 81, and if so, the ending performance selection process is executed. Furthermore, it is determined whether a start-up winning command (first start-up winning command, second start-up winning command) has been received from the game control microcomputer 81, and if so, the pre-read-announcement performance selection process for executing the pre-read-announcement performance (continuous announcement performance) and the icon display process for displaying icon 9 are executed.

[0223] Furthermore, following the received command analysis process (S4301), the microcontroller 91 for performance control performs a switch state acquisition process (S4302) in which the switch data created in the 1ms timer interrupt process is stored in the RAM 94 as switch data for the 10ms timer interrupt process. Next, it performs a switch process (S4303) to set the display content of the display screen 7a based on the switch data stored in the switch state acquisition process.

[0224] Subsequently, the microcontroller 91 for performance control performs lamp processing (S4304). Lamp processing (S4304) involves creating lamp data (data that controls the lighting of frame lamps 66, panel lamps 5, and illumination display device 12) and managing the timing of the light effects. Next, it performs sound control processing (S4305). Sound control processing (S4305) involves creating sound data (data that controls the output of sound from speaker 67) and outputting it to the sound control board 106, as well as managing the timing of the sound effects. As a result, sound appropriate to the performance to be executed is output from speaker 67. Finally, other processes such as updating various random numbers for determining performances are performed (S4306), and this process is completed.

[0225] 10. Control Examples First, an example of the control of the long pseudo-illumination effect will be described. As a prerequisite, assume that it is in the normal game state and there are three reserved first special symbols. Also, assume that a game ball flowing down the game area 3 has entered the first start port 20. In this case, the game control microcomputer 81 identifies the first start winning command through the first start winning command identification process (S213) shown in FIG. 20. The identified first start winning command is, for example, in the non-time-reduced state (normal game state), there are four reserved first special symbols, and it indicates an SP reach loss ( "E1H43H", see FIG. 17). Then, this first start winning command is transmitted to the sub-control board 90 through the output process (S101) shown in FIG. 19.

[0226] When the effect control microcomputer 91 of the sub-control board 90 receives the above-mentioned first start winning command, it analyzes the received first start winning command through the received command analysis process (S4301) shown in FIG. 47. Then, based on the analysis result, it executes the pre-reading preview effect selection process and the icon display process. In the pre-reading preview effect selection process, based on the long pseudo-illumination effect lottery table (not shown) stored in the ROM 93, it is determined whether to execute the long pseudo-illumination effect. In the long pseudo-illumination effect lottery table, it is determined whether to execute the long pseudo-illumination effect as a continuous preview effect or as a preview effect for this variation. Also, in the long pseudo-illumination effect lottery table, when it is determined to execute the long pseudo-illumination effect, it is determined whether to execute the green long pseudo-illumination effect, the red long pseudo-illumination effect, or the rainbow long pseudo-illumination effect. Note that the allocation of this long pseudo-illumination effect lottery table is set to the respective winning probabilities shown in FIG. 48(C). Thus, when it is determined to execute the red long pseudo-illumination effect as a continuous preview effect, as shown in FIGS. 37 and 38, the red long pseudo-illumination effect will be executed.

[0227] Next, an example of controlling a short pseudo-illumination effect will be explained. As a prerequisite, it is assumed that the game is in a normal game state and that there are 0 reserved balls in the first special symbol. It is also assumed that a game ball flowing down the game area 3 has entered the first start opening 20. In this case, the game control microcomputer 81 determines whether or not it is a jackpot by the special symbol 1 jackpot determination process (S1408) shown in Figure 25. Furthermore, it selects a variation pattern by the special symbol 1 variation pattern selection process (S1409) shown in Figures 26 and 27. The selected variation pattern is, for example, variation pattern P2 (see Figure 15) which indicates an SP reach failure. This variation pattern P2 is then included in the special symbol 1 variation start command, and this special symbol 1 variation start command is transmitted to the sub-control board 90 by the output process (S101) shown in Figure 19.

[0228] When the microcomputer 91 for controlling the performance on the sub-control board 90 receives the special effect start command shown in Figure 1, it performs a received command analysis process (S4301) as shown in Figure 47, and based on the variation pattern P2, it performs a variation performance pattern selection process to execute a variation performance and a pre-announcement performance selection process to execute a pre-announcement performance. In the variation performance pattern selection process, since variation pattern P2 indicates an SP reach failure, a variation performance pattern indicating the execution of an SP reach is selected. In the pre-announcement performance selection process, it is determined whether or not to execute a short pseudo-illumination performance based on the short pseudo-illumination performance lottery table (not shown) stored in the ROM 93. The short pseudo-illumination performance lottery table determines whether or not to execute a short pseudo-illumination performance if a long pseudo-illumination performance is not executed. The short pseudo-illumination performance lottery table also determines whether or not to execute a green short pseudo-illumination performance or a red short pseudo-illumination performance if it is determined that a short pseudo-illumination performance will be executed. Furthermore, the distribution in this short pseudo-illumination effect lottery table is set to result in the respective winning probabilities shown in Figure 48(B). When it is decided to execute the red short pseudo-illumination effect, the pseudo-short illumination effect will be executed during the execution of the SP reach, as shown in Figure 35.

[0229] Next, an example of controlling the sword-embedded-breaking effect will be explained. As a prerequisite, the game is in a normal game state and there are 0 reserved special symbols in the first special symbol slot. The game ball flowing down the game area 3 enters the first start slot 20. In this case, the game control microcomputer 81 determines whether or not it is a jackpot by the special symbol 1 jackpot determination process (S1408) shown in Figure 25. Furthermore, it selects a variation pattern by the special symbol 1 variation pattern selection process (S1409) shown in Figures 26 and 27. The selected variation pattern is, for example, variation pattern P1 (see Figure 15) which indicates an SP reach jackpot. This variation pattern P1 is included in the special symbol 1 variation start command, and this special symbol 1 variation start command is transmitted to the sub-control board 90 by the output process (S101) shown in Figure 19.

[0230] When the microcomputer 91 for controlling the performance on the sub-control board 90 receives the special figure 1 variation start command described above, it performs a received command analysis process (S4301) as shown in Figure 47, and based on the variation pattern P1, it performs a variation performance pattern selection process to execute a variation performance and a pre-announcement performance selection process to execute a pre-announcement performance. In the variation performance pattern selection process, since variation pattern P1 indicates an SP reach jackpot, a variation performance pattern indicating the execution of an SP reach is selected. In the pre-announcement performance selection process, it is determined whether or not to execute the sword burial and breaking performance based on the sword burial and breaking performance lottery table (not shown) stored in the ROM 93. The sword burial and breaking performance lottery table determines whether or not to execute the sword burial and breaking performance, and if it is determined to execute the sword burial and breaking performance, it is determined whether or not to execute the small sword burial and breaking performance, the medium sword burial and breaking performance, or the large sword burial and breaking performance. The distribution in this sword burial and breaking performance lottery table is set to achieve the respective winning probabilities shown in Figure 49. Thus, once it is decided to execute the Greatsword Buried and Broken animation, the Greatsword Buried and Broken animation will be performed during the execution of the SP Reach, as shown in Figure 43.

[0231] 11. Effects of this form As explained in detail above, according to this embodiment of the pachinko game machine 1, a pseudo-illumination effect is performed on the display screen 7a of the image display device 7, as shown in Figure 35(B), which displays an image that appears to be emitting light on the player's side against a black background BL. As a result, even without using the illumination display device 12 (see Figure 7(A)) positioned in front of the display screen 7a, it is possible to make the player feel as if a logo illumination effect (see Figure 33(A)) has been performed by the pseudo-illumination effect, thereby providing a novel and exciting gaming experience.

[0232] Furthermore, according to this form of pachinko game machine 1, as shown in Figure 36(B), after displaying a pseudo-logo face image GR representing the main character logo on the display screen 7a, a long pseudo-illumination effect is executed, showing an appearance image GT and an arrival image GS indicating that the logo is moving, as shown in Figures 36(C) and (D). As a result, unlike logo illumination effects using the illumination display device 12, the logo that appears to be emitting light then appears to move in a smooth flow, making it possible to provide a novel and exciting gaming experience.

[0233] Furthermore, according to this form of pachinko game machine 1, a long pseudo-illumination effect in which the pseudo-logo face image GR is displayed on the display screen 7a followed by the appearance image GT and arrival image GS suggests a higher probability of winning a jackpot than a short pseudo-illumination effect in which only the pseudo-logo face image GR is displayed on the display screen 7a (see Figures 48(A) and 48(B)). Therefore, it is possible to provide a novel and exciting gaming experience by drawing the player's attention to whether or not the appearance image GT and arrival image GS are displayed after the pseudo-logo face image GR is displayed.

[0234] Furthermore, according to this form of pachinko game machine 1, there are green short pseudo-illumination effects, red short pseudo-illumination effects, green long pseudo-illumination effects, red long pseudo-illumination effects, and rainbow long pseudo-illumination effects, each with a different probability of winning a jackpot depending on the color (probability element) attached to the pseudo-logo face image GR. Therefore, it is possible to provide a novel and exciting gaming experience by having players pay attention to which color is attached to the pseudo-logo face image GR.

[0235] Furthermore, in this form of pachinko game machine 1, when the pseudo-logo face image GR is colored in rainbow colors, a long pseudo-illumination effect is sometimes executed to indicate that the game is controlled to a jackpot state. Therefore, when the pseudo-logo face image GR is colored in rainbow colors, it is possible to give the player a great sense of excitement.

[0236] Furthermore, in this form of pachinko game machine 1, a logo illumination effect (see Figure 33(A)) is performed in front of the display screen 7a, where the illumination display device 12 (see Figure 7(A)) illuminates the logo profile image 12X. On the other hand, a pseudo-illumination effect (see Figure 33(B)) is performed on the display screen 7a, which displays an image where a pseudo-logo face image GR appears to be emitting light on the player's side against a black background area BL. Thus, not only the logo illumination effect but also the pseudo-illumination effect may be performed, making it possible to provide a novel and exciting gaming experience.

[0237] Furthermore, according to this form of pachinko game machine 1, the pseudo-illumination effect in which the pseudo-logo face image GR is colored green (green short pseudo-illumination effect, green long pseudo-illumination effect) suggests a higher probability of winning a jackpot than the logo illumination effect in which the logo profile image 12X is colored green (see Figures 48(A)(B)(C)). Also, the pseudo-illumination effect in which the pseudo-logo face image GR is colored red (red short pseudo-illumination effect, red long pseudo-illumination effect) suggests a higher probability of winning a jackpot than the logo illumination effect in which the logo profile image 12X is colored red (see Figures 48(A)(B)(C)). Therefore, it is possible to make players anticipate the execution of the pseudo-logo illumination effect more than the logo illumination effect, thereby providing a novel and exciting gaming experience.

[0238] In this configuration, there are two types of logo illumination effects: a green logo illumination effect and a red logo illumination effect, depending on the likelihood of winning. In contrast, there are three types of pseudo-illumination effects, depending on the likelihood of winning: a green pseudo-illumination effect (green short pseudo-illumination effect, green long pseudo-illumination effect), a red pseudo-illumination effect (red short pseudo-illumination effect, red long pseudo-illumination effect), and a rainbow pseudo-logo illumination effect (rainbow long pseudo-illumination effect). The reason why there are more types of pseudo-illumination effects (pseudo-light guide effects) than logo illumination effects (actual light guide effects) is as follows: In order to have many types of logo illumination effects, it would be necessary to prepare display LEDs 12d corresponding to each light-emitting color in the illumination display device 12, which would increase costs. In contrast, with pseudo-illumination effects, it is not necessary to prepare display LEDs corresponding to each light-emitting color as in the illumination display device 12, and pseudo-illumination effects corresponding to a variety of colors (for example, rainbow colors) can be easily executed using images.

[0239] Furthermore, in this form of pachinko game machine 1, the short pseudo-illumination effect shown in Figure 36(B) is an effect that encourages players to wonder whether or not to transition to a long pseudo-illumination effect, which suggests a higher probability of winning a jackpot. Therefore, it is possible to provide a novel and exciting gaming experience by having players pay attention to whether or not to transition from the short pseudo-illumination effect to the long pseudo-illumination effect.

[0240] Furthermore, in this form of pachinko game machine 1, as shown in Figures 37 and 38, a short pseudo-illumination effect may be executed across multiple display variations of the effect symbols 8. This makes it possible to increase the anticipation of transitioning to a long pseudo-illumination effect.

[0241] Furthermore, according to this form of pachinko game machine 1, as shown in Figure 39(A), there are cases where a small sword embedded image SW1 is displayed on the display screen 7a and a small sword is embedded and the machine breaks; as shown in Figure 39(B), there are cases where a medium sword embedded image SW2 is displayed on the display screen 7a and a medium sword is embedded and the machine breaks; and as shown in Figure 39(C), there are cases where a large sword embedded image SW3 is displayed on the display screen 7a and a large sword is embedded and the machine breaks. However, the order of small sword embedded and breaking < medium sword embedded and breaking < large sword embedded and breaking suggests a higher probability of winning a jackpot (see Figure 49). Therefore, it is possible to provide the player with a novel gaming experience by making them expect a medium sword to be embedded rather than a small sword on the display screen 7a, and a large sword to be embedded rather than a medium sword.

[0242] Furthermore, with this form of pachinko game machine 1, if the SP reach in progress is interrupted and the sword embedding and breaking effect (small sword embedding and breaking effect, medium sword embedding and breaking effect, large sword embedding and breaking effect) is executed, a screen breaking image GW (see Figure 43(F)) indicating that the display screen 7a has broken will be displayed, and then the interrupted SP reach will resume (see Figure 43(G)). In this way, it is possible to avoid the sword embedding images SW1, SW2, and SW3 remaining displayed and interfering with the resumed SP reach.

[0243] Furthermore, in this form of pachinko game machine 1, the time the medium sword embedded image SW2 shown in Figure 41(D) is displayed (4 seconds) is longer than the time the small sword embedded image SW1 shown in Figure 40(D) ​​is displayed (2 seconds). Also, the time the large sword embedded image SW3 shown in Figure 42(D) is displayed (6 seconds) is longer than the time the medium sword embedded image SW2 shown in Figure 41(D) is displayed (4 seconds). Therefore, the length of the display time for the sword embedded images SW1, SW2, and SW3 makes it possible to clearly show the player that the medium sword embedded breaking effect has a higher probability of winning a jackpot than the small sword embedded breaking effect, and the large sword embedded breaking effect has a higher probability of winning a jackpot than the medium sword embedded breaking effect.

[0244] Furthermore, in this form of pachinko game machine 1, the medium sword embedded in the display screen 7a in the medium sword embedded image SW2 shown in Figure 41(D) is larger than the small sword embedded in the display screen 7a in the small sword embedded image SW1 shown in Figure 40(D). Also, the large sword embedded in the display screen 7a in the large sword embedded image SW3 shown in Figure 42(D) is larger than the medium sword embedded in the display screen 7a in the medium sword embedded image SW2 shown in Figure 41(D). Therefore, it is possible to clearly show the player the relationship that the size of the swords embedded in the sword embedded images SW1, SW2, and SW3 suggests that the medium sword embedded and broken animation has a higher probability of winning a jackpot than the small sword embedded and broken animation, and that the large sword embedded and broken animation has a higher probability of winning a jackpot than the medium sword embedded and broken animation.

[0245] Furthermore, according to the pachinko game machine 1 of this form, the image SW1 of the small sword embedded in Figure 40(D) ​​shows that the small sword is embedded in the display screen 7a in a direction that intersects with the display screen 7a. Similarly, the image SW2 of the medium sword embedded in Figure 41(D) shows that the medium sword is embedded in the display screen 7a in a direction that intersects with the display screen 7a. Finally, the image SW3 of the large sword embedded in Figure 42(D) shows that the large sword is embedded in the display screen 7a in a direction that intersects with the display screen 7a. Thus, it is possible to enhance the impact of the images SW1 of the small sword embedded in Figure 40(D), SW2 of the medium sword embedded in Figure 42(D), and SW3 of the large sword embedded in Figure 42(D), making it appear as if the small sword, medium sword, or large sword is piercing the display screen 7a.

[0246] Also, according to the pachinko gaming machine 1 of this embodiment, as shown in Fig. 39(A), when the small sword embedded crack effect that shows the small screen crack image HB1 with the display screen 7a being small and cracked is executed, and as shown in Fig. 39(B), when the medium sword embedded crack effect that shows the medium screen crack image HB2 with the display screen 7a being largely cracked is executed, and as shown in Fig. 39(C), when the large sword embedded crack effect that shows the large screen crack image HB3 with the entire display screen 7a being cracked is executed. However, it is suggested that the probability of winning a big hit is high in the order of the small sword embedded crack effect < the medium sword embedded crack effect < the large sword embedded crack effect (see Fig. 49). Therefore, it is possible to provide a novel gaming interest by making the player expect cracks to occur in a wider range on the display screen 7a.

[0247] Also, according to the pachinko gaming machine 1 of this embodiment, when the sword embedded crack effect (small sword embedded crack effect, medium sword embedded crack effect, large sword embedded crack effect) is executed by interrupting the ongoing SP reach, after the screen crack image GW (see Fig. 43(F)) indicating that the display screen 7a is cracked is displayed, the interrupted SP reach is resumed (see Fig. 43(G)). In this way, it is possible to avoid the screen crack images HB1, HB2, and HB3 remaining displayed and interfering with the resumed SP reach.

[0248] Also, according to the pachinko gaming machine 1 of this embodiment, the time (4 seconds) during which the medium screen crack image HB2 shown in Fig. 41(D) is displayed is longer than the time (2 seconds) during which the small screen crack image HB1 shown in Fig. 40(D) is displayed. Also, the time (6 seconds) during which the large screen crack image HB3 shown in Fig. 42(D) is displayed is longer than the time (4 seconds) during which the medium screen crack image HB2 shown in Fig. 41(D) is displayed. Therefore, it is possible to clearly show the player the relationship that the medium sword embedded crack effect suggests a higher probability of winning a big hit than the small sword embedded crack effect, and the large sword embedded crack effect suggests a higher probability of winning a big hit than the medium sword embedded crack effect, based on the lengths of the display times of the screen crack images HB1, HB2, and HB3.

[0249] Moreover, according to the pachinko gaming machine 1 of this embodiment, the small screen crack image HB1 shown in FIG. 40(D), the medium screen crack image HB2 shown in FIG. 41(D), and the large screen crack image HB3 shown in FIG. 42(D) are images that appear as if the display screen 7a is cracked. Therefore, it is possible to enhance the impact of the small screen crack image HB1, the medium screen crack image HB2, and the large screen crack image HB3.

[0250] 12. Modification Example Next, a modification example of the pachinko gaming machine 1 of the above embodiment will be described. In the description of the modification example, the same components as those in the above embodiment are denoted by the same reference numerals and the description thereof is omitted. Of course, the components related to the modification example may be appropriately combined to form a configuration. Further, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0251] In the above embodiment, when the pseudo illumination effect is executed during the execution of the variable display of the production symbol 8 once, either the green pseudo illumination effect (green short pseudo illumination effect, green long pseudo illumination effect), or the red pseudo illumination effect (red short pseudo illumination effect, red long pseudo illumination effect), or the rainbow pseudo illumination effect (rainbow long pseudo illumination effect) is executed. On the other hand, during the execution of the variable display of the production symbol 8 once, as in the pseudo illumination upgrade effect shown in FIG. 50, the pseudo illumination effect may be executed a plurality of times.

[0252] Hereinafter, based on FIG. 50, the pseudo illumination upgrade effect will be described. In this modification example, in the pseudo logo face GR, a short pseudo illumination effect (hereinafter referred to as "gold short pseudo illumination effect") can be executed when a part of the contour portion KM and the effect portion EF are golden (see FIG. 50(E)). In this gold short pseudo illumination effect, it is suggested that the winning expectancy for a big win is 70%.

[0253] When the pseudo-illumination upgrade effect is executed, first, as shown in Figure 50(A), a green short pseudo-illumination effect is executed. Subsequently, as shown in Figure 50(B), as an operation prompting effect to encourage operation of the effect button 63 (operating means), a button operation prompting image BS showing the effect button 63 and the words "Press!" is displayed on the display screen 7a. In addition, while the operation prompting effect is being executed, a progress bar PR indicating the valid period for operation of the effect button 63 is displayed.

[0254] Thus, after the operation prompting animation shown in Figure 50(B), if the player presses the animation button 63 within the operation validity period, or if the operation validity period expires without the player pressing the animation button 63, the game will either be upgraded successfully or upgraded unsuccessfully. In the case of an upgrade failure, the pseudo-illumination upgrade animation will end, and the interrupted animation will resume. In this case, since the upgrade is to the green short pseudo-illumination animation, it is suggested that the probability of winning is 30%.

[0255] On the other hand, if the upgrade is successful, a red short pseudo-illumination effect is executed, as shown in Figure 50(C). Subsequently, the same operation prompting effect as in Figure 50(B) is executed, as shown in Figure 50(D). After the operation prompting effect shown in Figure 50(D), if the player presses the effect button 63 within the operation validity period, or if the operation validity period expires without the player pressing the effect button 63, the game will be divided into either a successful upgrade or a failed upgrade. In the case of a failed upgrade, the pseudo-illumination upgrade effect ends, and the interrupted effect resumes. In this case, since the upgrade is only to the red short pseudo-illumination effect, it is suggested that the probability of winning is 50%.

[0256] On the other hand, in the case of successful promotion, as shown in FIG. 50(E), a gold short pseudo illumination effect is executed, and the pseudo illumination promotion effect ends when it reaches the final stage. Therefore, the interrupted effect will be resumed. Thus, it is suggested that the winning expectancy is 70% which is the highest among the pseudo illumination promotion effects, and it is possible to give the player a sense of exhilaration due to the gradually increasing winning expectancy. Note that it may be possible to develop from the gold short pseudo illumination effect to a gold long pseudo illumination effect. Or, it may be possible to upgrade from the gold short pseudo illumination effect to a rainbow short pseudo illumination effect so as to indicate that the winning of the big hit has been confirmed for the player.

[0257] By the way, instead of the pseudo illumination promotion effect of the modified example, it is conceivable to execute a logo illumination effect using the illumination display device 12 and an operation promotion effect alternately to execute an illumination promotion effect. However, since the logo illumination effect using the illumination display device 12 is not an effect executed on the display screen 7a, there is a possibility that a timing deviation from the operation promotion effect may occur. On the other hand, in the pseudo illumination promotion effect of the modified example, since the short pseudo illumination effect and the operation promotion effect are alternately executed on the display screen 7a, it is possible to appropriately achieve synchronization of the effect timings.

[0258] In the above embodiment, after the pseudo illumination effect ended, only the interrupted effect was resumed. On the other hand, it may be possible to shift to different types of SP reaches (development effects) through the short pseudo illumination effect, like the pseudo illumination pre-development effect shown in FIG. 51.

[0259] Hereinafter, the pseudo illumination pre-development effect will be described based on FIG. 51. In this modified example, as types of SP reaches, there are three types: SP reach A, SP reach B, and SP reach C, and the reach effects suggest that the winning expectancy for the big hit is high in the order of SP reach A < SP reach B < SP reach C. The pseudo illumination pre-development effect is an effect that suggests in advance which SP reach is likely to be executed according to the color shown in the short pseudo illumination effect.

[0260] When the pseudo-illumination pre-development animation is performed, first, as shown in Figure 50(A), one of the following short pseudo-illumination animations will be performed: a green short pseudo-illumination animation, a red short pseudo-illumination animation, or a gold short pseudo-illumination animation. If the green short pseudo-illumination animation is performed, the probability of transitioning to SP Reach A shown in Figure 51(B-1) is 60%, the probability of transitioning to SP Reach B shown in Figure 51(B-2) is 30%, and the probability of transitioning to SP Reach C shown in Figure 51(B-3) is 10%. Therefore, players who realize that the green short pseudo-illumination animation has been performed during the pseudo-illumination pre-development animation will be disappointed to learn that they are more likely to transition to SP Reach A, which has the lowest probability of winning.

[0261] On the other hand, when the red short pseudo-illumination effect is performed, the probability of transitioning to SP Reach A shown in Figure 51(B-1) is 33%, the probability of transitioning to SP Reach B shown in Figure 51(B-2) is 34%, and the probability of transitioning to SP Reach C shown in Figure 51(B-3) is 33%. Therefore, players who recognize the execution of the red short pseudo-illumination effect in the pre-pseudo-illumination effect will understand that it is more likely to transition to SP Reach B or SP Reach C than the green short pseudo-illumination effect, and will look forward to what happens next.

[0262] In response to these, if the gold short pseudo-illumination effect is executed, the probability of transitioning to SP Reach A shown in Figure 51(B-1) is 10%, the probability of transitioning to SP Reach B shown in Figure 51(B-2) is 30%, and the probability of transitioning to SP Reach C shown in Figure 51(B-3) is 60%. Therefore, players who recognize the execution of the gold short pseudo-illumination effect in the pre-pseudo-illumination development effect will understand that they are more likely to transition to SP Reach C, which has the highest probability of winning, and will have high expectations.

[0263] In this way, the pseudo-illumination pre-development effect (pseudo-light guide effect) provides a novel gameplay experience by drawing the player's attention to the color indicated by the pseudo-logo face GR and allowing them to predict which SP reach (development effect) is most likely to develop. If the green short pseudo-illumination effect is executed, it may transition to SP reach A with 100% probability; if the red short pseudo-illumination effect is executed, it may transition to SP reach B with 100% probability; and if the gold short pseudo-illumination effect is executed, it may transition to SP reach C with 100% probability. Alternatively, a rainbow short pseudo-illumination effect may be executed, and if the rainbow pseudo-short pseudo-illumination effect is executed, it may transition to a special reach effect (for example, a full rotation reach where the effect symbol 8 moves at the same speed) indicating that a jackpot has been confirmed.

[0264] In the above configuration, the logo illumination effect and the pseudo-illumination effect were not executed simultaneously. In contrast, as shown in the superimposed illumination effect in Figure 52, the logo illumination effect and the pseudo-illumination effect may be executed simultaneously.

[0265] The superimposed illumination effect will be explained below based on Figure 52. The superimposed illumination effect is an effect that interrupts an ongoing effect for a predetermined short time (2 seconds) by combining the logo illumination effect and the short pseudo-illumination effect. For example, as shown in Figure 52(A), when an SP reach is in progress and the battle image BA is displayed on the display screen 7a, the superimposed illumination effect is interrupted and executed. At this time, as shown in Figure 52(B), the logo profile image 12X is red on the light guide plate 12a of the illumination display device 12, and the pseudo-logo face image GR, which is colored red, is displayed on the display screen 7a. At this time, unlike when the logo illumination effect and the short pseudo-illumination effect are executed, a rapid-fire sound of "Kii-kii-kii-kiiin" is output from the speaker 67. In this way, it is possible to provide the player with a more impactful visual by superimposing the pseudo-logo face image GR on the display screen 7a with the logo profile image 12X which is positioned in front of the display screen 7a. Once the superimposed illumination effect shown in Figure 52(B) is finished, the interrupted SP reach resumes as shown in Figure 52(C), and the battle image BA is displayed again on display screen 7a.

[0266] In the superimposed illumination effect shown in Figure 52(B), for example, it is set to suggest that the probability of winning is 75%, which is higher than the probability of winning for the red logo illumination effect (25%) and the probability of winning for the red short pseudo illumination effect (50%). This makes it possible to make players expect the superimposed illumination effect to be performed rather than the red logo illumination effect or the red short pseudo illumination effect, thereby increasing the sense of excitement when the superimposed illumination effect is performed. In this modified example, the case in which the red logo illumination effect and the red short pseudo illumination effect are performed simultaneously is used as an example of the superimposed illumination effect, but for example, the green logo illumination effect and the green short pseudo illumination effect may be performed simultaneously. Alternatively, the green logo illumination effect and the red short pseudo illumination effect may be performed simultaneously, or the red logo illumination effect and the rainbow short pseudo illumination effect may be performed simultaneously.

[0267] In the above configuration, in the embedded and cracked small sword effect (see Figure 39(A)), there was only one small sword indicating that it was embedded in a direction intersecting the display screen 7a. In contrast, as shown in Figure 53, there may be two small swords indicating that they were embedded in a direction intersecting the display screen 7a.

[0268] In the multiple small sword embedded crack effect shown in Figure 53, the display screen 7a shows a multiple small sword embedded image SWa indicating that two small swords (first predetermined object) used by the main character of the pachinko game machine PY1 are embedded in the display screen 7a in a direction intersecting the display screen 7a, and a multiple small screen crack image HBa indicating that two small cracks have occurred in the display screen 7a. In the multiple small screen crack image HBa, the area showing that the display screen 7a is cracked is wider than in the small screen crack image HB1 shown in Figure 39(A).

[0269] This multiple small sword embedded and cracked animation is designed to suggest, for example, that the probability of winning is 30%, which is higher than the probability of winning for the small sword embedded and cracked animation (20%). Therefore, players who see the multiple small sword embedded and cracked animation shown in Figure 53 can easily understand that the probability of winning is higher than for the small sword embedded and cracked animation because there are more small swords embedded than in the small sword embedded image SW1 (see Figure 39(A)). Similarly, players can easily understand that the probability of winning is higher than for the small sword embedded and cracked animation because there are more cracks shown on display screen 7a than in the small screen crack image HB1 (see Figure 39(A)). Thus, as shown in the comparison between the multiple small sword embedded and cracked animation and the small sword embedded and cracked animation, it is also possible to suggest a higher probability of winning the more predetermined objects that are embedded in a direction intersecting the display screen 7a. Note that the number of predetermined objects embedded is not limited to one or two, but may be three or more. Furthermore, as shown in the comparison between the multiple small sword embedding and cracking animation and the small sword embedding and cracking animation, it is preferable to indicate that the more cracks shown on display screen 7a, the higher the probability of winning. Note that the number of cracks is not limited to one or two, but may be three or more. Also, in the modified example described above, the multiple small sword embedding and cracking animation is executed in response to the small sword embedding and cracking animation shown in Figure 39(A), but it is also possible to execute the multiple medium sword embedding and cracking animation in response to the medium sword embedding and cracking animation shown in Figure 39(B), or the multiple large sword embedding and cracking animation in response to the large sword embedding and cracking animation shown in Figure 39(C).

[0270] In the above-described embodiment, in the sword-embedding crack effect (see FIG. 39), it was shown that a predetermined object (sword) was embedded in the display screen 7a (predetermined object) in a direction intersecting the display screen 7a. On the other hand, as in the enemy character embedding effect shown in FIG. 54, it may be configured to show that a predetermined object (sword) is embedded in the enemy character (predetermined object) shown by the enemy character image TC. The enemy character embedding effect of this modification example includes three types: the small sword enemy character embedding effect shown in FIG. 54(A), the medium sword enemy character embedding effect shown in FIG. 54(B), and the large sword enemy character embedding effect shown in FIG. 54(C).

[0271] The small sword enemy character embedding effect (first embedding preview effect) is executed by interrupting at a predetermined timing when the battle image BA is displayed on the display screen 7a during the execution of SP reach. Specifically, during the display of the battle image BA, suddenly, as shown in FIG. 54(A), on the display screen 7a, a small sword embedding image SY1 indicating that a small sword (first predetermined object) is embedded in the enemy character image TC and the enemy character shown by the enemy character image TC is displayed. In this small sword enemy character embedding effect, it is suggested that the winning probability for a big hit is 30%.

[0272] The medium sword enemy character embedding effect (second embedding preview effect) is executed by interrupting at a predetermined timing when the battle image BA is displayed on the display screen 7a during the execution of SP reach. Specifically, during the display of the battle image BA, suddenly, as shown in FIG. 54(B), on the display screen 7a, a medium sword embedding image SY2 indicating that a medium sword (second predetermined object) larger than the small sword is embedded in the enemy character image TC and the enemy character shown by the enemy character image TC is displayed. In this medium sword enemy character embedding effect, it is suggested that the winning probability for a big hit is 40%.

[0273] The great sword enemy character embedding effect (the third embedding preview effect) is executed by interrupting at a predetermined timing when the battle image BA is displayed on the display screen 7a during the execution of the SP reach. Specifically, during the display of the battle image BA, suddenly, as shown in FIG. 54(C), on the display screen 7a, a great sword embedding image SY3 indicating that the enemy character image TC and a great sword (the third predetermined object) larger than the mid-sword have been embedded in the enemy character indicated by the enemy character image TC is displayed. In this great sword enemy character embedding effect, it is suggested that the winning expectation for a big hit is 50%.

[0274] As described above, according to this modified version, the enemy character embedding animation may interrupt and be executed during the execution of an SP Reach. However, the enemy character embedding animation may not be executed during the execution of an SP Reach. When the enemy character embedding animation is executed, it is possible to draw the player's attention to which of the following animations was executed: the small sword enemy character embedding animation shown in Figure 54(A), the medium sword enemy character embedding animation shown in Figure 54(B), or the large sword enemy character embedding animation shown in Figure 54(C). In other words, during the execution of an SP Reach, it is possible to provide a novel point of interest: whether the embedding of a small sword in the enemy character shown in battle image BA (see Figure 34(B)) suggests a 30% chance of winning, whether the embedding of a medium sword suggests a 40% chance of winning, or whether the embedding of a large sword suggests a 50% chance of winning. In the modified version described above, it is shown that a small sword (first designated object), a medium sword (second designated object), or a large sword (third designated object) is embedded in the enemy character (a designated object). However, the specified object indicating that something is embedded is not limited to enemy characters and can be changed as appropriate. For example, it could be the animation symbol 8, icon 9 (the icon 9, the hold icon 9), or a background image. Also, the first, second, and third specified objects to be embedded are not limited to short swords, medium swords, and great swords and can be changed as appropriate. For example, they could be small spears, medium spears, and great spears, or small items, medium items, and large items. Furthermore, although the enemy character embedding animation described above is shown to be performed during an SP reach, the timing of its execution can be changed as appropriate. For example, it may be performed before the reach.

[0275] In the modified version described above, during the execution of one variation of the performance symbol 8, one of the following would be executed: the small sword enemy character embedding animation, the medium sword enemy character embedding animation, or the large sword enemy character embedding animation. In contrast, as shown in the enemy character embedding upgrade animation in Figure 55, the enemy character embedding animation may be executed multiple times during the execution of one variation of the performance symbol 8.

[0276] When the enemy character embedding and promotion animation is executed, first, as shown in Figure 55(A), the short sword enemy character embedding animation is executed. Subsequently, as shown in Figure 55(B), as an operation prompting animation to prompt the player to press the animation button 63 (operating means), a button operation prompting image BS showing the animation button 63 and the words "Press!" is displayed on the display screen 7a. In addition, a progress bar PR indicating the valid period for pressing the animation button 63 is displayed while the operation prompting animation is being executed.

[0277] Thus, after the operation prompting animation shown in Figure 55(B), if the player presses the animation button 63 within the operation validity period, or if the operation validity period expires without the player pressing the animation button 63, the outcome will be either a successful upgrade or a failed upgrade. In the case of a failed upgrade, the enemy character embedding upgrade animation ends, and the interrupted animation (SP reach) resumes. In this case, since the upgrade is only up to the small sword enemy character embedding animation, it is suggested that the probability of winning is 30%.

[0278] On the other hand, if the promotion is successful, the medium sword enemy character embedding animation is performed, as shown in Figure 55(C). Subsequently, the same operation prompting animation as in Figure 55(B) is performed, as shown in Figure 55(D). After the operation prompting animation shown in Figure 55(D), if the player presses the animation button 63 within the operation validity period, or if the operation validity period expires without the player pressing the animation button 63, the game will be divided into either a successful promotion or a failed promotion. In the case of a failed promotion, the enemy character embedding promotion animation ends, and the interrupted animation resumes. In this case, since the promotion is only up to the medium sword enemy character embedding animation, it is suggested that the probability of winning is 40%.

[0279] On the other hand, if the upgrade is successful, as shown in Figure 55(E), the Greatsword Enemy Character Embedding animation is executed, and the Enemy Character Embedding Upgrade animation ends when it reaches its final stage. As a result, the interrupted animation (SP Reach) is resumed. In this way, the 50% probability of winning is suggested as the highest probability in the Enemy Character Embedding Upgrade animation, and it is possible to give the player a sense of excitement as the probability of winning increases in stages. In addition, although the Enemy Character Embedding animation or the Enemy Character Embedding Upgrade animation did not indicate to the player that a jackpot had been won, for example, a special sword embedding image showing that a special sword has been embedded in the enemy character shown in the Enemy Character Image TC could be displayed to indicate to the player that a jackpot has been won.

[0280] In the above configuration, the sword-embedded crack effect (see Figure 39) indicated that a crack had occurred in the display screen 7a (a predetermined object). In contrast, as shown in the background crack effect in Figure 56, it is also possible to indicate that a crack has occurred in the mountain (a predetermined object) shown in the background image Ha. There are three types of background crack effects in this modified version: the small background crack effect shown in Figure 56(A), the medium background crack effect shown in Figure 56(B), and the large background crack effect shown in Figure 56(C).

[0281] The small background crack effect (first crack warning effect) is executed at a predetermined timing when background image Ha is displayed before a reach occurs. Specifically, while the effect symbols 8L, 8C, and 8R are being displayed in a variable state before a reach occurs, a small background crack image HX1 is suddenly displayed on the display screen 7a, as shown in Figure 56(A), indicating that a small crack has appeared in the mountain shown in background image Ha. This small background crack effect suggests that the probability of winning a jackpot is 10%.

[0282] The mid-background crack effect (second crack warning effect) is executed at a predetermined timing when background image Ha is displayed before a reach occurs. Specifically, while the effect symbols 8L, 8C, and 8R are being displayed in a variable manner before a reach occurs, the mid-background crack image HX2 is suddenly displayed on the display screen 7a, as shown in Figure 56(B), indicating that a fairly large crack has appeared in the mountain shown in background image Ha. This mid-background crack effect suggests that the probability of winning a jackpot is 20%.

[0283] The large background crack effect (third crack warning effect) is executed at a predetermined timing when background image Ha is displayed before a reach occurs. Specifically, while the effect symbols 8L, 8C, and 8R are being displayed before a reach occurs, the large background crack image HX3 is suddenly displayed on the display screen 7a, as shown in Figure 56(C), indicating that a very large crack has appeared in the mountain shown in background image Ha. This large background crack effect suggests that the probability of winning a jackpot is 30%.

[0284] As described above, according to this modified version, a background cracking effect may be executed before a reach occurs. When a background cracking effect is executed, it is possible to draw the player's attention to whether the small background cracking effect shown in Figure 56(A), the medium background cracking effect shown in Figure 56(B), or the large background cracking effect shown in Figure 56(C) has been executed. In other words, before a reach occurs, it is possible to provide a novel point of interest for the player: does the appearance of a small crack in the mountain shown in background image Ha suggest a 10% chance of winning? Does the appearance of a somewhat large crack suggest a 20% chance of winning? Or does the appearance of a large crack suggest a 30% chance of winning? The small background cracking image HX1, the medium background cracking image HX2, and the large background cracking image HX3 in the modified version described above will continue to be displayed until the reach effect is executed. However, the background cracking effect may also be executed after a reach occurs (while the reach effect is being executed). In the modified example described above, the background image Ha shows that cracks have formed on the mountain (a predetermined object). However, the predetermined object on which cracks are shown is not limited to the mountain (background image) and can be changed as appropriate. For example, it could be the animation pattern 8, icon 9 (the icon 9, the hold icon 9), an item, a character, etc.

[0285] In the modified example described above, one of the following effects was executed during the execution of a single variation of the performance symbol 8: a small background crack effect, a medium background crack effect, or a large background crack effect. In contrast, as shown in the background crack upgrade effect in Figure 57, the background crack effect may be executed multiple times during the execution of a single variation of the performance symbol 8.

[0286] When the background cracking upgrade effect is executed, first, a small background cracking effect is executed, as shown in Figure 57(A). Subsequently, as shown in Figure 57(B), an action prompting effect is displayed on the display screen 7a, showing the effect button 63 and the words "Press!", prompting the user to press the effect button 63 (operating means). During the execution of the action prompting effect, a progress bar PR is displayed, indicating the valid period for pressing the effect button 63.

[0287] Thus, after the operation prompting animation shown in Figure 57(B), if the player presses the animation button 63 within the operation validity period, or if the operation validity period expires without the player pressing the animation button 63, the game will either be upgraded successfully or upgraded unsuccessfully. In the case of an upgrade failure, the background crack upgrade animation will end, and the interrupted variation animation will resume. In this case, since the upgrade is only to the small background crack animation, it is suggested that the probability of winning is 10%.

[0288] On the other hand, if the upgrade is successful, the mid-background splitting animation is executed as shown in Figure 57(C). Subsequently, the same operation prompting animation as in Figure 57(B) is executed as shown in Figure 57(D). After the operation prompting animation shown in Figure 57(D), if the player presses the animation button 63 within the operation validity period, or if the operation validity period expires without the player pressing the animation button 63, the game will be divided into either a successful upgrade or a failed upgrade. In the case of a failed upgrade, the background splitting upgrade animation ends, and the interrupted variation animation resumes. In this case, since the upgrade is only up to the mid-background splitting animation, it is suggested that the probability of winning is 20%.

[0289] On the other hand, if the upgrade is successful, as shown in Figure 57(E), a large background cracking animation is performed, and the background cracking upgrade animation ends when it reaches its final stage. As a result, the interrupted variation animation resumes. In this way, the background cracking upgrade animation suggests that the probability of winning is the highest at 30%, and it is possible to give the player a sense of excitement as the probability of winning increases in stages. In addition, although the background cracking animation or the background cracking upgrade animation did not indicate to the player that a jackpot had been won, it is also possible to indicate to the player that a jackpot had been won by, for example, displaying a special background cracking image that shows a special crack appearing on the mountain shown in background image Ha.

[0290] In the above configuration, as shown in Figure 48(A), the probability of winning was set for the logo illumination effect, and as shown in Figures 48(B) and (C), the probability of winning was set for the pseudo-illumination effect (short illumination effect, long illumination effect). However, the probability of winning shown in Figures 48(A) to (C) is merely an example and can be changed as appropriate. Similarly, the probability of winning explained in the above-mentioned modified example is also merely an example and can be changed as appropriate.

[0291] In the above configuration, the pseudo-illumination effect (pseudo-light guide effect) made it appear as if the pseudo-logo face image GR (a predetermined display image, character image) representing the logo (a predetermined character), which is the main character of the pachinko game machine PY1, was emitting light (see Figure 33(B)). However, the predetermined display image that appears to be emitting light in the pseudo-light guide effect is not limited to the pseudo-logo face image GR and can be changed as appropriate. Therefore, the predetermined display image may be a character image representing a character other than the logo, or a non-character display image (for example, a display image representing an item or a display image representing a landscape).

[0292] In the above configuration, in the pseudo-illumination effect (pseudo-light guide effect), as shown in Figure 33(B), the pseudo-logo face image GR (predetermined display image) was made to appear as if it was emitting light on the player's side against a black background area BL (dark background). However, the color of the background area BL is not limited to black; it can be changed as appropriate to any dark color that has a low degree of brightness (luminosity) and appears dark. Therefore, the dark color can be gray, and it can be changed as appropriate to any achromatic color (white, black, and gray) whose luminosity is closer to black than white.

[0293] In the above configuration, as shown in Figure 36(B), an image showing a pseudo-logo face GR (pseudo-light guide image) was displayed, followed by an appearance image GT and an arrival image GS (character animation) showing the logo in motion, as shown in Figures 36(C) and (D). However, the character animation displayed following the pseudo-light guide image is not limited to the appearance image GT and arrival image GS shown in Figures 36(C) and (D), and can be changed as appropriate. For example, the character animation could show the logo transforming into an even more awakened form.

[0294] In the above configuration, as shown in Figure 33(B), in the short pseudo-illumination effect (pseudo-light guide effect), the pseudo-logo face image GR (pseudo-light guide image) did not appear to move. However, in the pseudo-light guide effect, a pseudo-light guide moving image may be displayed that appears to the player as if it is emitting light and moving.

[0295] In the above configuration, the logo illumination effect (actual light guide effect) illuminates the logo profile image 12X (a specific display image) which represents the main character of the pachinko game machine PY1 (see Figure 33(A)). However, the specific display image that appears to be illuminated in the actual light guide effect is not limited to the logo profile image 12X and can be changed as appropriate. Therefore, the specific display image may be a character image representing a character other than the logo, or a non-character display image (for example, a display image representing an item or a display image representing a landscape).

[0296] In the above configuration, the green short pseudo-illumination effect suggested a higher probability of winning than the green logo illumination effect, and the red short pseudo-illumination effect suggested a higher probability of winning than the green logo illumination effect (see Figures 48(A) and 48(B)). However, it is also possible to suggest that the green short pseudo-illumination effect suggests a lower probability of winning than the green logo illumination effect, and the red short pseudo-illumination effect suggests a lower probability of winning than the green logo illumination effect. In this case, it is possible to make players expect the logo illumination effect (green logo illumination effect, red logo illumination effect) to be executed more often than the pseudo-illumination effect (green short pseudo-illumination effect, red short pseudo-illumination effect) between the similar logo illumination effect and the pseudo-illumination effect. Alternatively, the probability of winning indicated by the green short pseudo-illumination effect and the probability of winning indicated by the green logo illumination effect may be set to be the same or substantially the same, and the probability of winning indicated by the red short pseudo-illumination effect and the probability of winning indicated by the red logo illumination effect may be set to be the same or substantially the same.

[0297] In the above configuration, the short pseudo-illumination effect (pseudo-light guide prompting effect) was an effect that prompted whether or not it would develop into a long pseudo-illumination effect (development effect). However, the development effect that is performed after the short pseudo-illumination effect (pseudo-light guide prompting effect) can be changed as appropriate, and may be, for example, a reach effect or a re-display of the effect symbol 8 in a pseudo-consecutive effect (an effect in which the effect symbol 8 is displayed multiple times in a single special symbol display).

[0298] In the above configuration, in the sword embedding and cracking effect (see Figures 39(A), (B), and (C)), the display time for the small sword embedding image SW1 (first embedding image) and the small screen crack image HB1 (first crack image) was 2 seconds, the display time for the medium sword embedding image SW2 (second embedding image) and the medium screen crack image HB2 (second crack image) was 4 seconds, and the display time for the large sword embedding image SW3 (third embedding image) and the large screen crack image HB3 (third crack image) was 6 seconds. However, the display times for each of the above-mentioned images may be the same. Alternatively, the display time for the sword-embedded image SW1 (first embedded image) and the small-screen crack image HB1 (first crack image) may be set to be longer than the display time for the medium-sized sword-embedded image SW2 (second embedded image) and the medium-sized crack image HB2 (second crack image), and the display time for the medium-sized sword-embedded image SW2 (second embedded image) and the medium-sized crack image HB2 (second crack image) may be set to be longer than the display time for the large sword-embedded image SW3 (third embedded image) and the large-screen crack image HB3 (third crack image).

[0299] In the above configuration, the sword embedding and breaking animation (see Figures 39(A), (B), and (C)) indicated that the larger the predetermined object (sword) embedded in the display screen 7a, the higher the probability of winning. However, it is also possible to indicate that the smaller the predetermined object (sword) embedded in the display screen 7a, the higher the probability of winning.

[0300] In the above configuration, the sword embedding images SW1, SW2, and SW3 of the sword embedding and breaking effect (see Figures 39(A), (B), and (C)) show that the predetermined object (sword) is embedded in the display screen 7a (a predetermined object) in a direction that intersects the display screen 7a (in particular, in a direction that approaches the player). However, the direction in which the predetermined object is embedded can be changed as appropriate; for example, it may be in a direction that intersects the display screen 7a but moves away from the player. Alternatively, the direction in which the predetermined object is embedded may be parallel to the plane of the display screen 7a.

[0301] In the above configuration, if an SP reach is interrupted and a sword embedding and breaking animation (the small sword embedding and breaking animation shown in Figure 40, the medium sword embedding and breaking animation shown in Figure 41, or the large sword embedding and breaking animation shown in Figure 42) is performed, the screen-cracked image GW is displayed, and then the interrupted SP reach is resumed. However, after the screen-cracked image GW is displayed, the interrupted animation may not be resumed, and the game may transition to a different animation (for example, SP reach A shown in Figure 51(B-1), SP reach B shown in Figure 51(B-2), or SP reach C shown in Figure 51(B-3)).

[0302] In this case, when the small sword embedding and cracking animation shown in Figure 40 is performed, the probability of transitioning to SP Reach A shown in Figure 51(B-1) is set to 60%, the probability of transitioning to SP Reach B shown in Figure 51(B-2) is set to 30%, and the probability of transitioning to SP Reach C shown in Figure 51(B-3) is set to 10%. Thus, when the small sword embedding and cracking animation is performed, the small sword (first predetermined object) is embedded in the display screen 7a, and the player, noticing that the area of ​​the crack on the display screen 7a is small, will realize that they are more likely to transition to SP Reach A, which has the lowest probability of winning, thus causing them disappointment.

[0303] On the other hand, when the medium sword embedding and cracking animation shown in Figure 41 is performed, for example, the probability of transitioning to SP Reach A shown in Figure 51(B-1) is set to 33%, the probability of transitioning to SP Reach B shown in Figure 51(B-2) is set to 34%, and the probability of transitioning to SP Reach C shown in Figure 51(B-3) is set to 33%. In this way, when the medium sword embedding and cracking animation is performed, the medium sword (second predetermined object) is embedded in the display screen 7a, and the player, noticing that the area of ​​the crack on the display screen 7a is slightly larger, will understand that it is easier to transition to SP Reach B or SP Reach C than with the small sword embedding and cracking animation, and will be excited about what will happen next.

[0304] In response to these, if the Greatsword Buried and Cracked animation shown in Figure 42 is executed, for example, the probability of transitioning to SP Reach A shown in Figure 51(B-1) is set to 10%, the probability of transitioning to SP Reach B shown in Figure 51(B-2) is set to 30%, and the probability of transitioning to SP Reach C shown in Figure 51(B-3) is set to 60%. In this way, when the Greatsword Buried and Cracked animation is executed, the Greatsword (third predetermined object) is embedded in the display screen 7a, and players who notice that the area of ​​cracks on the display screen 7a is large will understand that they are more likely to transition to SP Reach C, which has the highest probability of winning, and will have high expectations.

[0305] Thus, the sword embedding and cracking animation draws attention to the type of sword embedded in the display screen 7a (small sword, medium sword, large sword) and the size of the cracks in the display screen 7a (small, medium, large), providing a novel and engaging gameplay experience by allowing players to predict which SP reach (development animation) is most likely to develop. In the above-described modification, the development animation (SP reach A, SP reach B, SP reach C) progressed after the cracked screen image GW was displayed, but it is also possible to proceed to the development animation (SP reach A, SP reach B, SP reach B) without displaying the cracked screen image GW. Furthermore, if the small sword embedding and cracking animation is performed, it is possible to proceed to SP reach A with 100% probability; if the medium sword embedding and cracking animation is performed, it is possible to proceed to SP reach B with 100% probability; and if the large sword embedding and cracking animation is performed, it is possible to proceed to SP reach C with 100% probability. Furthermore, in the sword embedding and cracking animation, if it is shown that a special sword (specific object) has been embedded in the display screen 7a, or if a special crack has occurred on the display screen 7a, the game may transition to a special reach animation (for example, a full rotation reach where the animation symbol 8 moves at the same speed) that indicates that a jackpot has been won.

[0306] In the above configuration, after the sword embedding and breaking animation (the small sword embedding and breaking animation shown in Figure 40, the medium sword embedding and breaking animation shown in Figure 41, and the large sword embedding and breaking animation shown in Figure 42) is performed, that is, after the screen-cracked image GW is displayed, the interrupted animation is simply resumed, and no chance-up animation that suggests an increased probability of winning is performed. However, after the sword embedding and breaking animation is performed, a chance-up animation that suggests an increased probability of winning (for example, the panel-moving mechanism driving animation shown in Figure 4, or the frame-moving mechanism driving animation shown in Figure 2) may be performed.

[0307] In this case, if the medium sword embedding and cracking animation is performed, the chance-up animation may be set to be more likely to be performed than if the small sword embedding and cracking animation were performed, and if the large sword embedding and cracking animation is performed, the chance-up animation may be set to be more likely to be performed than if the medium sword embedding and cracking animation were performed. In this way, when the sword embedding and cracking animation is performed, it is possible to draw attention to the type of sword embedded in the display screen 7a (small sword, medium sword, large sword) and the size of the crack that has appeared on the display screen 7a (small, medium, large), thereby providing a novel and engaging gaming experience that allows players to predict the likelihood of a chance-up animation being performed. Furthermore, if the small sword embedding and breaking effect is performed, the first chance-up effect (for example, the movable panel drive effect shown in Figure 4) will always be performed. If the medium sword embedding and breaking effect is performed, the second chance-up effect (for example, the movable frame drive effect shown in Figure 2) which suggests a higher probability of winning than the first chance-up effect will always be performed. If the large sword embedding and breaking effect is performed, the third chance-up effect (for example, the effect of operating the logo sword mechanism 300 as shown in Figures 5(A) and 5(B)) which suggests a higher probability of winning than the second chance-up effect will always be performed. In addition, although the above-described modification explains the case in which the chance-up effect is performed after the screen-cracked image GW is displayed, the chance-up effect may be performed even if the screen-cracked image GW is not displayed.

[0308] In the above-described embodiment, the sword-embedded crack effect (the small sword-embedded crack effect shown in FIG. 40, the medium sword-embedded crack effect shown in FIG. 41, the large sword-embedded crack effect shown in FIG. 42) was not executed as a continuous warning effect that suggests the winning expectancy for a big win across the variable displays of a plurality of special symbols (the effect symbol 8). However, the sword-embedded crack effect may be executed as a continuous warning effect. For example, across the 4th variation before ⇒ 3rd variation before ⇒ 2nd variation before ⇒ 1st variation before ⇒ the said variation, it may be configured to suggest that the possibility of being controlled to a special gaming state gradually increases by the change of a predetermined object (for example, the display screen 7a) embedded with a predetermined object (the 1st predetermined object ⇒ the 2nd predetermined object ⇒ the 3rd predetermined object ⇒ the 4th predetermined object ⇒ the 5th predetermined object). Also for example, across the 4th variation before ⇒ 3rd variation before ⇒ 2nd variation before ⇒ 1st variation before ⇒ the said variation, it may be configured to suggest that the possibility of being controlled to a special gaming state gradually increases by showing that the range of the crack occurring in a predetermined object (for example, the display screen 7a) is increasing.

[0309] In the above-described embodiment, in the sword-embedded crack effect (refer to FIGS. 39(A)(B)(C)), it was configured to suggest that the higher the winning expectancy is, the larger the range indicating that a crack has occurred in the display screen 7a (a predetermined object). However, it may be configured to suggest that the higher the winning expectancy is, the smaller the range in which a crack has occurred in the predetermined object.

[0310] In the above configuration, when the sword-buried-and-cracked animation was performed, the screen-cracked image GW (see Figures 40(E), 41(E), and 41(E)) simply indicated that the sword-buried-and-cracked animation had ended. However, it would also be preferable to indicate that the probability of winning increases when the screen-cracked image GW is displayed. Alternatively, it would be preferable to indicate that a jackpot has been confirmed when the screen-cracked image GW is displayed. Furthermore, it would be preferable to display a screen vibration image indicating that the display screen 7a (a predetermined object) is vibrating between the display of the screen-cracked image HB (small screen-cracked image HB1 shown in Figure 40(D), medium screen-cracked image HB2 shown in Figure 41(D), and large screen-cracked image HB1 shown in Figure 42(D)) and the display of the screen-cracked image GW. Displaying the screen vibration image emphasizes that cracks have occurred on the display screen 7a (a predetermined object), and makes the process leading up to the display of the screen-cracked image GW appear more natural.

[0311] The execution time of each effect and the display time of each image described in the above forms and each modified example are merely examples, and can be changed as appropriate within the same range of effects.

[0312] In the above configuration, the pachinko machine 1 was a so-called "probability loop type" in which, after being controlled to a high probability state, the high probability state continues until the next big win is effectively achieved. However, it may also be a so-called "ST type" pachinko machine in which, after being controlled to a high probability state, when the number of times the special symbols are displayed in a variable state reaches a predetermined number of times, it is controlled to a normal probability state. Furthermore, in the above configuration, the pachinko machine 1 was a so-called "Type 1" type in which a big win game is executed when a big win is achieved through the special symbol lottery, but it may also be another type of pachinko machine capable of executing a small win game (for example, a so-called Type 1 and Type 2 mixed machine).

[0313] In the above configuration, the pachinko game machine 1 transitioned to a high-probability state depending on the type of special symbol displayed when stopped. However, it is also possible to have a pachinko game machine that has a specific area (V area) in the big prize device and transitions to a high-probability state based on the passage of the game ball into the specific area, or a pachinko game machine that does not transition to a high-probability state.

[0314] Furthermore, in the above configuration, the number of time-saving rounds is set to "100" after a big win, or the time-saving state is effectively maintained until the next big win is achieved. However, it is also possible to set the number of time-saving rounds to "0" after a big win (i.e., to be controlled to a "non-time-saving state").

[0315] Furthermore, although the above configuration is set up as a pachinko game machine 1, it may also be set up as a slot machine (slot machine, pachislo game machine). In this case, if it is a so-called normal machine that increases the number of medals won by winning big bonuses or regular bonuses, the state in which bonuses such as big bonuses or regular bonuses are being executed corresponds to a special game state. Also, if it is a so-called ART machine or AT machine that increases the number of medals won during special game periods such as ART (Assist Replay Time) or AT (Assist Time) where small wins can be won frequently, the state during ART or AT corresponds to a special game state. In the case of a normal machine, the control condition for entering a special game state is that a big bonus or regular bonus is won, and then a combination of symbols that triggers a transition to a big bonus or regular bonus is derived and displayed as the display result of each reel on the activated winning line. In the case of an ART machine or AT machine, the control condition for entering a special game state is, for example, that the execution lottery for ART or AT is won, and then the timing for ART or AT to be activated is reached by playing a predetermined number of games.

[0316] 13. The invention shown in the above-described embodiment The embodiments described above illustrate the inventions of the following means. In the descriptions of the means below, the corresponding component names, expressions, and reference numerals used in the drawings in the embodiments described above are noted in parentheses for reference. However, the components of each invention are not limited to these notes.

[0317] <Means A> The invention relating to means A1 is, A means for controlling the effects (microcontroller 91 for effect control), In a game machine (pachinko game machine 1) comprising a display means (image display device 7) having a display screen (7a), The aforementioned performance control means is The gaming machine is characterized in that it can perform a pseudo-light guide effect (pseudo-illumination effect) on the aforementioned display screen, which displays a pseudo-light guide image (see Figure 33(B)) that appears to be emitting light on the player's side against a dark background (black background portion BL).

[0318] In this gaming machine configuration, a pseudo-light-guiding effect is performed on the display screen of the display means, which displays a pseudo-light-guiding image that appears to be emitting light from the player's side against a dark background. As a result, even without performing a light-guiding effect that makes the display image visible using a light-guiding means positioned in front of the display screen, the pseudo-light-guiding effect makes it appear to the player as if a light-guiding effect has been performed, thus providing a novel gaming experience.

[0319] The invention relating to means A2 is, In the gaming machine described in means A1, The aforementioned pseudo-light guide image is an image in which a character image (pseudo-logo face image GR) representing a predetermined character as the predetermined display image appears to be emitting light on the player's side against a dark background (black background portion BL) (see Figure 33(B)). The aforementioned performance control means is The gaming machine is characterized in that, following the aforementioned pseudo-light guide image, it is possible to execute a series of pseudo-light guide effects (long pseudo-illumination effects) that show a character animation (appearance image GT shown in Figure 36(C), arrival image GS shown in Figure 36(D)) indicating that the predetermined character is moving on the display screen.

[0320] In this gaming machine configuration, a series of pseudo-light-guided effects are executed on the display screen, which first show a pseudo-light-guided image of a character representing a predetermined character appearing to be emitting light against a dark background on the player's side, and then show a character animation indicating that the predetermined character is moving. As a result, unlike conventional light-guided effects, the character image that appeared to be emitting light then appears to move in a smooth flow, providing a novel and engaging gaming experience.

[0321] The invention relating to means A3 is, In the gaming machine described in method A2, The game includes a game control means (a microcomputer for game control 81) that can control the game to a special game state (a jackpot game state) when a hit (jackpot) is determined in the hit detection process (jackpot detection process). The aforementioned performance control means is Following the aforementioned pseudo-light guide image, a standalone pseudo-light guide effect (short pseudo-illumination effect) can be executed on the display screen without displaying the character animation image (see Figure 35). The aforementioned series of pseudo-light guide effects (long pseudo-illumination effects) are more likely to result in the special game state than the aforementioned single pseudo-light guide effects (see Figures 48(B) and 48(C)).

[0322] This configuration of the gaming machine suggests that a series of pseudo-light-guiding sequences, where a pseudo-light-guiding image is displayed on the screen followed by a character animation, is more likely to trigger a special game state than a single pseudo-light-guiding sequence where only the pseudo-light-guiding image is displayed on the screen. Therefore, it is possible to provide a novel gaming experience by drawing the player's attention to whether or not a character animation is displayed after the pseudo-light-guiding image.

[0323] The invention relating to means A4 is, In the gaming machine described by means A1 or means A2, The game includes a game control means (a microcomputer for game control 81) that can control the game to a special game state (a jackpot game state) when a hit (jackpot) is determined in the hit detection process (jackpot detection process). The aforementioned pseudo-light guide effect includes: The gaming machine is characterized by having multiple types of pseudo-light guide effects (green short pseudo-illumination effect, red short pseudo-illumination effect, green long pseudo-illumination effect, red long pseudo-illumination effect, rainbow long pseudo-illumination effect) that suggest that the possibility of being controlled to the special game state differs depending on the type of expectation element (color) attached to the pseudo-light guide image.

[0324] In this configuration of the gaming machine, there are multiple types of pseudo-light guide effects, each with a different probability of being controlled to a special game state, depending on the type of expectation element attached to the pseudo-light guide image. Therefore, it is possible to provide a novel gaming experience by having players pay attention to which expectation element is attached to the pseudo-light guide image.

[0325] The invention relating to means A5 is, In the gaming machine described in method A4, The aforementioned pseudo-light guide effect includes: The gaming machine is characterized by having a winning pseudo-light guide effect (rainbow long pseudo-illumination effect) that indicates that the game is controlled to the special game state, due to the addition of a winning element (rainbow colors) to the pseudo-light guide image.

[0326] In this configuration of the gaming machine, when a pseudo-light guide effect is executed, in which a winning element is attached to the pseudo-light guide image, the machine is controlled to a special game state. Therefore, when a winning element is attached to the pseudo-light guide image, it is possible to give the player a great sense of excitement.

[0327] By the way, light-guiding effects using light-guiding means, as in the gaming machine described in Japanese Patent Publication No. 2015-1810361, are already commonplace effects, and there was room for improvement in order to enhance the enjoyment of the game. Therefore, the invention relating to means A1 to A5 differs from the gaming machine described in Japanese Patent Publication No. 2015-1810361 in that the effect control means is capable of executing a pseudo-light-guiding effect that displays a pseudo-light-guiding image on the display screen, which appears to be emitting light from the player's side against a dark background where a predetermined display image is located. This makes it possible to solve the problem of providing a gaming machine that can offer a novel and enjoyable gaming experience (achieve the desired effect).

[0328] <Method B> The invention relating to means B1 is, A means for controlling the effects (microcontroller 91 for effect control), A display means (image display device 7) having a display screen (7a), In a gaming machine (pachinko gaming machine 1) comprising a light guide means (illumination display device 12) positioned in front of the aforementioned display screen, The aforementioned performance control means is In front of the aforementioned display screen, the light guide means can be used to perform a light-guided effect (logo illumination effect) that causes a specific display image (logo profile image 12X) to light up (see Figure 33(A)). The gaming machine is characterized in that it can perform a pseudo-light guide effect (pseudo-illumination effect) on the aforementioned display screen, which displays a pseudo-light guide image (see Figure 33(B)) that appears to be emitting light on the player's side against a dark background (black background portion BL).

[0329] In this gaming machine configuration, a real light-guiding effect is performed in front of the display screen, where a light guide means illuminates a specific display image. On the other hand, a pseudo-light-guiding effect is performed on the display screen, where a pseudo-light-guiding image is displayed against a dark background, making it appear as if a predetermined display image is emitting light from the player's side. Thus, by performing both a real light-guiding effect and a pseudo-light-guiding effect, it is possible to provide a novel and engaging gaming experience.

[0330] The invention relating to means B2 is, In the gaming machine described in means B1, The game includes a game control means (a microcomputer for game control 81) that can control the game to a special game state (a jackpot game state) when a hit (jackpot) is determined in the hit detection process (jackpot detection process). The gaming machine is characterized in that the possibility of being controlled to the special game state differs between the pseudo-light guide effect (green short pseudo-illumination effect, red short pseudo-illumination effect) in which a specific expectation element (green, red) is attached to the pseudo-light guide image, and the actual light guide effect (green logo illumination effect, red logo illumination effect) in which the specific expectation element (green, red) is attached to the specific display image (see Figures 48(A) and 48(B)).

[0331] This configuration of the gaming machine suggests that the likelihood of being controlled to a special game state differs between pseudo-light-guiding effects, where specific expectation elements are attached to pseudo-light-guiding images, and actual light-guiding effects, where specific expectation elements are attached to specific display images. Therefore, when comparing similar actual and pseudo-light-guiding effects, it is possible to make the player expect the one that suggests a higher probability of being controlled to a special game state to be executed, and to draw their attention to which one is executed.

[0332] The invention relating to means B3 is, In the gaming machine described in means B1, The game includes a game control means (a microcomputer for game control 81) that can control the game to a special game state (a jackpot game state) when a hit (jackpot) is determined in the hit detection process (jackpot detection process). The aforementioned pseudo-light guide effect is a pseudo-light guide effect that encourages the player to transition to a development effect (long pseudo-illumination effect) that suggests an increased probability of being controlled to the special game state (expected winning rate) (see Figure 36).

[0333] In this configuration of a gaming machine, the pseudo-light guide effect is a pseudo-light guide effect that builds anticipation for whether or not the game will transition to a development effect. Therefore, it is possible to provide a novel gaming experience by drawing the player's attention to whether or not the game will transition to a development effect after the pseudo-light guide effect.

[0334] The invention relating to means B4 is, In the gaming machine described in method B3, The aforementioned performance control means is The display of the symbol (8) that indicates the result of the hit detection process can be varied, The gaming machine is characterized in that the aforementioned pseudo-light-guiding effect can be executed across multiple display variations of the effect symbols (see Figures 37 and 38).

[0335] In this configuration of the gaming machine, a pseudo-light-guiding and anticipation effect may be executed across multiple display cycles of the animation symbols. This makes it possible to increase the sense of anticipation for the transition to a development animation.

[0336] By the way, light-guiding effects using light-guiding means, as in the gaming machine described in Japanese Patent Publication No. 2015-1810361, are already commonplace effects, and there was room for improvement in order to enhance the enjoyment of the game. Therefore, the invention relating to means B1 to B4 differs from the gaming machine described in Japanese Patent Publication No. 2015-1810361 in that the effect control means is capable of executing a pseudo-light-guiding effect that displays a pseudo-light-guiding image on the display screen, which appears to be emitting light from the player's side against a dark background. This makes it possible to solve the problem of providing a gaming machine that can offer a novel and enjoyable gaming experience (achieve the desired effect).

[0337] <Means C> The invention relating to means C1 is, When a hit is determined in the hit detection process (jackpot detection process), a game control means (game control microcomputer 81) capable of controlling the game to a special game state (jackpot game state) is provided. In a gaming machine (pachinko gaming machine 1) including performance control means (performance control microcomputer 91) capable of controlling performance, the performance control means, is capable of executing a first embedding preview performance (small sword embedding crack performance) for displaying a first embedding image (small sword embedding image SW1) indicating that a first predetermined object (small sword) has been embedded in a predetermined object (display screen 7a) (see Fig. 39(A)), is capable of executing a second embedding preview performance (medium sword embedding crack performance) for displaying a second embedding image (medium sword embedding image SW2) indicating that a second predetermined object (medium sword) has been embedded in the predetermined object (display screen 7a) (see Fig. 39(B)), and the gaming machine is characterized in that the second embedding preview performance suggests that there is a higher possibility (winning expectancy) of being controlled to the special gaming state than the first embedding preview performance (see Fig. 49).

[0338] According to the gaming machine with this configuration, there are cases where a first embedding preview performance for displaying a first embedding image indicating that a first predetermined object has been embedded in a predetermined object is executed, and cases where a second embedding preview performance for displaying a second embedding image indicating that a second predetermined object has been embedded in the predetermined object is executed. However, the second embedding preview performance suggests that there is a higher possibility of being controlled to the special gaming state than the first embedding preview performance. Therefore, it is possible to provide a novel gaming interest by making the player expect that a second predetermined object will be embedded in the predetermined object rather than the first predetermined object.

[0339] The invention according to means C2 is in the gaming machine described in means C1, where the performance control means, when interrupting a performance in progress (e.g., SP reach) and executing the first embedding preview performance or the second embedding preview performance, after displaying a crack image (screen crack image GW) indicating that the predetermined object has cracked, resumes the interrupted performance (see Figs. 40 and 41), and is a gaming machine characterized by this.

[0340] According to the gaming machine with this configuration, when the ongoing effect is interrupted and the first embedded preview effect or the second embedded preview effect is executed, after displaying a cracked image indicating that a predetermined object has cracked, the interrupted effect is resumed. Thus, it is possible to avoid the situation where the first embedded image or the second embedded image remains displayed and interferes with the resumed effect.

[0341] The invention according to means C3 is In the gaming machine described in means C1, The gaming machine is characterized in that the time (4 seconds) during which the second embedded image is displayed is longer than the time (2 seconds) during which the first embedded image is displayed.

[0342] According to the gaming machine with this configuration, the time during which the second embedded image is displayed is longer than the time during which the first embedded image is displayed. Therefore, it is possible to easily show the player the relationship suggesting that the second embedded preview effect is more likely to be controlled to a special gaming state than the first embedded preview effect.

[0343] The invention according to means C4 is In the gaming machine described in means C1, The gaming machine is characterized in that the second predetermined object (middle sword) is larger than the first predetermined object (small sword) (see FIGS. 39(A) and (B)).

[0344] According to the gaming machine with this configuration, the second predetermined object embedded in the predetermined object in the second embedded preview image is larger than the first predetermined object embedded in the predetermined object in the first embedded preview image. Therefore, it is possible to easily show the player the relationship suggesting that the second embedded preview effect is more likely to be controlled to a special gaming state than the first embedded preview effect.

[0345] The invention according to means C5 is In the gaming machine according to any one of means C1 to means C4, The system includes a display means (image display device 7) having a display screen (7a), The first embedded image (small sword embedded image SW1) is an image showing that the first predetermined object (small sword) is embedded in the predetermined object (display screen 7a) in a direction intersecting the display screen (see Figure 39(A)), The amusement machine is characterized in that the second embedded image (central sword embedded image SW2) is an image showing that the second predetermined object (central sword) is embedded in the predetermined object in a direction intersecting the display screen (see Figure 39(B)).

[0346] In this gaming machine configuration, the first embedded image is an image showing that the first predetermined object is embedded in a predetermined object in a direction that intersects the display screen, and the second embedded image is an image showing that the second predetermined object is embedded behind the predetermined object in a direction that intersects the display screen. Therefore, it is possible to enhance the impact of the first and second embedded images by making it appear as if the first or second predetermined object is piercing the display screen.

[0347] Incidentally, in the gaming machine described in Japanese Patent Application Laid-Open No. 2016-198185, a cut-in preview effect may be executed in which a cut-in image is displayed on the display screen of the display means. In the cut-in preview effect, the expected winning probability suggested varies according to the type of the cut-in image to be displayed, and the player is made to enjoy which type of cut-in image will be displayed. However, focusing on the type of image displayed on the display screen of the display means, as in the cut-in preview effect, has already become commonplace. Therefore, in order to provide a novel gaming interest, it has been required that there be a new point of attention in the preview effect. Thus, the inventions according to Means C1 to C5 are such that, with respect to the gaming machine described in Japanese Patent Application Laid-Open No. 2016-198185, the effect control means can execute a first embedding preview effect in which a first embedding image indicating that a first predetermined object is embedded in a predetermined object is displayed, and can execute a second embedding preview effect in which a second embedding image indicating that a second predetermined object is embedded in the predetermined object is displayed, and the second embedding preview effect is different in that it suggests that there is a higher possibility of being controlled to a special gaming state than the first embedding preview effect. Thereby, it is possible to solve the problem of providing a gaming machine capable of providing a novel gaming interest (exhibiting an operational effect).

[0348] <Means D> The invention according to Means D1 is as follows. In a gaming machine (pachinko gaming machine 1) including a game control means (game control microcomputer 81) that can be controlled to a special gaming state (big win gaming state) when a win (big win) is determined in a win determination process (big win determination process), and an effect control means (effect control microcomputer 91) that can control effects, the effect control means can execute a first cracking preview effect (small sword embedding cracking effect) in which a first cracking image (small screen cracking image HB1) indicating that a predetermined object (display screen 7a) is cracked is displayed (see Fig. 39(A)), It is possible to perform a second crack warning effect (middle sword embedded crack effect) which displays a second crack image (middle screen crack image HB2) indicating that the predetermined object (display screen 7a) is cracked (see Figure 39(B)), The second crack image shows a larger area of ​​cracking in the predetermined object than the first crack image (see Figures 39(A) and 39(B)). The gaming machine is characterized in that the second crack warning effect suggests a higher probability of being controlled to the special game state than the first crack warning effect (see Figure 49).

[0349] In this gaming machine configuration, there are two possibilities: one in which a first crack warning animation is performed, displaying a first crack image indicating that a predetermined object is cracked; and another in which a second crack warning animation is performed, displaying a second crack image indicating that a predetermined object is cracked. However, the second crack image shows a larger area of ​​cracking on the predetermined object than the first crack image, suggesting that the second crack warning animation is more likely to result in a special game state than the first crack warning animation. Therefore, it is possible to provide a novel gaming experience by making the player anticipate that cracks will occur over a wider area on the predetermined object.

[0350] The invention relating to means D2 is, In the gaming machine described in means D1, The aforementioned performance control means is The gaming machine is characterized in that, when an ongoing performance (e.g., an SP reach) is interrupted to execute the first cracking notification performance or the second cracking notification performance, a cracked image (screen cracked image GW) indicating that the predetermined object has cracked is displayed, and then the interrupted performance is resumed (see Figures 40 and 41).

[0351] In this configuration of a gaming machine, if the ongoing animation is interrupted to perform the first crack warning animation or the second crack warning animation, a cracked image indicating that a predetermined object has cracked will be displayed, and then the interrupted animation will resume. In this way, it is possible to avoid the first crack image or the second crack image remaining displayed and interfering with the ongoing animation.

[0352] The invention relating to means D3 is, In the gaming machine described in means D1, The gaming machine is characterized in that the time for which the second crack image is displayed (4 seconds) is longer than the time for which the first crack image is displayed (2 seconds).

[0353] In this configuration of the gaming machine, the time the second crack image is displayed is longer than the time the first crack image is displayed. Therefore, it is possible to clearly show the player that the second crack warning animation is more likely to trigger a special game state than the first crack warning animation.

[0354] The invention relating to means D4 is, In the gaming machine described by means D1 or means D3, Equipped with a display means having a display screen, The first crack image and the second crack image are images in which the display screen (7a) appears to be cracked as a predetermined object (see Figures 39(A) and 39(B)).

[0355] In this configuration of the gaming machine, the first crack image and the second crack image are images that make the display screen appear cracked. Therefore, it is possible to enhance the impact of the first crack image and the second crack image.

[0356] By the way, in the gaming machine described in Japanese Patent Application Laid-Open No. 2016-198185, a cut-in preview effect may be executed in which a cut-in image is displayed on the display screen of the display means. In the cut-in preview effect, the expected winning probability suggested varies according to the type of the cut-in image to be displayed, and the player is made to enjoy which type of cut-in image will be displayed. However, focusing on the type of the image displayed on the display screen of the display means as in the cut-in preview effect has already become commonplace. Therefore, in order to provide a novel gaming interest, it has been required that there be a new point of attention in the preview effect. Thus, in the inventions according to means D1 to D4, with respect to the gaming machine described in Japanese Patent Application Laid-Open No. 2016-198185, the effect control means can execute a first crack preview effect of displaying a first crack image indicating that a predetermined object is cracked, and can execute a second crack preview effect of displaying a second crack image indicating that the predetermined object is cracked. The second crack image is different in that the range in which the predetermined object is cracked is larger than that of the first crack image, and the second crack preview effect suggests that it is more likely to be controlled to a special gaming state than the first crack preview effect. Thereby, it is possible to solve (achieve an operational effect) the problem of providing a gaming machine capable of providing a novel gaming interest.

Explanation of Signs

[0357] 1... Pachinko gaming machine 7... Image display device 7a... Display screen 12... Illumination display device 12a... Light guide plate 12X... Logo side face image 81... Gaming control microcomputer 91... Effect control microcomputer GR... Pseudo logo face image SW1... Small sword embedded image SW2... Medium sword embedded image SW3... Large sword embedded image HB1... Small screen crack image HB2... Medium screen crack image HB3... Large screen crack image

Claims

1. In a gaming machine comprising gaming control means capable of being controlled to a special gaming state when a hit is determined in a hit determination process, effect control means capable of controlling effects, and display means having a display screen, the effect control means is capable of displaying a screen crack image that makes the display screen appear cracked, is capable of displaying a screen break image that makes the display screen appear broken, and is characterized in that when the screen break image is displayed after the display of the screen crack image, it is suggested to the player that it is advantageous.

2. In the gaming machine according to Claim 1, the effect control means is characterized in that it is capable of displaying a screen vibration image that makes the display screen appear to vibrate between the display of the screen crack image and the display of the screen break image.

3. In the gaming machine according to Claim 2, the effect control means is characterized in that when the screen break image is displayed after the display of the screen crack image, it indicates that the control to the special gaming state has been determined.